Commit Graph

26 Commits

Author SHA1 Message Date
Robbert van der Helm beabcda66f Make YaProcessData safe against moves
Won't be an issue, but this won't cost any noticeable amount of
performance so it seems like the right thing to do.
2022-10-03 02:24:32 +02:00
Robbert van der Helm 162aeed661 Only set up VST3 SHM audio buffers in setActive()
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.
2022-05-19 14:43:59 +02:00
Robbert van der Helm 1fec4c8860 Change the description in the GPL header 2022-04-16 20:37:10 +02:00
Robbert van der Helm 0b9a16cf40 Change the naming scheme for class field members
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.
2022-01-01 21:07:17 +01:00
Robbert van der Helm e0ab24e645 Update copyright headers
Happy new year!
2022-01-01 18:32:10 +01:00
Robbert van der Helm d459649f49 Move most of the Meson build to subdirectories
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.
2021-07-01 14:57:23 +02:00
Robbert van der Helm dec19dc12a 💥 Reimplement VST3 audio processing
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.
2021-06-11 13:59:37 +02:00
Robbert van der Helm 0b2ce6a05f Reduce duplication in VST3 audio buffers
Using C++20 templated lambdas.
2021-05-23 16:08:19 +02:00
Robbert van der Helm d2965e048d No longer zero out VST3 audio buffers
Apparently we also never did this for VST2 plugins, so this should be
safe. Filling the vectors with zeroes here had a non-negligible
performance impact according to perf.
2021-05-23 15:55:29 +02:00
Robbert van der Helm 59ba2aeb5f Add noexcept qualifications in src/common
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).
2021-05-14 17:12:24 +02:00
Robbert van der Helm f1d7b7bf57 Avoid allocations in VST3 process response
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.
2021-05-07 19:24:28 +02:00
Robbert van der Helm 93b8643cba Avoid allocations when reconstructing process data 2021-05-07 18:21:30 +02:00
Robbert van der Helm fcaac219a6 💥 Reduce allocations in VST3 audio sockets
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.
2021-05-07 16:32:08 +02:00
Robbert van der Helm 9f5066a293 Avoid allocations when reading VST3 process data
On the plugin side. We still need to do a lot of optimizations
elsewhere.
2021-05-06 17:50:41 +02:00
Robbert van der Helm 4937010557 Fix some of the clang-tidy lints 2021-04-14 16:09:54 +02:00
Robbert van der Helm 04d0ff0949 Fix serializing silence flags
We didn't initialize the field, and we also didn't copy the updated
value back (since everything else is a pointer to the original data).
This fixes audio channels in REAPER randomly being silence, as this
field would otherwise be uninitialized.

Thanks a lot to @kytdkut for finding this issue!
2021-01-26 23:59:56 +01:00
Robbert van der Helm 34f8d3b1d2 Update the copyright notices for 2021 2021-01-01 18:54:02 +01:00
Robbert van der Helm ecd9d6c2df Change YaAudioBusBuffers parameter order
So it matches the other constructor.
2020-12-30 15:55:58 +01:00
Robbert van der Helm 1c7a5e08a0 Check for null pointers in input parameter changes
This is not allowed to be a null pointer, but the SDK's plugin validator
will pass a null pointer anyways.
2020-12-29 17:32:33 +01:00
Robbert van der Helm 1ce12227fb Add logging for IAudioProcessor::process()
This is super verbose, but I'm sure it's going to be useful at some
point.
2020-12-17 15:12:19 +01:00
Robbert van der Helm 2bf98d0a97 Implement writing back YaProcessDataResponse
Everything around `ProcessData` is now fully implemented and should in
theory work.
2020-12-16 18:14:28 +01:00
Robbert van der Helm 6f38f8400c Implement process call creation 2020-12-16 17:42:12 +01:00
Robbert van der Helm 95a4ef8eed Implement reconstructing ProcessData 2020-12-16 17:36:49 +01:00
Robbert van der Helm 3771ed6870 Add more YaProcessData boilerplate 2020-12-16 17:14:42 +01:00
Robbert van der Helm d1c5d4c4ac Implement YaProcessData reading 2020-12-15 23:11:59 +01:00
Robbert van der Helm f1aefc0a9d Finish implementing YaAudioBusBuffers 2020-12-15 22:32:42 +01:00