#!/usr/bin/env bash # Cross-compile the Windows x64 VST3 from Linux with MinGW-w64. set -euo pipefail REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)" cd "$REPO_ROOT" TOOLCHAIN_FILE="$REPO_ROOT/cmake/mingw64-toolchain.cmake" BUILD_DIR="${BUILD_DIR:-$REPO_ROOT/build/windows}" BUILD_TYPE="${BUILD_TYPE:-Release}" OUTPUT_DIR="${OUTPUT_DIR:-$REPO_ROOT/SerumAlt_Windows}" PLUGIN_NAME="SerumAlt" export CMAKE_BUILD_PARALLEL_LEVEL="${CMAKE_BUILD_PARALLEL_LEVEL:-2}" if [[ "$(uname -s)" != Linux ]]; then echo "ERROR: scripts/build_windows.sh cross-compiles from Linux with MinGW-w64." >&2 exit 1 fi for tool in cmake ninja pkg-config "${CC:-cc}" "${CXX:-c++}" \ x86_64-w64-mingw32-gcc x86_64-w64-mingw32-g++ \ x86_64-w64-mingw32-windres x86_64-w64-mingw32-ar \ x86_64-w64-mingw32-ranlib x86_64-w64-mingw32-strip \ x86_64-w64-mingw32-objdump; do if ! command -v "$tool" >/dev/null 2>&1; then echo "ERROR: $tool not found. See README.md prerequisites." >&2 exit 1 fi done if [[ ! -f "$TOOLCHAIN_FILE" ]]; then echo "ERROR: toolchain file not found: $TOOLCHAIN_FILE" >&2 exit 1 fi echo "Configuring Windows VST3 in $BUILD_DIR ($BUILD_TYPE)..." cmake -S "$REPO_ROOT" -B "$BUILD_DIR" -G Ninja \ -DCMAKE_BUILD_TYPE="$BUILD_TYPE" \ -DCMAKE_TOOLCHAIN_FILE="$TOOLCHAIN_FILE" \ -DSERUMALT_BUILD_PLUGIN=ON \ -DSERUMALT_BUILD_TESTS=OFF echo "Building Windows VST3..." cmake --build "$BUILD_DIR" --config "$BUILD_TYPE" --target SerumAlt_VST3 # A stock Windows host has neither the MinGW C++ runtime nor the MinGW threading # runtime, so a module that imports one fails to load and the host drops it from # its plugin list. cmake/Plugin.cmake links both statically; these checks fail the # build when that link option is missing from a cached or a fresh build tree. VST3_BUNDLE="$BUILD_DIR/${PLUGIN_NAME}_artefacts/$BUILD_TYPE/VST3/$PLUGIN_NAME.vst3" VST3_BINARY="$VST3_BUNDLE/Contents/x86_64-win/$PLUGIN_NAME.vst3" if [[ ! -f "$VST3_BINARY" ]]; then echo "ERROR: cross-build produced no module at $VST3_BINARY" >&2 exit 1 fi if ! x86_64-w64-mingw32-objdump -f "$VST3_BINARY" | grep -q 'i386:x86-64'; then echo "ERROR: $VST3_BINARY is not an x86-64 module" >&2 exit 1 fi VST3_DUMP="$(x86_64-w64-mingw32-objdump -p "$VST3_BINARY")" for runtime in libgcc_s_seh-1.dll libstdc++-6.dll libwinpthread-1.dll; do if grep -qF "DLL Name: $runtime" <<<"$VST3_DUMP"; then echo "ERROR: $VST3_BINARY still imports $runtime." >&2 echo " Restore the static-runtime link options in cmake/Plugin.cmake" >&2 echo " and rebuild with a fresh BUILD_DIR." >&2 exit 1 fi done # JUCE defines only these entry points on Windows. bundleEntry and bundleExit are # macOS-only, and the VST3 SDK loader requires GetPluginFactory while treating # InitDll and ExitDll as optional. for entry in GetPluginFactory InitDll ExitDll; do if ! grep -qE "[[:space:]]${entry}\$" <<<"$VST3_DUMP"; then echo "ERROR: $VST3_BINARY does not export $entry" >&2 exit 1 fi done # JUCE's manifest helper is a host tool, so a cross-build disables it and CMake # writes moduleinfo.json from cmake/moduleinfo.json.in instead. MANIFEST="$BUILD_DIR/moduleinfo.json" if [[ ! -f "$MANIFEST" ]]; then echo "ERROR: CMake wrote no manifest at $MANIFEST" >&2 exit 1 fi mkdir -p "$VST3_BUNDLE/Contents/Resources" cmake -E copy "$MANIFEST" "$VST3_BUNDLE/Contents/Resources/moduleinfo.json" echo "Staging Windows VST3 in $OUTPUT_DIR..." cmake -E copy_directory "$VST3_BUNDLE" "$OUTPUT_DIR/$PLUGIN_NAME.vst3" echo echo "Done. Windows VST3 plugin at: $OUTPUT_DIR/$PLUGIN_NAME.vst3"