A user reported that REAPER was using these on the REAPER forum, but I
have not been able to reproduce that. And they went MIA after posting
about it. But hopefully this helps.
This avoids doing the duplicate check (since both `setProcessing()` and
`setActive()` would be called), and this also gets rid of the assumption
added a couple commits ago that `setupProcessing()` is only ever called
once, which is not true.
We had to add an even hackier hack now to get Boost.Process to
interoperate with Asio's IO contexts. This will be replaced later when
we replace Boost.Process.
This wasn't implemented yet because no plugin tried using the interface
in this way before this, but Surge XT incorporates the host's context
menu items into their own (much more elaborate) context menu. To
accommodate this, we now copy over all of the host's prepopulated
context menu items to the Wine plugin host, and calling the targets
associated with any of those items will cause the target on the
associated context menu item on the host to be called.
This is slightly more complicated than what would otherwise be necessary
because Bitwig does not assign tags to their context menu items and
instead always uses 0.
I'm not a fan of Hungarian notation, but C++ kind of needs it with its
implicit `this`. And of all the common options for this, I find
suffixing members with an underscore the least offensive one.
This is needed as a workaround to support Waves VST3 plugins.
Right now does does not actually fix the issue because the arguments are
not updated in the subclasses. The next commit will fix this.
We sadly cannot call `shared_library()` and `executable()` in these
subdirectories while still maintaining the same `build/` directory
structure, but this is still much cleaner. All of the other build
artifacts are now also gone from the root of `build/` so it's cleaner
overall.
The sizes were wrong, and Blue Cat Audio's VST3 plugins seem to use the
upper bits to store the channel configuration, which thus got read out
incorrectly.
In the same way as 50c25c1cf0 did it for
VST2 plugins. Input and output audio data is now stored in a shared
memory buffer instead of being sent over the sockets. This reduces the
bridging overhead to a minimum since copying data was the most expensive
operation we were doing and we now only need to copy the entire buffer
once per processing cycle.
We now use shared memory to store the input and output audio buffers.
This means that we have to copy less data every processing cycle, since
a single copy to and a single copy from the shared memory object
suffices now. This should reduce the DSP load for VST2
plugins (especially when used in a plugin group) marginally to
significantly depending on the plugins used and the system
configuration.
String constants will be converted to `std::string` because it's not
constexpr yet, and that will allocate for longer strings. Since this
function only prints something when `YABRIDGE_DEBUG_LEVEL` is set to 2
or higher that seems like a waste.
C++ would always construct an `std::string` from the string constant
every iteration. Since this also happened when `YABRIDGE_DEBUG_LEVEL` is
not set to 2, this ended up causing unnecessary allocations.
We don't need any special handling for this since our default argument
detection will handle strings, but it might be useful for log output if
a host ever uses this. At the moment there don't seem to be any hosts on
Linux that use this.
Apparently this can actually make a difference in some cases, and the
C++ Core Guideliens recommend doing this on all default constructors,
destructors, and all functions that can not throw (and thus also don't
allocate).
This is very ugly so hopefully I can think of a neater way, but now the
response object is just a set of pointers, so we can avoid all copies
and moves on the Wine side.
We do this by using this new `MessageReference<T>` type to avoid copying
our `YaAudioProcessor::Process` struct and the contained `YaProcessData`
object. This is only part of the work, but this redesign lets us keep
the these objects alive on both the plugin and the host side. On the
plugin side, we'll simply serialize the data from the referred to object
without copying it. On the Wine side, we'll write the data to a
persistent thread local object, and then reassign the
`MessageReference<T>` to point to that object. This lets us serialize
'references', thus avoiding potentially expensive allocations. With
these last few changes alone VST3 plugins are already at the same
performance level as our optimized VST2 plugin groups.
I was wondering why I couldn't find the overload for `UniversalTResult`,
and as it turns out we would always use this variant (which
unsurprisingly was the very first overload added). We should of course
have separate overloads for this.