// yabridge: a Wine VST bridge // Copyright (C) 2020 Robbert van der Helm // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . #include "vst3.h" #include "src/common/serialization/vst3.h" #include "vst3-impls/plugin-factory.h" #include "vst3-impls/plugin-proxy.h" // There are still some design decisions that need some more thought // TODO: Check whether `IPlugView::isPlatformTypeSupported` needs special // handling. // TODO: The documentation mentions that private communication through VST3's // message system should be handled on a separate timer thread. Do we // need special handling for this on the Wine side (e.g. during the event // handling loop)? Probably not, since the actual host should manage all // messaging. // TODO: The docs very explicitly mention that // the`IComponentHandler::{begin,perform,end}Edit()` functions have to be // called from the UI thread. Should we have special handling for this or // does everything just magically work out? // TODO: Something that's not relevant here but that will require some thinking // is that VST3 requires all plugins to be installed in ~/.vst3. I can // think of two options and I"m not sure what's the best one: // // 1. We can add the required files for the Linux VST3 plugin to the // location of the Windows VST3 plugin (by adding some files to the // bundle or creating a bundle next to it) and then symlink that bundle // to ~/.vst3. // 2. We can create the bundle in ~/.vst3 and symlink the Windows plugin // and all of its resources into bundle as if they were also installed // there. // // The second one sounds much better, but it will still need some more // consideration. Aside from that VST3 plugins also have a centralized // preset location, even though barely anyone uses it, yabridgectl will // also have to make a symlink of that. Also, yabridgectl will need to do // some extra work there to detect removed plugins. // TODO: Also symlink presets, and allow pruning broken symlinks there as well // TODO: And how do we choose between 32-bit and 64-bit versions of a VST3 // plugin if they exist? Config files? Vst3PluginBridge::Vst3PluginBridge() : PluginBridge( PluginType::vst3, [](boost::asio::io_context& io_context, const PluginInfo& info) { return Vst3Sockets( io_context, generate_endpoint_base(info.native_library_path.filename() .replace_extension("") .string()), true); }), logger(generic_logger) { log_init_message(); // This will block until all sockets have been connected to by the Wine VST // host connect_sockets_guarded(); // Now that communication is set up the Wine host can send callbacks to this // bridge class, and we can send control messages to the Wine host. This // messaging mechanism is how we relay the VST3 communication protocol. As a // first thing, the Wine VST host will ask us for a copy of the // configuration. host_callback_handler = std::jthread([&]() { sockets.vst_host_callback.receive_messages( std::pair(logger, false), overload{ [&](const WantsConfiguration&) -> WantsConfiguration::Response { return config; }, [&](const YaHostApplication::GetName& request) -> YaHostApplication::GetName::Response { tresult result; Steinberg::Vst::String128 name{0}; if (request.owner_instance_id) { result = plugin_proxies.at(*request.owner_instance_id) .get() .host_application->getName(name); } else { result = plugin_factory->host_application->getName(name); } return YaHostApplication::GetNameResponse{ .result = result, .name = tchar_pointer_to_u16string(name), }; }, [&](const YaComponentHandler::BeginEdit& request) -> YaComponentHandler::BeginEdit::Response { return plugin_proxies.at(request.owner_instance_id) .get() .component_handler->beginEdit(request.id); }, [&](const YaComponentHandler::PerformEdit& request) -> YaComponentHandler::PerformEdit::Response { return plugin_proxies.at(request.owner_instance_id) .get() .component_handler->performEdit( request.id, request.value_normalized); }, [&](const YaComponentHandler::EndEdit& request) -> YaComponentHandler::EndEdit::Response { return plugin_proxies.at(request.owner_instance_id) .get() .component_handler->endEdit(request.id); }, [&](const YaComponentHandler::RestartComponent& request) -> YaComponentHandler::EndEdit::Response { return plugin_proxies.at(request.owner_instance_id) .get() .component_handler->restartComponent(request.flags); }, }); }); } Vst3PluginBridge::~Vst3PluginBridge() { // Drop all work make sure all sockets are closed plugin_host->terminate(); io_context.stop(); } Steinberg::IPluginFactory* Vst3PluginBridge::get_plugin_factory() { // Even though we're working with raw pointers here, we should pretend that // we're `IPtr` and do the reference counting // ourselves. This should work the same was as the standard implementation // in `public.sdk/source/main/pluginfactory.h`. If we were to use an IPtr or // an STL smart pointer we would get a double free (or rather, a use after // free). if (plugin_factory) { plugin_factory->addRef(); } else { // Set up the plugin factory, since this is the first thing the host // will request after loading the module. Host callback handlers should // have started before this since the Wine plugin host will request a // copy of the configuration during its initialization. YaPluginFactory::ConstructArgs factory_args = sockets.host_vst_control.send_message( YaPluginFactory::Construct{}, std::pair(logger, true)); plugin_factory = new YaPluginFactoryImpl(*this, std::move(factory_args)); } return plugin_factory; } void Vst3PluginBridge::register_plugin_proxy( Vst3PluginProxyImpl& proxy_object) { std::lock_guard lock(plugin_proxies_mutex); plugin_proxies.emplace(proxy_object.instance_id(), std::ref(proxy_object)); // For optimization reaons we use dedicated sockets for functions that will // be run in the audio processing loop if (proxy_object.YaAudioProcessor::supported() || proxy_object.YaComponent::supported()) { sockets.add_audio_processor_and_connect(proxy_object.instance_id()); } } void Vst3PluginBridge::unregister_plugin_proxy( Vst3PluginProxyImpl& proxy_object) { std::lock_guard lock(plugin_proxies_mutex); plugin_proxies.erase(proxy_object.instance_id()); if (proxy_object.YaAudioProcessor::supported() || proxy_object.YaComponent::supported()) { sockets.remove_audio_processor(proxy_object.instance_id()); } }