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https://github.com/robbert-vdh/yabridge.git
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51877796fa
This way every relevant object instance will get its own thread for handling these calls. The alternative would be creating a full fat Vst3MessageHandler pair for all object instances, but that would be a huge waste.
189 lines
8.5 KiB
C++
189 lines
8.5 KiB
C++
// yabridge: a Wine VST bridge
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// Copyright (C) 2020 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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#include "vst3.h"
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#include "src/common/serialization/vst3.h"
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#include "vst3-impls/plugin-factory.h"
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#include "vst3-impls/plugin-proxy.h"
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// There are still some design decisions that need some more thought
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// TODO: Check whether `IPlugView::isPlatformTypeSupported` needs special
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// handling.
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// TODO: The documentation mentions that private communication through VST3's
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// message system should be handled on a separate timer thread. Do we
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// need special handling for this on the Wine side (e.g. during the event
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// handling loop)? Probably not, since the actual host should manage all
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// messaging.
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// TODO: The docs very explicitly mention that
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// the`IComponentHandler::{begin,perform,end}Edit()` functions have to be
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// called from the UI thread. Should we have special handling for this or
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// does everything just magically work out?
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// TODO: Something that's not relevant here but that will require some thinking
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// is that VST3 requires all plugins to be installed in ~/.vst3. I can
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// think of two options and I"m not sure what's the best one:
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//
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// 1. We can add the required files for the Linux VST3 plugin to the
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// location of the Windows VST3 plugin (by adding some files to the
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// bundle or creating a bundle next to it) and then symlink that bundle
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// to ~/.vst3.
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// 2. We can create the bundle in ~/.vst3 and symlink the Windows plugin
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// and all of its resources into bundle as if they were also installed
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// there.
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//
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// The second one sounds much better, but it will still need some more
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// consideration. Aside from that VST3 plugins also have a centralized
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// preset location, even though barely anyone uses it, yabridgectl will
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// also have to make a symlink of that. Also, yabridgectl will need to do
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// some extra work there to detect removed plugins.
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// TODO: Also symlink presets, and allow pruning broken symlinks there as well
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// TODO: And how do we choose between 32-bit and 64-bit versions of a VST3
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// plugin if they exist? Config files?
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Vst3PluginBridge::Vst3PluginBridge()
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: PluginBridge(
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PluginType::vst3,
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[](boost::asio::io_context& io_context, const PluginInfo& info) {
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return Vst3Sockets<std::jthread>(
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io_context,
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generate_endpoint_base(info.native_library_path.filename()
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.replace_extension("")
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.string()),
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true);
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}),
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logger(generic_logger) {
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log_init_message();
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// This will block until all sockets have been connected to by the Wine VST
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// host
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connect_sockets_guarded();
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// Now that communication is set up the Wine host can send callbacks to this
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// bridge class, and we can send control messages to the Wine host. This
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// messaging mechanism is how we relay the VST3 communication protocol. As a
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// first thing, the Wine VST host will ask us for a copy of the
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// configuration.
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host_callback_handler = std::jthread([&]() {
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sockets.vst_host_callback.receive_messages(
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std::pair<Vst3Logger&, bool>(logger, false),
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overload{
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[&](const WantsConfiguration&) -> WantsConfiguration::Response {
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return config;
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},
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[&](const YaHostApplication::GetName& request)
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-> YaHostApplication::GetName::Response {
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tresult result;
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Steinberg::Vst::String128 name{0};
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if (request.owner_instance_id) {
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result = plugin_proxies.at(*request.owner_instance_id)
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.get()
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.host_application->getName(name);
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} else {
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result =
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plugin_factory->host_application->getName(name);
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}
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return YaHostApplication::GetNameResponse{
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.result = result,
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.name = tchar_pointer_to_u16string(name),
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};
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},
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[&](const YaComponentHandler::BeginEdit& request)
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-> YaComponentHandler::BeginEdit::Response {
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return plugin_proxies.at(request.owner_instance_id)
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.get()
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.component_handler->beginEdit(request.id);
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},
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[&](const YaComponentHandler::PerformEdit& request)
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-> YaComponentHandler::PerformEdit::Response {
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return plugin_proxies.at(request.owner_instance_id)
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.get()
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.component_handler->performEdit(
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request.id, request.value_normalized);
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},
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[&](const YaComponentHandler::EndEdit& request)
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-> YaComponentHandler::EndEdit::Response {
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return plugin_proxies.at(request.owner_instance_id)
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.get()
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.component_handler->endEdit(request.id);
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},
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[&](const YaComponentHandler::RestartComponent& request)
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-> YaComponentHandler::EndEdit::Response {
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return plugin_proxies.at(request.owner_instance_id)
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.get()
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.component_handler->restartComponent(request.flags);
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},
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});
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});
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}
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Vst3PluginBridge::~Vst3PluginBridge() {
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// Drop all work make sure all sockets are closed
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plugin_host->terminate();
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io_context.stop();
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}
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Steinberg::IPluginFactory* Vst3PluginBridge::get_plugin_factory() {
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// Even though we're working with raw pointers here, we should pretend that
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// we're `IPtr<Steinberg::IPluginFactory>` and do the reference counting
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// ourselves. This should work the same was as the standard implementation
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// in `public.sdk/source/main/pluginfactory.h`. If we were to use an IPtr or
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// an STL smart pointer we would get a double free (or rather, a use after
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// free).
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if (plugin_factory) {
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plugin_factory->addRef();
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} else {
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// Set up the plugin factory, since this is the first thing the host
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// will request after loading the module. Host callback handlers should
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// have started before this since the Wine plugin host will request a
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// copy of the configuration during its initialization.
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YaPluginFactory::ConstructArgs factory_args =
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sockets.host_vst_control.send_message(
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YaPluginFactory::Construct{},
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std::pair<Vst3Logger&, bool>(logger, true));
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plugin_factory =
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new YaPluginFactoryImpl(*this, std::move(factory_args));
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}
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return plugin_factory;
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}
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void Vst3PluginBridge::register_plugin_proxy(
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Vst3PluginProxyImpl& proxy_object) {
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std::lock_guard lock(plugin_proxies_mutex);
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plugin_proxies.emplace(proxy_object.instance_id(),
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std::ref<Vst3PluginProxyImpl>(proxy_object));
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// For optimization reaons we use dedicated sockets for functions that will
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// be run in the audio processing loop
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if (proxy_object.YaAudioProcessor::supported() ||
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proxy_object.YaComponent::supported()) {
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sockets.add_audio_processor_and_connect(proxy_object.instance_id());
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}
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}
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void Vst3PluginBridge::unregister_plugin_proxy(
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Vst3PluginProxyImpl& proxy_object) {
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std::lock_guard lock(plugin_proxies_mutex);
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plugin_proxies.erase(proxy_object.instance_id());
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if (proxy_object.YaAudioProcessor::supported() ||
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proxy_object.YaComponent::supported()) {
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sockets.remove_audio_processor(proxy_object.instance_id());
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}
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}
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