mirror of
https://github.com/robbert-vdh/yabridge.git
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221 lines
10 KiB
Markdown
221 lines
10 KiB
Markdown
# yabridge
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Yet Another way to use Windows VST2 plugins in Linux VST hosts.
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## TODOs
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There are a few things that should be done before making this public, including:
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- Implement missing features:
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- GUIs. Right now I'm just ignoring all of the opcodes related to GUIs so that
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the plugins don't crash when you open their GUI.
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- Check whether sidechaining and ~~MPE~~ work since they're unofficial additions
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to the VST 2.4 spec. Should either work out of the box or with a minor
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adjustment. MPE works!
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- add missing details if any to the architecture section.
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- Document what this has been tested on and what does or does not work.
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- Document wine32 support.
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## Usage
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There are two ways to use yabridge.
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### Symlinking (recommended)
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The recommended way to use yabridge is through symbolic links. This allows you
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to update yabridge for all of your plugins in one go, and it also avoids having
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to install it globally.
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You can either use the precompiled binaries from the GitHub releases section, or
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you could build yabridge directly from source. If you use the precompiled
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binaries, then simply extract them to `~/.local/share/yabridge` or any other
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place in your home directory. If you choose to build from source, then you can
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directly use the binaries from the `build/` directory. For the section below I'm
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going to assume you've placed the files in `~/.local/share/yabridge`.
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To set up yabridge for a VST plugin called
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`~/.wine/drive_c/Program Files/Steinberg/VstPlugins/plugin.dll`, simply create a
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symlink from `~/.local/share/yabridge/libyabridge.so` to
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`~/.wine/drive_c/Program Files/Steinberg/VstPlugins/plugin.so` like so:
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```shell
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ln -s ~/.local/share/yabridge/libyabridge.so "$HOME/.wine/drive_c/Program Files/Steinberg/VstPlugins/plugin.so"
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```
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For instance, if you wanted to set up yabridge for any of the VST plugins under
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`~/.wine/drive_c/Program Files/Steinberg/VstPlugins`, you could do something
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like this:
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```shell
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find "$HOME/.wine/drive_c/Program Files/Steinberg/VstPlugins" -type f -iname '*.dll' -print0 \
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| sed -z 's/\.dll$/.so/' \
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| xargs -0 -n1 ln -sf ~/.local/share/yabridge/libyabridge.so
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```
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### Copying
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It's also possible to use yabridge by making copies of `libyabridge.so` instead
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of creating symlinks. This is not recommended as it makes updating a hassle. If
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you choose to do this, then you'll have to make sure `yabridge-host.exe` and
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`yabridge-host.exe.so` are somewhere in your search path as otherwise yabridge
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won't know where to find them. Either copy them to `/usr/local/bin` (not
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recommended) or to `~/.local/bin` and make sure that the directory is in your
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`PATH` environment variable.
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## Building
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To compile yabridge, you'll need [Meson](https://mesonbuild.com/index.html) and
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the following dependencies:
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- gcc (tested using GCC 9.2)
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- A Wine installation with `wiengcc` and the development headers.
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- Boost
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The following dependencies are included as a Meson wrap:
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- bitsery
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The project can then be compiled as follows:
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```shell
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meson setup --buildtype=release --cross-file cross-wine64.conf build
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ninja -C build
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```
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When developing or debugging yabridge you can change the build type to either
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`debug` enable debug symbols and disable optimizations.
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## Debugging
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Wine's error messages and warning are typically very helpful whenever a plugin
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doesn't work right away. Sadly this information is not always available. For
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instance Bitwig hides a plugin's STDOUT and STDERR streams from you. To make it
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easier to debug malfunctioning plugins, yabridge offers two environment
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variables:
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- `YABRIDGE_DEBUG_FILE=<path>` allows you to write the Wine VST host's STDOUT
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and STDERR messages to a file. For example, you could launch your DAW with
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`env YABRIDGE_DEBUG_FILE=/tmp/yabridge.log <daw>`,
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and then use `tail -F /tmp/yabridge.log` to keep track of that file. If this
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option is not absent then yabridge will write its debug messages to STDERR
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instead.
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- `YABRIDGE_DEBUG_LEVEL={0,1}` allows you to set the verbosity of the debug
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information. Every level increases the verbosity of the debug information:
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- A value of `0` (the default) means that yabridge will only output messages
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from the Wine process and some basic information such as the plugin being
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loaded and the wineprefix being used.
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- A value of `1` will log information about all events and function calls
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being sent between the VST host and the plugin. This can be very verbose but
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it makes it easier to see if yabridge is handling things incorrectly.
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More detailed information about these levels can be found in
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`src/common/logging.h`.
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### Attaching a debugger
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When needed, I found the easiest way to debug the plugin to be to load it in an
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instance of Carla with gdb attached:
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```shell
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env YABRIDGE_DEBUG_FILE=/tmp/yabridge.log YABRIDGE_DEBUG_LEVEL=1 carla --gdb
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```
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Doing the same thing with the Wine VST host is also possible but it's a bit
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tricky. I have not had any success with attaching winedbg to running processes.
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The only thing that seems to work is to modify `host-bridge.cpp` to not launch
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`yabridge-host.exe` normally, but to instead start a new (detached) terminal
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emulator process running the Wine host through `winedbg --gdb`. I wouldn't
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recommended doing this if you can avoid it.
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## Rationale
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I started this project because the alternatives were either unmaintained, not
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self-contained or very difficult to work with. With this implementation I'd like
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to prioritize maintainability and correctness, with performance being a
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secondary goal. Please let me know if you have any suggestions on how to improve
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this!
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## Architecture
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The project consists of two components, a Linux native VST plugin
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(`libyabridge.so`) and a VST host that runs under Wine
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(`yabridge-host.exe`/`yabridge-host.exe.so`). I'll refer to a copy of or a
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symlink to `libyabridge.so` as _the plugin_, the native Linux VST host that's
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hosting the plugin as _the native VST host_, the Wine VST host that's hosting a
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Windows `.dll` file as _the Wine VST host_, and the Windows VST plugin that's
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loaded in the Wine VST host is simply the _Windows VST plugin_. The whole
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process works as follows:
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1. Some copy of or a symlink to `libyabridge.so` gets loaded as a VST plugin in
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a Linux VST host. This file should have been renamed to match a Windows VST
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plugin `.dll` file in the same directory. For instance, if there's a
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`Serum_x64.dll` file you'd like to bridge, then there should be a symlink to
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`libyabridge.so` named `Serum_x64.so`.
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2. The plugin first attempts to locate:
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- The location of `yabridge-host.exe`. For this it will first search for the
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file either alongside `libyabridge.so`. This is useful for development, as
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it allows you to use a symlink from the build directory to cause yabridge
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to use the `yabridge-host.exe` from that same build directory. If this file
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can't be found, then it will fall back to searching through the search path.
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- The wine prefix plugin is located in.
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- The corresponding Windows VST plugin `.dll` file.
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3. The plugin then sets up a Unix domain socket endpoint to communicate with the
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Wine VST host somewhere in a temporary directory and starts listening on it.
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I chose to use Unix domain sockets rather than shared memory because this way
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you get low latency communication with without any busy waits or manual
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synchronisation for free. The added benefit is that it also makes it possible
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to send arbitrarily large data without having to split it up into chunks
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first, which is useful for transmitting audio and preset data which may have
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any arbitrary size.
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4. The plugin launches the Wine VST host in the detected wine prefix, passing
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the name of the `.dll` file it should be loading and the path to the Unix
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domain socket that was just created.
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5. Communication gets set up using multiple sockets over the same end point.
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This allows us to use blocking read operations from multiple threads to
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handle multiple different events without the risk of receiving packets in the
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wrong order. The following types of events get assigned a socket:
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- Calls from the native VST host to the plugin's `dispatch()` function. These
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get forwarded to the Windows VST plugin through the Wine VST host.
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- Host callback calls from the Windows VST plugin loaded into the Wine VST
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host through the `audioMasterCallback` function. These get forwarded to the
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native VST host through the plugin.
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Both the `dispatch()` and `audioMasterCallback()` functions are handled in
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the same way, with some minor variations on how payload data gets
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serialized depending on the opcode of the event being sent.
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- Calls from the native VST host to the plugin's `getParameter()` and
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`setParameter()` functions. Both functions get forwarded to the Windows VST
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plugin through the Wine VST host using a single socket because they're very
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similar and don't need any complicated behaviour.
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- Calls from the native VST host to the plugin's `process()` and
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`processReplacing()` functions. Both functions get forwarded to the Windows
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VST plugin through the Wine VST host using a single socket. The `process()`
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function has been deprecated, so a VST host will never call it if
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`processReplacing()` is supported by the plugin.
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- Updates of the Windows VST plugin's `AEffect` object. This object tells the
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host about the plugin's capabilities. A copy of this is sent over a socket
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from the Wine VST hsot to the plugin after it loads the Windows VST plugin
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so it can return a pointer to it to the native VST host. Whenever this
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struct updates, the Windows VST plugin will call the `audioMasterIOChanged`
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host callback and we'll repeat this process.
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The operations described above are all handled by first serializing the
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function parameters and any payload into an object before they can be sent
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over a socket. The objects used for encoding both the requests and and the
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responses for theses events can be found in `src/common/communication.h`
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along with functions that read and write these objects over streams and
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sockets. The actual binary serialization is handled using
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[bitsery](https://github.com/fraillt/bitsery).
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6. The Wine VST host loads the Windows VST plugin and starts forwarding messages
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over the sockets described above.
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7. After the Windows VST plugin has started loading we will forward all values
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from the plugin's `AEffect` struct to the Linux native VST plugin using the
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socket described above. After this point the plugin will stop blocking and
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has finished loading.
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