Comments (8)
How do you trigger a redraw?
from vstgui.
invalid and setDirty both. results were same.
from vstgui.
Can you provide a simple test app/plugin for this. I cannot reproduce the issue.
from vstgui.
OK, I will prepare a demo for this as soon as possible
from vstgui.
@scheffle
vstplugin_demo.zip
Before building the demo, add VSTSDK_HOME to environment variable that ref to path of vst sdk, or simply modify CMakelists.txt to use your vst sdk.
In this demo, mainly, 3 steps were done.
//firstly, every 3 frames, we post a message to controller.
tresult PLUGIN_API RaccoonXProcessor::process (Vst::ProcessData& data)
{
//--- First : Read inputs parameter changes-----------
bool bParamUpdated = false;
if (data.inputParameterChanges)
{
bParamUpdated = updateParameter(data);
}
if (++m_nFrames == 3) {
//post a message to Controller
if (auto message2 = owned(allocateMessage()))
{
message2->setMessageID("TimeData");
sendMessage(message2);
}
m_nFrames = 0;
}
//--- Here you have to implement your processing
return kResultOk;
}
//then, at controller, we create a HWND which is used to transfer a message received from processor to UI thread.
void RaccoonXController::onNotify(Vst::IMessage* message) {
//run on ui thread
for (auto it = uiMessageControllers.begin(); it != uiMessageControllers.end(); it++) {
(*it)->notify(message);
}
}
tresult PLUGIN_API RaccoonXController::notify(Vst::IMessage* message) {
//post message to ui thread.
SOUI::CRunnable *pTask = new CVstRunnable(this, message);
assert(m_pMsg2UI);
m_pMsg2UI->postRunnable(pTask);
pTask->release();
return kResultTrue;
}
//finally, we try to invalid UI
void UIMessageController::notify(Vst::IMessage* pMsg) {
if (m_root) {
m_root->invalid();
//m_root->setDirty();
}
}
wait about 10 seconds, I believe you will observe a flicker. make sure using vstgui 4.11+. Vst3pluginTestHost was used here. Studio one looks better, but flicker can be observed still.
from vstgui.
This sounds like the same issue as https://forums.steinberg.net/t/vstgui-4-11-windows-release-build-flickering/797049 for which there are a couple of workarounds;
- In win32directcomposition.cpp replace
D3D_DRIVER_TYPE_HARDWARE
withD3D_DRIVER_TYPE_WARP
to bypass the hardware driver. - In win32factory.cpp comment out the
impl->directCompositionFactory = DirectComposition::Factory::create (impl->d2dFactory.get ());
line to bypass D3D / direct composition entirely.
from vstgui.
Commit e5294ca should fix this issue.
from vstgui.
Commit e5294ca should fix this issue.
Amazing! That fix seems to work for me with my NVIDIA GPU.
from vstgui.
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