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yabridge/README.md
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2020-04-22 17:26:32 +02:00

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# yabridge
Yet Another way to use Windows VST2 plugins in Linux VST hosts. The main
motivation behind this project was to create a VST bridge that is easy to debug
while providing the best possible plugin compatibility by being as transparent
as possible.
## TODOs
There are a few things that should be done before releasing this, including:
- Fix implementation bugs:
- Polish GUIs even further. There are some todos left in
`src/wine-host/editor.{h,cpp}`.
- There are likely some minor issues left.
- Add missing details if any to the architecture section.
- Document wine32 support.
There are also some features that would be nice to implement but that I haven't
had the need to implement yet. Let me know if any of these features are required
for a plugin to run:
- Double precision audio (`processDoubleReplacing`).
- Vendor specific extensions (for instance, for
[Reaper](https://www.reaper.fm/sdk/vst/vst_ext.php)).
## Tested with
yabridge has been primarily tested under and verified to work correctly with:
- Bitwig Studio 3.1 and the beta releases of 3.2
- Carla 2.1
- Wine Staging 5.5
Please let me know if there are any issues with other VST hosts.
## Usage
There are two ways to use yabridge.
### Symlinking (recommended)
The recommended way to use yabridge is through symbolic links. This allows you
to update yabridge for all of your plugins in one go, and it also avoids having
to install it globally.
You can either use the precompiled binaries from the GitHub releases section, or
you could build yabridge directly from source. If you use the precompiled
binaries, then simply extract them to `~/.local/share/yabridge` or any other
place in your home directory. If you choose to build from source, then you can
directly use the binaries from the `build/` directory. For the section below I'm
going to assume you've placed the files in `~/.local/share/yabridge`.
To set up yabridge for a VST plugin called
`~/.wine/drive_c/Program Files/Steinberg/VstPlugins/plugin.dll`, simply create a
symlink from `~/.local/share/yabridge/libyabridge.so` to
`~/.wine/drive_c/Program Files/Steinberg/VstPlugins/plugin.so` like so:
```shell
ln -s ~/.local/share/yabridge/libyabridge.so "$HOME/.wine/drive_c/Program Files/Steinberg/VstPlugins/plugin.so"
```
For instance, if you wanted to set up yabridge for any of the VST plugins under
`~/.wine/drive_c/Program Files/Steinberg/VstPlugins`, you could run this
oneliner in Bash. This will also skip any `.dll` files that are not actually VST
plugins.
```shell
find "$HOME/.wine/drive_c/Program Files/Steinberg/VstPlugins" -type f -iname '*.dll' -print0 |
xargs -0 -P8 -I{} bash -c "(winedump -j export '{}' | grep -qE 'VSTPluginMain|main|main_plugin') && printf '{}\0'" |
sed -z 's/\.dll$/.so/' |
xargs -0 -n1 ln -sf ~/.local/share/yabridge/libyabridge.so
```
### Copying
It's also possible to use yabridge by making copies of `libyabridge.so` instead
of creating symlinks. This is not recommended as it makes updating a hassle. If
you choose to do this, then you'll have to make sure `yabridge-host.exe` and
`yabridge-host.exe.so` are somewhere in your search path as otherwise yabridge
won't know where to find them. Either copy them to `/usr/local/bin` (not
recommended) or to `~/.local/bin` and make sure that the directory is in your
`PATH` environment variable.
## Runtime dependencies and known issues
Some VST plugins might require you to manually install some dependencies. The
most common of these are listed below:
- **Serum** requires you to disable `d2d1.dll` in `winecfg` and to install
`gdiplus` through `winetricks`.
## Building
To compile yabridge, you'll need [Meson](https://mesonbuild.com/index.html) and
the following dependencies:
- gcc (tested using GCC 9.2)
- A Wine installation with `wiengcc` and the development headers.
- Boost
- xcb
The following dependencies are included as a Meson wrap:
- bitsery
The project can then be compiled as follows:
```shell
meson setup --buildtype=release --cross-file cross-wine64.conf build
ninja -C build
```
When developing or debugging yabridge you can change the build type to either
`debug` enable debug symbols and disable optimizations.
## Debugging
Wine's error messages and warning are typically very helpful whenever a plugin
doesn't work right away. Sadly this information is not always available. For
instance Bitwig hides a plugin's STDOUT and STDERR streams from you. To make it
easier to debug malfunctioning plugins, yabridge offers two environment
variables:
- `YABRIDGE_DEBUG_FILE=<path>` allows you to write the Wine VST host's STDOUT
and STDERR messages to a file. For example, you could launch your DAW with
`env YABRIDGE_DEBUG_FILE=/tmp/yabridge.log <daw>`,
and then use `tail -F /tmp/yabridge.log` to keep track of that file. If this
option is not absent then yabridge will write its debug messages to STDERR
instead.
- `YABRIDGE_DEBUG_LEVEL={0,1}` allows you to set the verbosity of the debug
information. Every level increases the verbosity of the debug information:
- A value of `0` (the default) means that yabridge will only output messages
from the Wine process and some basic information such as the plugin being
loaded and the wineprefix being used.
- A value of `1` will log information about all events and function calls
being sent between the VST host and the plugin. This can be very verbose but
it makes it easier to see if yabridge is handling things incorrectly.
More detailed information about these levels can be found in
`src/common/logging.h`.
Wine's own [logging facilities](https://wiki.winehq.org/Debug_Channels) enabled
through the `WINEDEBUG` environment variable can also be very helpful when
diagnosing problems. In particular the `message` and `relay` channels are very
useful to trace the execution path within the loading VST plugin itself.
### Attaching a debugger
When needed, I found the easiest way to debug the plugin to be to load it in an
instance of Carla with gdb attached:
```shell
env YABRIDGE_DEBUG_FILE=/tmp/yabridge.log YABRIDGE_DEBUG_LEVEL=1 carla --gdb
```
Doing the same thing for the Wine VST host can be a bit tricky. You'll need to
launch winedbg in a seperate detached terminal emulator so it doesn't terminate
together with the plugin, and winedbg can be a bit picky in the arguments it
accepts. I've already set this up behind a feature flag for KDE Plasma. Other
desktop environments and window managers will require some slight modifications
in `src/plugin/host-bridge.cpp`. To enable this, simply run:
```shell
meson configure build --buildtype=debug -Duse-winedbg=true
```
## Rationale
I started this project because the alternatives were either unmaintained, not
self-contained or very difficult to work with. With this implementation I'd like
to prioritize maintainability and correctness, with performance being a
secondary goal. Please let me know if you have any suggestions on how to improve
this!
## Architecture
The project consists of two components, a Linux native VST plugin
(`libyabridge.so`) and a VST host that runs under Wine
(`yabridge-host.exe`/`yabridge-host.exe.so`). I'll refer to a copy of or a
symlink to `libyabridge.so` as _the plugin_, the native Linux VST host that's
hosting the plugin as _the native VST host_, the Wine VST host that's hosting a
Windows `.dll` file as _the Wine VST host_, and the Windows VST plugin that's
loaded in the Wine VST host is simply the _Windows VST plugin_. The whole
process works as follows:
1. Some copy of or a symlink to `libyabridge.so` gets loaded as a VST plugin in
a Linux VST host. This file should have been renamed to match a Windows VST
plugin `.dll` file in the same directory. For instance, if there's a
`Serum_x64.dll` file you'd like to bridge, then there should be a symlink to
`libyabridge.so` named `Serum_x64.so`.
2. The plugin first attempts to locate:
- The location of `yabridge-host.exe`. For this it will first search for the
file either alongside `libyabridge.so`. This is useful for development, as
it allows you to use a symlink from the build directory to cause yabridge
to use the `yabridge-host.exe` from that same build directory. If this file
can't be found, then it will fall back to searching through the search path.
- The wine prefix plugin is located in.
- The corresponding Windows VST plugin `.dll` file.
3. The plugin then sets up a Unix domain socket endpoint to communicate with the
Wine VST host somewhere in a temporary directory and starts listening on it.
I chose to use Unix domain sockets rather than shared memory because this way
you get low latency communication with without any busy waits or manual
synchronisation for free. The added benefit is that it also makes it possible
to send arbitrarily large data without having to split it up into chunks
first, which is useful for transmitting audio and preset data which may have
any arbitrary size.
4. The plugin launches the Wine VST host in the detected wine prefix, passing
the name of the `.dll` file it should be loading and the path to the Unix
domain socket that was just created.
5. Communication gets set up using multiple sockets over the same end point.
This allows us to use blocking read operations from multiple threads to
handle multiple different events without the risk of receiving packets in the
wrong order. The following types of events get assigned a socket:
- Calls from the native VST host to the plugin's `dispatch()` function. These
get forwarded to the Windows VST plugin through the Wine VST host.
- Calls from the native VST host to the plugin's `dispatch()` function with
`opcode=effProcessEvents`. These get forwarded to the Windows VST plugin
through the Wine VST host. This has to be handled separately from all other
events because of limitations of the Win32 API. Otherwise the plugin would
not receive any midi events while the GUI is being resized or a dropdown
menu or message box is open.
- Host callback calls from the Windows VST plugin loaded into the Wine VST
host through the `audioMasterCallback` function. These get forwarded to the
native VST host through the plugin.
Both the `dispatch()` and `audioMasterCallback()` functions are handled in
the same way, with some minor variations on how payload data gets
serialized depending on the opcode of the event being sent.
- Calls from the native VST host to the plugin's `getParameter()` and
`setParameter()` functions. Both functions get forwarded to the Windows VST
plugin through the Wine VST host using a single socket because they're very
similar and don't need any complicated behaviour.
- Calls from the native VST host to the plugin's `process()` and
`processReplacing()` functions. Both functions get forwarded to the Windows
VST plugin through the Wine VST host using a single socket. The `process()`
function has been deprecated, so a VST host will never call it if
`processReplacing()` is supported by the plugin.
- Updates of the Windows VST plugin's `AEffect` object. This object tells the
host about the plugin's capabilities. A copy of this is sent over a socket
from the Wine VST hsot to the plugin after it loads the Windows VST plugin
so it can return a pointer to it to the native VST host. Whenever this
struct updates, the Windows VST plugin will call the `audioMasterIOChanged`
host callback and we'll repeat this process.
The operations described above are all handled by first serializing the
function parameters and any payload into an object before they can be sent
over a socket. The objects used for encoding both the requests and and the
responses for theses events can be found in `src/common/communication.h`
along with functions that read and write these objects over streams and
sockets. The actual binary serialization is handled using
[bitsery](https://github.com/fraillt/bitsery).
Sending and receiving events happen in the `send_event()` and
`passthrough_event()` functions. The `passthrough_event()` function calls the
callback functions and handles the marshalling between our data types and the
VST API's different pointer types. Reading data and writing the results back
for host-to-plugin `dispatcher()` calls and for plugin-to-host
`audioMaster()` callbacks happen in the `DispatchDataConverter` and
`HostCallbackDataConverter` classes respectively, with a bit of extra glue
for GUI related operations in `PluginBridge::dispatch_wrapper`. Rewriting all
of this tightly coupled logic to be all in one place sadly only makes things
even more complicated.
6. The Wine VST host loads the Windows VST plugin and starts forwarding messages
over the sockets described above.
7. After the Windows VST plugin has started loading we will forward all values
from the plugin's `AEffect` struct to the Linux native VST plugin using the
socket described above. After this point the plugin will stop blocking and
has finished loading.