mirror of
https://github.com/robbert-vdh/yabridge.git
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611 lines
27 KiB
C++
611 lines
27 KiB
C++
// yabridge: a Wine plugin bridge
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// Copyright (C) 2020-2026 Robbert van der Helm
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#pragma once
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#include <atomic>
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#include "../logging/vst2.h"
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#include "../serialization/vst2.h"
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#include "../utils.h"
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#include "common.h"
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/**
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* Encodes the base behavior for reading from and writing to the `data` argument
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* for event dispatch functions. This provides base functionality for these
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* kinds of events. The `dispatch()` function will require some more specific
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* structs.
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*/
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class DefaultDataConverter {
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public:
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virtual ~DefaultDataConverter() noexcept = default;
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/**
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* Read data from the `data` void pointer into a an `Vst2Event::Payload`
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* value that can be serialized and conveys the meaning of the event.
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*/
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virtual Vst2Event::Payload read_data(const int opcode,
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const int index,
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const intptr_t value,
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const void* data) const;
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/**
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* Read data from the `value` pointer into a an `Vst2Event::Payload` value
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* that can be serialized and conveys the meaning of the event. This is only
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* used for the `effSetSpeakerArrangement` and `effGetSpeakerArrangement`
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* events.
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*/
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virtual std::optional<Vst2Event::Payload> read_value(
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const int opcode,
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const intptr_t value) const;
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/**
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* Write the response back to the `data` pointer.
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*/
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virtual void write_data(const int opcode,
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void* data,
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const Vst2EventResult& response) const;
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/**
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* Write the response back to the `value` pointer. This is only used during
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* the `effGetSpeakerArrangement` event.
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*/
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virtual void write_value(const int opcode,
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intptr_t value,
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const Vst2EventResult& response) const;
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/**
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* This function can override a callback's return value based on the opcode.
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* This is used in one place to return a pointer to a `VstTime` object
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* that's contantly being updated.
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*
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* @param opcode The opcode for the current event.
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* @param original The original return value as returned by the callback
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* function.
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*/
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virtual intptr_t return_value(const int opcode,
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const intptr_t original) const;
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/**
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* Send an event over the socket. The default implementation will just send
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* the event over the socket, and then wait for the response to be sent
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* back. This can be overridden to use `MutualRecursionHelper::fork()` for
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* specific opcodes to allow mutually recursive calling sequences.
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*/
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virtual Vst2EventResult send_event(
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asio::local::stream_protocol::socket& socket,
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const Vst2Event& event,
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SerializationBufferBase& buffer) const;
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};
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/**
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* An instance of `AdHocSocketHandler` that can handle VST2 `dispatcher()` and
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* `audioMaster()` events.
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*
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* For most of our sockets we can just send out our messages on the writing
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* side, and do a simple blocking loop on the reading side. The `dispatch()` and
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* `audioMaster()` calls are different. Not only do they have they come with
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* complex payload values, they can also be called simultaneously from multiple
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* threads, and `audioMaster()` and `dispatch()` calls can even be mutually
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* recursive. Luckily this does not happen very often, but it does mean that our
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* simple 'one-socket-per-function' model doesn't work anymore. Because setting
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* up new sockets is quite expensive and this is seldom needed, this works
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* slightly differently:
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*
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* - We'll keep a single long lived socket connection. This works the exact same
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* way as every other socket defined in the `Vst2Sockets` class.
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* - Aside from that the listening side will have a second thread asynchronously
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* listening for new connections on the socket endpoint.
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*
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* The `Vst2EventHandler::send_event()` method is used to send events. If the
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* socket is currently being written to, we'll first create a new socket
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* connection as described above. Similarly, the
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* `Vst2EventHandler::receive_events()` method first sets up asynchronous
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* listeners for the socket endpoint, and then block and handle events until the
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* main socket is closed.
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*
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* @tparam Thread The thread implementation to use. On the Linux side this
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* should be `std::jthread` and on the Wine side this should be `Win32Thread`.
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*/
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template <typename Thread>
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class Vst2EventHandler : public AdHocSocketHandler<Thread> {
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public:
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/**
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* Sets up a single main socket for this type of events. The sockets won't
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* be active until `connect()` gets called.
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*
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* @param io_context The IO context the main socket should be bound to. A
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* new IO context will be created for accepting the additional incoming
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* connections.
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* @param endpoint The socket endpoint used for this event handler.
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* @param listen If `true`, start listening on the sockets. Incoming
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* connections will be accepted when `connect()` gets called. This should
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* be set to `true` on the plugin side, and `false` on the Wine host side.
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*
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* @see Sockets::connect
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*/
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Vst2EventHandler(asio::io_context& io_context,
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asio::local::stream_protocol::endpoint endpoint,
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bool listen)
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: AdHocSocketHandler<Thread>(io_context, endpoint, listen) {}
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/**
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* Serialize and send an event over a socket. This is used for both the host
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* -> plugin 'dispatch' events and the plugin -> host 'audioMaster' host
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* callbacks since they follow the same format. See one of those functions
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* for details on the parameters and return value of this function.
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*
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* As described above, if this function is currently being called from
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* another thread, then this will create a new socket connection and send
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* the event there instead.
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*
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* @param data_converter Some struct that knows how to read data from and
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* write data back to the `data` void pointer. For host callbacks this
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* parameter contains either a string or a null pointer while `dispatch()`
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* calls might contain opcode specific structs. See the documentation for
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* `Vst2Event::Payload` for more information. The `DefaultDataConverter`
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* defined above handles the basic behavior that's sufficient for host
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* callbacks.
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* @param logging A pair containing a logger instance and whether or not
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* this is for sending `dispatch()` events or host callbacks. Optional
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* since it doesn't have to be done on both sides.
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*
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* @relates Vst2EventHandler::receive_events
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* @relates passthrough_event
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*/
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template <std::derived_from<DefaultDataConverter> Converter>
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intptr_t send_event(Converter& data_converter,
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std::optional<std::pair<Vst2Logger&, bool>> logging,
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int opcode,
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int index,
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intptr_t value,
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void* data,
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float option) {
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// Encode the right payload types for this event. Check the
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// documentation for `Vst2Event::Payload` for more information. These
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// types are converted to C-style data structures in
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// `passthrough_event()` so they can be passed to a plugin or callback
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// function.
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const Vst2Event::Payload payload =
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data_converter.read_data(opcode, index, value, data);
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const std::optional<Vst2Event::Payload> value_payload =
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data_converter.read_value(opcode, value);
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if (logging) {
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auto [logger, is_dispatch] = *logging;
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logger.log_event(is_dispatch, opcode, index, value, payload, option,
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value_payload);
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}
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const Vst2Event event{.opcode = opcode,
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.index = index,
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.value = value,
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.option = option,
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.payload = std::move(payload),
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.value_payload = std::move(value_payload)};
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// A socket only handles a single request at a time as to prevent
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// messages from arriving out of order. `AdHocSocketHandler::send()`
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// will either use a long-living primary socket, or if that's currently
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// in use it will spawn a new socket for us. We'll then use
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// `DefaultDataConverter::send_event()` to actually write and read data
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// from the socket, so we can override this for specific function calls
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// that potentially need to have their responses handled on the same
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// calling thread (i.e. mutual recursion).
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const Vst2EventResult response =
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this->send([&](asio::local::stream_protocol::socket& socket) {
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return data_converter.send_event(socket, event,
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serialization_buffer());
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});
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if (logging) {
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auto [logger, is_dispatch] = *logging;
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logger.log_event_response(is_dispatch, opcode,
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response.return_value, response.payload,
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response.value_payload);
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}
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data_converter.write_data(opcode, data, response);
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data_converter.write_value(opcode, value, response);
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return data_converter.return_value(opcode, response.return_value);
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}
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/**
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* Spawn a new thread to listen for extra connections to `endpoint_`, and
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* then start a blocking loop that handles events from the primary
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* `socket_`.
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*
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* The specified function will be used to create an `Vst2EventResult` from
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* an `Vst2Event`. This is almost always uses `passthrough_event()`, which
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* converts a `Vst2Event::Payload` into the format used by VST2, calls
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* either `dispatch()` or `audioMaster()` depending on the context, and then
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* serializes the result back into an `Vst2EventResult::Payload`.
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*
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* @param logging A pair containing a logger instance and whether or not
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* this is for sending `dispatch()` events or host callbacks. Optional
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* since it doesn't have to be done on both sides.
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* @param callback The function used to generate a response out of an event.
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* See the definition of `F` for more information.
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*
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* @relates Vst2EventHandler::send_event
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* @relates passthrough_event
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*/
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template <invocable_returning<Vst2EventResult, Vst2Event&, bool> F>
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void receive_events(std::optional<std::pair<Vst2Logger&, bool>> logging,
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F&& callback) {
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// Reading, processing, and writing back event data from the sockets
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// works in the same way regardless of which socket we're using
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const auto process_event =
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[&](asio::local::stream_protocol::socket& socket,
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bool on_main_thread) {
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SerializationBufferBase& buffer = serialization_buffer();
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auto event = read_object<Vst2Event>(socket, buffer);
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if (logging) {
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auto [logger, is_dispatch] = *logging;
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logger.log_event(is_dispatch, event.opcode, event.index,
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event.value, event.payload, event.option,
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event.value_payload);
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}
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Vst2EventResult response = callback(event, on_main_thread);
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if (logging) {
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auto [logger, is_dispatch] = *logging;
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logger.log_event_response(
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is_dispatch, event.opcode, response.return_value,
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response.payload, response.value_payload);
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}
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write_object(socket, response, buffer);
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};
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this->receive_multi(
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logging ? std::optional(std::ref(logging->first.logger_))
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: std::nullopt,
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[&](asio::local::stream_protocol::socket& socket) {
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process_event(socket, true);
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},
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[&](asio::local::stream_protocol::socket& socket) {
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process_event(socket, false);
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});
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}
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private:
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/**
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* Unlike our VST3 implementation, in the VST2 implementation there's no
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* separation between potentially real time critical events that will be
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* called on the audio thread an all other events. This is absolutely fine,
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* except for sending and receiving MIDI events. Those objects can get
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* rather large, and because we want to avoid allocations on the audio
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* thread at all cost we'll just predefine a large buffer for every thread.
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*/
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SerializationBufferBase& serialization_buffer() {
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// This object also contains a `llvm::SmallVector` that has
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// capacity for a large-ish number of events so we don't have to
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// allocate under normal circumstances.
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constexpr size_t initial_events_size = sizeof(DynamicVstEvents);
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thread_local SerializationBuffer<initial_events_size> buffer{};
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// This buffer is already pretty large, but it can still grow immensely
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// when sending and receiving preset data. In such cases we do want to
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// reallocate the buffer on the next event to free up memory again. This
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// won't happen during audio processing.
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if (buffer.size() > initial_events_size * 2) {
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// NOTE: There's no `.shrink_to_fit()` implementation here, so we'll
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// just YOLO it and reinitialize the vector since we don't
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// need the old data
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buffer = SerializationBuffer<initial_events_size>{};
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// buffer.resize(initial_events_size);
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// buffer.shrink_to_fit();
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}
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return buffer;
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}
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};
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/**
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* Manages all the sockets used for communicating between the plugin and the
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* Wine host when hosting a VST2 plugin.
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*
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* On the plugin side this class should be initialized with `listen` set to
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* `true` before launching the Wine plugin host. This will start listening on
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* the sockets, and the call to `connect()` will then accept any incoming
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* connections.
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*
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* @tparam Thread The thread implementation to use. On the Linux side this
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* should be `std::jthread` and on the Wine side this should be `Win32Thread`.
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*/
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template <typename Thread>
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class Vst2Sockets final : public Sockets {
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public:
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/**
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* Sets up the sockets using the specified base directory. The sockets won't
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* be active until `connect()` gets called.
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*
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* @param io_context The IO context the sockets should be bound to. Relevant
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* when doing asynchronous operations.
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* @param endpoint_base_dir The base directory that will be used for the
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* Unix domain sockets.
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* @param listen If `true`, start listening on the sockets. Incoming
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* connections will be accepted when `connect()` gets called. This should
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* be set to `true` on the plugin side, and `false` on the Wine host side.
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*
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* @see Vst2Sockets::connect
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*/
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Vst2Sockets(asio::io_context& io_context,
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const ghc::filesystem::path& endpoint_base_dir,
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bool listen)
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: Sockets(endpoint_base_dir),
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host_plugin_dispatch_(
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io_context,
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(base_dir_ / "host_plugin_dispatch.sock").string(),
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listen),
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plugin_host_callback_(
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io_context,
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(base_dir_ / "plugin_host_callback.sock").string(),
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listen),
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host_plugin_parameters_(
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io_context,
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(base_dir_ / "host_plugin_parameters.sock").string(),
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listen),
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host_plugin_process_replacing_(
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io_context,
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(base_dir_ / "host_plugin_process_replacing.sock").string(),
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listen),
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host_plugin_control_(
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io_context,
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(base_dir_ / "host_plugin_control.sock").string(),
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listen) {}
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~Vst2Sockets() noexcept override { close(); }
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void connect() override {
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host_plugin_dispatch_.connect();
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plugin_host_callback_.connect();
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host_plugin_parameters_.connect();
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host_plugin_process_replacing_.connect();
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host_plugin_control_.connect();
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}
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void close() override {
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// Manually close all sockets so we break out of any blocking operations
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// that may still be active
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host_plugin_dispatch_.close();
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plugin_host_callback_.close();
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host_plugin_parameters_.close();
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host_plugin_process_replacing_.close();
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host_plugin_control_.close();
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}
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// The naming convention for these sockets is `<from>_<to>_<event>`. For
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// instance the socket named `host_plugin_dispatch` forwards
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// `AEffect.dispatch()` calls from the native VST host to the Windows VST
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// plugin (through the Wine plugin host).
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/**
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* The socket that forwards all `dispatcher()` calls from the VST host to
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* the plugin.
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*/
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Vst2EventHandler<Thread> host_plugin_dispatch_;
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/**
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* The socket that forwards all `audioMaster()` calls from the Windows VST
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* plugin to the host.
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*/
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Vst2EventHandler<Thread> plugin_host_callback_;
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/**
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* Used for both `getParameter` and `setParameter` since they mostly
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* overlap.
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*/
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SocketHandler host_plugin_parameters_;
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/**
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* Used for processing audio usign the `process()`, `processReplacing()` and
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* `processDoubleReplacing()` functions.
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*/
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SocketHandler host_plugin_process_replacing_;
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/**
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* A control socket that sends data that is not suitable for the other
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* sockets. At the moment this is only used to, on startup, send the Windows
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* VST plugin's `AEffect` object to the native VST plugin, and to then send
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* the configuration (from `config_`) back to the Wine host.
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*/
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SocketHandler host_plugin_control_;
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};
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/**
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* Unmarshall an `Vst2Event::Payload` back to the representation used by VST2,
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* pass that value to a callback function (either `AEffect::dispatcher()` for
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* host -> plugin events or `audioMaster()` for plugin -> host events), and then
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* serialize the results back into an `Vst2EventResult`.
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*
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* This is the receiving analogue of the `*DataCovnerter` objects.
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*
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* @param plugin The `AEffect` instance that should be passed to the callback
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* function. During `WantsAEffect` we'll send back a copy of this, and when we
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* get sent an `AEffect` instance (e.g. during `audioMasterIOChanged()`) we'll
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* write the updated values to this instance.
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* @param callback The function to call with the arguments received from the
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* socket, either `AEffect::dispatcher()` or `audioMasterCallback()`.
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*
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* @return The result of the operation. If necessary the `DataConverter` will
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* unmarshall the payload again and write it back.
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*
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* @relates Vst2EventHandler::receive_events
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*
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* TODO: Maybe at some point rework this to use `T::Raw` and `T::Response`
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* associated types similar to how we handle things on the VST3 side to ad
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* least make it slightly more type safe.
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*/
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template <
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invocable_returning<intptr_t, AEffect*, int, int, intptr_t, void*, float> F>
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Vst2EventResult passthrough_event(AEffect* plugin,
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F&& callback,
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Vst2Event& event) {
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// This buffer is used to write strings and small objects to. We'll
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// initialize the beginning with null values to both prevent it from being
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// read as some arbitrary C-style string, and to make sure that
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// `*static_cast<void**>(string_buffer.data)` will be a null pointer if the
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// plugin is supposed to write a pointer there but doesn't (such as with
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// `effEditGetRect`/`WantsVstRect`).
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std::array<char, max_string_length> string_buffer;
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std::fill(string_buffer.begin(), string_buffer.begin() + sizeof(size_t), 0);
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auto read_payload_fn = overload{
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[](const std::nullptr_t&) -> void* { return nullptr; },
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[](const std::string& s) -> void* {
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return const_cast<char*>(s.c_str());
|
|
},
|
|
[](const ChunkData& chunk) -> void* {
|
|
return const_cast<uint8_t*>(chunk.buffer.data());
|
|
},
|
|
[](const native_size_t& window_handle) -> void* {
|
|
// This is the X11 window handle that the editor should reparent
|
|
// itself to. We have a special wrapper around the dispatch function
|
|
// that intercepts `effEditOpen` events and creates a Win32 window
|
|
// and then finally embeds the X11 window Wine created into this
|
|
// wnidow handle. Make sure to convert the window ID first to
|
|
// `size_t` in case this is the 32-bit host.
|
|
return reinterpret_cast<void*>(static_cast<size_t>(window_handle));
|
|
},
|
|
[](const AEffect&) -> void* {
|
|
// This is used as a magic payload value to send `AEffect` struct
|
|
// updates to the native plugin from the Wine plugin host
|
|
return nullptr;
|
|
},
|
|
[](DynamicVstEvents& events) -> void* { return &events.as_c_events(); },
|
|
[](DynamicSpeakerArrangement& speaker_arrangement) -> void* {
|
|
return &speaker_arrangement.as_c_speaker_arrangement();
|
|
},
|
|
[](const WantsAEffectUpdate&) -> void* {
|
|
// The host will never actually ask for an updated `AEffect` object
|
|
// since that should not be a thing. This is purely a meant as a
|
|
// workaround for plugins that initialize their `AEffect` object
|
|
// after the plugin has already finished initializing.
|
|
return nullptr;
|
|
},
|
|
[](const WantsAudioShmBufferConfig&) -> void* {
|
|
// This is another magic value. We'll create the shared memory
|
|
// object after the plugin's dispatch function has returned and then
|
|
// return the configuration to the native plugin, in
|
|
// `Vst2Bridge::run`.
|
|
return nullptr;
|
|
},
|
|
[&](const WantsChunkBuffer&) -> void* { return string_buffer.data(); },
|
|
[](VstIOProperties& props) -> void* { return &props; },
|
|
[](VstMidiKeyName& key_name) -> void* { return &key_name; },
|
|
[](VstParameterProperties& props) -> void* { return &props; },
|
|
[](VstPatchChunkInfo& info) -> void* { return &info; },
|
|
[&](const WantsVstRect&) -> void* { return string_buffer.data(); },
|
|
[](const WantsVstTimeInfo&) -> void* { return nullptr; },
|
|
[&](const WantsString&) -> void* { return string_buffer.data(); }};
|
|
|
|
// Almost all events pass data through the `data` argument. There are two
|
|
// events, `effSetSpeakerArrangement()` and `effGetSpeakerArrangement()`
|
|
// that also use the value argument in the same way.
|
|
void* data = std::visit(read_payload_fn, event.payload);
|
|
intptr_t value = event.value;
|
|
if (event.value_payload) {
|
|
value = reinterpret_cast<intptr_t>(
|
|
std::visit(read_payload_fn, *event.value_payload));
|
|
}
|
|
|
|
// The other arguments are simple value types that we can pass to the plugin
|
|
// directly
|
|
const intptr_t return_value =
|
|
callback(plugin, event.opcode, event.index, value, data, event.option);
|
|
|
|
// For some payload types we need to write back a value to the data pointer
|
|
auto write_payload_fn = overload{
|
|
[](const auto&) -> Vst2EventResult::Payload { return nullptr; },
|
|
[&](const AEffect& updated_plugin) -> Vst2EventResult::Payload {
|
|
// This is a bit of a special case! Instead of writing some return
|
|
// value, we will update values on the native VST plugin's `AEffect`
|
|
// object. This is triggered by the `audioMasterIOChanged` callback
|
|
// from the hosted VST plugin.
|
|
update_aeffect(*plugin, updated_plugin);
|
|
|
|
return nullptr;
|
|
},
|
|
[](const DynamicSpeakerArrangement& speaker_arrangement)
|
|
-> Vst2EventResult::Payload { return speaker_arrangement; },
|
|
[&](const WantsAEffectUpdate&) -> Vst2EventResult::Payload {
|
|
return *plugin;
|
|
},
|
|
[&](const WantsChunkBuffer&) -> Vst2EventResult::Payload {
|
|
// In this case the plugin will have written its data stored in an
|
|
// array to which a pointer is stored in `data`, with the return
|
|
// value from the event determines how much data the plugin has
|
|
// written
|
|
const uint8_t* chunk_data = *static_cast<uint8_t**>(data);
|
|
return ChunkData{
|
|
std::vector<uint8_t>(chunk_data, chunk_data + return_value)};
|
|
},
|
|
[&](const WantsVstRect&) -> Vst2EventResult::Payload {
|
|
// The plugin should have written a pointer to a VstRect struct into
|
|
// the data pointer. I haven't seen this fail yet, but since some
|
|
// hosts will call `effEditGetRect()` before `effEditOpen()` I can
|
|
// assume there are plugins that don't handle this correctly.
|
|
VstRect* editor_rect = *static_cast<VstRect**>(data);
|
|
if (!editor_rect) {
|
|
return nullptr;
|
|
}
|
|
|
|
return *editor_rect;
|
|
},
|
|
[&](const WantsVstTimeInfo&) -> Vst2EventResult::Payload {
|
|
// Not sure why the VST API has twenty different ways of
|
|
// returning structs, but in this case the value returned from
|
|
// the callback function is actually a pointer to a
|
|
// `VstTimeInfo` struct! It can also be a null pointer if the
|
|
// host doesn't support this.
|
|
const auto time_info =
|
|
reinterpret_cast<const VstTimeInfo*>(return_value);
|
|
if (!time_info) {
|
|
return nullptr;
|
|
} else {
|
|
return *time_info;
|
|
}
|
|
},
|
|
[&](const WantsString&) -> Vst2EventResult::Payload {
|
|
return std::string(static_cast<char*>(data));
|
|
},
|
|
[](const VstIOProperties& props) -> Vst2EventResult::Payload {
|
|
return props;
|
|
},
|
|
[](const VstMidiKeyName& key_name) -> Vst2EventResult::Payload {
|
|
return key_name;
|
|
},
|
|
[](const VstParameterProperties& props) -> Vst2EventResult::Payload {
|
|
return props;
|
|
}};
|
|
|
|
// We'll need to serialize the result back depending on the payload type.
|
|
// And as mentioned above, `effGetSpeakerArrangement()` wants the plugin's
|
|
// speaker arrangement to be the data pointer, so we need to do this same
|
|
// serialization step just for that function.
|
|
const Vst2EventResult::Payload response_data =
|
|
std::visit(write_payload_fn, event.payload);
|
|
std::optional<Vst2EventResult::Payload> value_response_data = std::nullopt;
|
|
if (event.value_payload) {
|
|
value_response_data =
|
|
std::visit(write_payload_fn, *event.value_payload);
|
|
}
|
|
|
|
return Vst2EventResult{.return_value = return_value,
|
|
.payload = response_data,
|
|
.value_payload = value_response_data};
|
|
}
|