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yabridge/docs/architecture.md
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2020-12-07 18:28:16 +01:00

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Architecture

TODO: This document has not yet been updated since adding VST3 support

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, and yabridge-host-32.exe/yabridge-host-32.exe.so if the bitbirdge is enabled). I'll refer to the copy of or the 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 application that's hosting a Windows .dll file as the Wine VST host, and the Windows VST plugin that's being loaded in the Wine VST host as 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 and determine:

    • The Windows VST plugin .dll file that should be loaded.

    • The architecture of that VST plugin file. This is done by inspecting the headers if the .dll file.

    • The location of the Wine VST host. This will depend on the architecture detected for the plugin. If the plugin was compiled for the x86_64 architecture or the 'Any CPU' target, then we will look for yabridge-host.exe. If the plugin was compiled for the x86 architecture, when we'll search for yabridge-host-32.exe.

      We will first search for this file alongside the actual location of libyabridge.so. This is useful for development, as it allows you to use a symlink to libyabridge.so directly from the build directory causing yabridge to automatically pick up the right version of the Wine VST host. If this file cannot be found, then it will fall back to searching through the search path.

    • The Wine prefix the plugin is located in. If the WINEPREFIX environment variable is specified, then that will be used instead.

  3. The plugin then sets up several Unix domain socket endpoints to communicate with the Wine VST host somewhere in a temporary directory and starts listening on them. We use multiple sockets so we can easily concurrently handle multiple data streams from different threads using blocking synchronous operations. This greatly simplifies the way communication works without compromising on latency. The different sockets are described below.

  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 base directory for the Unix domain sockets that are going to be communciated over as its arguments. See the Wine hosts below for more information on the different Wine VST host binaries.

  5. The Wine VST host connects to the sockets and communication between the plugin and the Wine VST host gets set up. The following types of events are handled seperately:

    • Calls from the native VST host to the plugin's dispatcher() function. These get forwarded to the Windows VST plugin through the Wine VST host.

    • Host callback calls from the Windows VST plugin through the audioMasterCallback function. These get forwarded to the native VST host through the plugin.

      Both the dispatcher() 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. See the event handling section below this for more details on this procedure.

    • 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 processReplacing() and processDoubleReplacing() functions. These functions get forwarded to the Windows VST plugin through the Wine VST host. In the rare event that the plugin does not support processReplacing() and only supports The deprecated commutative process() function, then the Wine VST host will emulate the behavior of processReplacing() instead. Single and double precision audio go over the same socket since the host will only call one or the other, and we just use a variant to determine which one should be called on the Wine host side. If the host somehow does end up calling the deprecated accumulative process() function instead of processReplacing(), then we'll emulate process() using processReplacing().

    • And finally there's a separate socket for control messages. At the moment this is only used to transfer the Windows VST plugin's AEffect object to the plugin and the current configuration from the plugin to the Wine VST host on startup.

  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 Windows VST plugin's AEffect struct to the plugin, and the plugins configuration gets sent back over the same socket to the Wine VST host. After this point the plugin will stop blocking and the initialization process is finished.

Event handling

Event handling for the host -> plugin dispatcher()and plugin -> host audioMaster() functions work in the same way. The function parameters and any payload data are serialized into a binary format using bitsery. The receiving side then unmarshalls the payload data into the representation used by VST2, calls the actual function, and then serializes the results again and sends them back to the caller. The conversions on the sending side are handled by the *DataConverter classes, and on the receiving side the passthrough_event() function knows how to convert between yabridge's representation types and the types used by VST2.

One special implementation detail about yabridge's event handling is its use of sockets. Whenever possible yabridge uses a single long living socket for each of the operations described in the section above. For event handling however it can happen that the host is calling dispatch() a second time from another thread while the first call is still pending. Or audioMaster() and dispatch() can be called in a mutually recursive fashion. In order to be able to handle those situations, yabridge will create additional socket connections as needed. The receiving side listens for incoming connections, and when it accepts a new connection an additional thread will be spawned to handle the incoming request. This allows for fully concurrent event handling without any blocking.

Lastly there are some dispatch() calls that will have to be handled on the Wine VST host's main thread. This is because in the Win32 programming model all GUI operations have to be done from a single thread, so any dispatch() calls that potentially use any of those APIs will have to be handled from the same thread that's running the Win32 message loop. In src/wine-host/bridges/vst2.cpp there are several opcodes marked as unsafe. When we encounter one of those events, we'll use Boost.Asio's strands to call the plugin's dispatch() function from within the main IO context which also handles the Win32 message loop. That way we can easily execute all potential GUI code from the same thread.

Wine hosts

Yabridge has four different VST host binaries. There are binaries for hosting a single plugin and binaries for hosting multiple plugins within a plugin group, with 32-bit and 64-bit versions of both.

The group host binaries for plugin groups host plugins in the exact same way as the regular host binaries, but instead of directly hosting a plugin they instead start listening on a socket for incoming requests to host a particular plugin. When a group host receives a request to host a plugin, it will initialize the plugin from within the main Boost.Asio IO context, and it will then spawn a new thread to start handling events. After that everything works the exact same way as individually hosted plugins, and when the plugin exits the thread and all the plugin's resources are cleaned up. Initializing the plugin within the main IO context is important because all operations potentially using GUI or other Win32 message loop related operations should be performed from the same thread. When all plugins have exited, the group host process will wait for a few seconds before it also shuts down.