// 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.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; }});
});
}
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.
plugin_factory = new YaPluginFactoryPluginImpl(*this);
sockets.host_vst_control.receive_into(
WantsPluginFactory{}, *plugin_factory,
std::pair(logger, true));
}
return plugin_factory;
}