mirror of
https://github.com/robbert-vdh/yabridge.git
synced 2026-05-07 03:50:11 +02:00
Implement the Wine side of clap_plugin::process()
This commit is contained in:
@@ -110,48 +110,48 @@ struct ClapAudioThreadControlRequest {
|
||||
template <typename T>
|
||||
ClapAudioThreadControlRequest(T request) : payload(std::move(request)) {}
|
||||
|
||||
using Payload = std::variant<clap::plugin::StartProcessing,
|
||||
clap::plugin::StopProcessing,
|
||||
clap::plugin::Reset,
|
||||
clap::ext::params::plugin::Flush,
|
||||
clap::ext::tail::plugin::Get>;
|
||||
using Payload =
|
||||
std::variant<clap::plugin::StartProcessing,
|
||||
clap::plugin::StopProcessing,
|
||||
clap::plugin::Reset,
|
||||
// The actual value for this will be stored in the
|
||||
// `process_request` field on `clap_plugin_proxy`. That way
|
||||
// we don't have to destroy the object (and deallocate all
|
||||
// vectors in it) on the Wine side during every processing
|
||||
// cycle.
|
||||
MessageReference<clap::plugin::Process>,
|
||||
clap::ext::params::plugin::Flush,
|
||||
clap::ext::tail::plugin::Get>;
|
||||
|
||||
Payload payload;
|
||||
|
||||
template <typename S>
|
||||
void serialize(S& s) {
|
||||
s.ext(
|
||||
payload,
|
||||
bitsery::ext::InPlaceVariant{
|
||||
// TODO: Process data
|
||||
// [&](S& s,
|
||||
// MessageReference<YaAudioProcessor::Process>& request_ref)
|
||||
// {
|
||||
// // When serializing this reference we'll read the data
|
||||
// // directly from the referred to object. During
|
||||
// // deserializing we'll deserialize into the persistent and
|
||||
// // thread local `process_request` object (see
|
||||
// // `ClapSockets::add_audio_processor_and_listen`) and then
|
||||
// // reassign the reference to point to that object.
|
||||
// s.ext(request_ref,
|
||||
// bitsery::ext::MessageReference(process_request_));
|
||||
// },
|
||||
[](S& s, auto& request) { s.object(request); }});
|
||||
s.ext(payload,
|
||||
bitsery::ext::InPlaceVariant{
|
||||
[&](S& s,
|
||||
MessageReference<clap::plugin::Process>& request_ref) {
|
||||
// When serializing this reference we'll read the data
|
||||
// directly from the referred to object. During
|
||||
// deserializing we'll deserialize into the persistent and
|
||||
// thread local `process_request` object (see
|
||||
// `ClapSockets::add_audio_thread_and_listen_control`) and
|
||||
// then reassign the reference to point to that object.
|
||||
s.ext(request_ref,
|
||||
bitsery::ext::MessageReference(process_request_));
|
||||
},
|
||||
[](S& s, auto& request) { s.object(request); }});
|
||||
}
|
||||
|
||||
// TODO: Process data, update docstring
|
||||
// /**
|
||||
// * Used for deserializing the
|
||||
// `MessageReference<YaAudioProcessor::Process>`
|
||||
// * variant. When we encounter this variant, we'll actually deserialize
|
||||
// the
|
||||
// * object into this object, and we'll then reassign the reference to
|
||||
// point
|
||||
// * to this object. That way we can keep it around as a thread local
|
||||
// object
|
||||
// * to prevent unnecessary allocations.
|
||||
// */
|
||||
// std::optional<YaAudioProcessor::Process> process_request_;
|
||||
/**
|
||||
* Used for deserializing the
|
||||
* `MessageReference<clap::plugin::process::Process>` variant. When we
|
||||
* encounter this variant, we'll actually deserialize the object into this
|
||||
* object, and we'll then reassign the reference to point to this object.
|
||||
* That way we can keep it around as a thread local object to prevent
|
||||
* unnecessary allocations.
|
||||
*/
|
||||
std::optional<clap::plugin::Process> process_request_;
|
||||
};
|
||||
|
||||
/**
|
||||
|
||||
@@ -899,72 +899,109 @@ void ClapBridge::register_plugin_instance(
|
||||
// Every plugin instance gets its own audio thread along with sockets for
|
||||
// host->plugin control messages and plugin->host callbacks
|
||||
std::promise<void> socket_listening_latch;
|
||||
object_instances_.at(instance_id).audio_thread_handler =
|
||||
Win32Thread([&, instance_id]() {
|
||||
set_realtime_priority(true);
|
||||
object_instances_.at(instance_id)
|
||||
.audio_thread_handler = Win32Thread([&, instance_id]() {
|
||||
set_realtime_priority(true);
|
||||
|
||||
// XXX: Like with VST2 worker threads, when using plugin groups the
|
||||
// thread names from different plugins will clash. Not a huge
|
||||
// deal probably, since duplicate thread names are still more
|
||||
// useful than no thread names.
|
||||
const std::string thread_name =
|
||||
"audio-" + std::to_string(instance_id);
|
||||
pthread_setname_np(pthread_self(), thread_name.c_str());
|
||||
// XXX: Like with VST2 worker threads, when using plugin groups the
|
||||
// thread names from different plugins will clash. Not a huge
|
||||
// deal probably, since duplicate thread names are still more
|
||||
// useful than no thread names.
|
||||
const std::string thread_name = "audio-" + std::to_string(instance_id);
|
||||
pthread_setname_np(pthread_self(), thread_name.c_str());
|
||||
|
||||
sockets_.add_audio_thread_and_listen_control(
|
||||
instance_id, socket_listening_latch,
|
||||
overload{
|
||||
[&](const clap::plugin::StartProcessing& request)
|
||||
-> clap::plugin::StartProcessing::Response {
|
||||
const auto& [instance, _] =
|
||||
get_instance(request.instance_id);
|
||||
sockets_.add_audio_thread_and_listen_control(
|
||||
instance_id, socket_listening_latch,
|
||||
overload{
|
||||
[&](const clap::plugin::StartProcessing& request)
|
||||
-> clap::plugin::StartProcessing::Response {
|
||||
const auto& [instance, _] =
|
||||
get_instance(request.instance_id);
|
||||
|
||||
return instance.plugin->start_processing(
|
||||
instance.plugin.get());
|
||||
},
|
||||
[&](const clap::plugin::StopProcessing& request)
|
||||
-> clap::plugin::StopProcessing::Response {
|
||||
const auto& [instance, _] =
|
||||
get_instance(request.instance_id);
|
||||
return instance.plugin->start_processing(
|
||||
instance.plugin.get());
|
||||
},
|
||||
[&](const clap::plugin::StopProcessing& request)
|
||||
-> clap::plugin::StopProcessing::Response {
|
||||
const auto& [instance, _] =
|
||||
get_instance(request.instance_id);
|
||||
|
||||
instance.plugin->stop_processing(instance.plugin.get());
|
||||
instance.plugin->stop_processing(instance.plugin.get());
|
||||
|
||||
return Ack{};
|
||||
},
|
||||
[&](const clap::plugin::Reset& request)
|
||||
-> clap::plugin::Reset::Response {
|
||||
const auto& [instance, _] =
|
||||
get_instance(request.instance_id);
|
||||
return Ack{};
|
||||
},
|
||||
[&](const clap::plugin::Reset& request)
|
||||
-> clap::plugin::Reset::Response {
|
||||
const auto& [instance, _] =
|
||||
get_instance(request.instance_id);
|
||||
|
||||
instance.plugin->reset(instance.plugin.get());
|
||||
instance.plugin->reset(instance.plugin.get());
|
||||
|
||||
return Ack{};
|
||||
},
|
||||
return Ack{};
|
||||
},
|
||||
[&](const MessageReference<clap::plugin::Process>& request_ref)
|
||||
-> clap::plugin::Process::Response {
|
||||
// NOTE: To prevent allocations we keep this actual
|
||||
// `clap::plugin::Process` object around as part of a
|
||||
// static thread local `ClapAudioThreadControlRequest`
|
||||
// object, and we only store a reference to it in our
|
||||
// variant (this is done during the deserialization in
|
||||
// `bitsery::ext::MessageReference`)
|
||||
clap::plugin::Process& request = request_ref.get();
|
||||
|
||||
// As suggested by Jack Winter, we'll synchronize this
|
||||
// thread's audio processing priority with that of the
|
||||
// host's audio thread every once in a while
|
||||
if (request.new_realtime_priority) {
|
||||
set_realtime_priority(true,
|
||||
*request.new_realtime_priority);
|
||||
}
|
||||
|
||||
const auto& [instance, _] =
|
||||
get_instance(request.instance_id);
|
||||
|
||||
// Most plugins will already enable FTZ, but there are a
|
||||
// handful of plugins that don't that suffer from extreme
|
||||
// DSP load increases when they start producing denormals
|
||||
ScopedFlushToZero ftz_guard;
|
||||
|
||||
// The actual audio is stored in the shared memory
|
||||
// buffers, so the reconstruction function will need to
|
||||
// know where it should point the `AudioBusBuffers` to
|
||||
// TODO: Once we add the render extension, process on the
|
||||
// main thread when doing offline rendering
|
||||
[&](clap::ext::params::plugin::Flush& request)
|
||||
-> clap::ext::params::plugin::Flush::Response {
|
||||
const auto& [instance, _] =
|
||||
get_instance(request.instance_id);
|
||||
auto& reconstructed = request.process.reconstruct(
|
||||
instance.process_buffers_input_pointers,
|
||||
instance.process_buffers_output_pointers);
|
||||
clap_process_status result = instance.plugin->process(
|
||||
instance.plugin.get(), &reconstructed);
|
||||
|
||||
clap::events::EventList out{};
|
||||
instance.extensions.params->flush(
|
||||
instance.plugin.get(), request.in.input_events(),
|
||||
out.output_events());
|
||||
return clap::plugin::ProcessResponse{
|
||||
.result = result,
|
||||
.output_data = request.process.create_response()};
|
||||
},
|
||||
[&](clap::ext::params::plugin::Flush& request)
|
||||
-> clap::ext::params::plugin::Flush::Response {
|
||||
const auto& [instance, _] =
|
||||
get_instance(request.instance_id);
|
||||
|
||||
return clap::ext::params::plugin::FlushResponse{
|
||||
.out = std::move(out)};
|
||||
},
|
||||
[&](const clap::ext::tail::plugin::Get& request)
|
||||
-> clap::ext::tail::plugin::Get::Response {
|
||||
const auto& [instance, _] =
|
||||
get_instance(request.instance_id);
|
||||
clap::events::EventList out{};
|
||||
instance.extensions.params->flush(instance.plugin.get(),
|
||||
request.in.input_events(),
|
||||
out.output_events());
|
||||
|
||||
return instance.extensions.tail->get(
|
||||
instance.plugin.get());
|
||||
},
|
||||
});
|
||||
});
|
||||
return clap::ext::params::plugin::FlushResponse{
|
||||
.out = std::move(out)};
|
||||
},
|
||||
[&](const clap::ext::tail::plugin::Get& request)
|
||||
-> clap::ext::tail::plugin::Get::Response {
|
||||
const auto& [instance, _] =
|
||||
get_instance(request.instance_id);
|
||||
|
||||
return instance.extensions.tail->get(instance.plugin.get());
|
||||
},
|
||||
});
|
||||
});
|
||||
|
||||
// Wait for the new socket to be listening on before continuing. Otherwise
|
||||
// the native plugin may try to connect to it before our thread is up and
|
||||
|
||||
Reference in New Issue
Block a user