Events, parameter changes, and the individual queues contained within
the parameter changes all use dynamic memory allocation. Preallocating
some memory for those things inside of the objects may prevent latency
spikes when they those objects are first filled. This is especially
useful for the parameter changes since there's no way to reserve memory
in a vector of vectors.
This prevents reinitializing `std::variant`s when the variant we want to
deserialize is already active. We store audio buffers in variants, so
reinitializing them results in a lot of unnecessary memory frees,
allocations and writes during every processing cycle.
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.
This is kind of equivalent to `std::reference_wrapper`, but with default
initialization support (which is UB, but is required for serialization)
and a forward for `T::Response` as used by your sockets API.
Bitwig prepends some data when passing an `IBStream*` to the plugin, and
when we do copy it iZotope Rx7 plugins cannot load their state (even if
we also copy over the same seek position). Not copying that preamble
fixes the issue, and it seems like it doesn't break anything.
Since that makes it much clearer what we're actually doing. With old
`cache_time_info` was actually caching the response, but now we're
querying it before the plugin has even requested the information.
This is embarrassing. Because the bus index was not being serialized,
all lookups were done for the bus with index 0. This meant that
sidechaining in Renoise didn't work because Renoise only allows
sidechaining to `kAux` busses and the first bus is always marked as
`kMain`. This would also cause Ardour to crash or freeze more often then
it should because while it does not support arbitrary bus I/O
configurations, it does support plugins with both a `kMain` and a `kAux`
input bus but since we would never get `kAux` busses Ardour just didn't
pass any buffers for the sidechain input.
`std::char_traits<wchar_t>::length()` would return the wrong length for
a wide string under Wine, and thus also for `String128`. This would
cause parts of the strings to get cut off. As a workaround we'll just
serialize the entire container including all null bytes at the end.
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!
We'll periodically copy the scheduling priorities from the host's audio
threads to the Wine plugin host's audio threads. The overhead of doing
this is about 1 microsecond on my system, so doing this every cycle
really adds up. But getting the Unix epoch time and comparing some
timestamps has a neglegible overhead, so this should give you the best
of both worlds.
Next we'll do the same thing for VST3 plugins.
As suggested by @jhernberg
This is a breaking change. Old projects containing VST3 plugins running
through yabridge will no longer work without modifications. I'll write
some scripts to convert the class IDs stored in those project files soon
a migration path.
The UIDs reported by the plugin were apparently wrong, which meant that
the native Linux VST3 version of plugin X and the normal Windows VST3
version of plugin X used different class ideas than the Windows VST3
version of plugin X running through yabridge. Those things are supposed
to be compatible, so we sadly needed to make this change at some point.