Always initialize Microsoft COM unconditionally

This commit is contained in:
Robbert van der Helm
2021-06-07 22:24:48 +02:00
parent a7496fae77
commit da5f6e9e7d
5 changed files with 16 additions and 32 deletions
+4
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@@ -15,6 +15,10 @@ Versioning](https://semver.org/spec/v2.0.0.html).
### Fixed
- Fixed _Shattered Glass Audio Code Red (Free)_ crashing when opening the plugin
editor because the plugin doesn't initialize Microsoft COM before using it. We
now always initialize Microsoft COM unconditionally, instead of only doing it
when a plugin fails to initialize the first time without it.
- Fixed mouse clicks in VST2 editors in **Tracktion Waveform** being offset
vertically because of the way Waveform embeds VST2 editors.
-15
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@@ -137,21 +137,6 @@ Vst2Bridge::Vst2Bridge(MainContext& main_context,
logger(generic_logger),
plugin_handle(LoadLibrary(plugin_dll_path.c_str()), FreeLibrary),
sockets(main_context.context, endpoint_base_dir, false) {
// HACK: If the plugin library was unable to load, then there's a tiny
// chance that the plugin expected the COM library to already be
// initialized. I've only seen PSPaudioware's InfiniStrip do this. In
// that case, we'll initialize the COM library for them and try again.
if (!plugin_handle) {
OleInitialize(nullptr);
plugin_handle.reset(LoadLibrary(plugin_dll_path.c_str()));
if (plugin_handle) {
std::cerr << "WARNING: '" << plugin_dll_path << "'" << std::endl;
std::cerr << " could only load after we manually"
<< std::endl;
std::cerr << " initialized the COM library." << std::endl;
}
}
if (!plugin_handle) {
throw std::runtime_error("Could not load the Windows .dll file at '" +
plugin_dll_path + "'");
+2 -17
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@@ -87,22 +87,6 @@ Vst3Bridge::Vst3Bridge(MainContext& main_context,
sockets(main_context.context, endpoint_base_dir, false) {
std::string error;
module = VST3::Hosting::Win32Module::create(plugin_dll_path, error);
// HACK: If the plugin library was unable to load, then there's a tiny
// chance that the plugin expected the COM library to already be
// initialized. I've only seen PSPaudioware's InfiniStrip do this. In
// that case, we'll initialize the COM library for them and try again.
if (!module) {
OleInitialize(nullptr);
module = VST3::Hosting::Win32Module::create(plugin_dll_path, error);
if (module) {
std::cerr << "WARNING: '" << plugin_dll_path << "'" << std::endl;
std::cerr << " could only load after we manually"
<< std::endl;
std::cerr << " initialized the COM library." << std::endl;
}
}
if (!module) {
throw std::runtime_error("Could not load the VST3 module for '" +
plugin_dll_path + "': " + error);
@@ -1187,7 +1171,8 @@ size_t Vst3Bridge::register_object_instance(
// 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);
const std::string thread_name =
"audio-" + std::to_string(instance_id);
pthread_setname_np(pthread_self(), thread_name.c_str());
sockets.add_audio_processor_and_listen(
+5
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@@ -65,6 +65,11 @@ __cdecl
#endif
<< std::endl;
// NOTE: Some plugins use Microsoft COM, but don't initialize it first and
// just pray the host does it for them. Examples of this are
// PSPaudioware's InfiniStrip and Shattered Glass Audio Code Red Free.
OleInitialize(nullptr);
try {
GroupBridge bridge(group_socket_endpoint_path);
+5
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@@ -69,6 +69,11 @@ __cdecl
std::cerr << "Preparing to load " << plugin_type_to_string(plugin_type)
<< " plugin at '" << plugin_location << "'" << std::endl;
// NOTE: Some plugins use Microsoft COM, but don't initialize it first and
// just pray the host does it for them. Examples of this are
// PSPaudioware's InfiniStrip and Shattered Glass Audio Code Red Free.
OleInitialize(nullptr);
// As explained in `Vst2Bridge`, the plugin has to be initialized in the
// same thread as the one that calls `io_context.run()`. This setup is
// slightly more convoluted than it has to be, but doing it this way we