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https://github.com/LuaJIT/LuaJIT.git
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Add Xbox One port.
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@ -124,7 +124,7 @@ operating systems, CPUs and compilers:
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<td class="compatos">GCC 4.x</td>
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<td class="compatos">GCC 4.x</td>
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<td class="compatos">ORBIS (<a href="#ps4">PS4</a>)</td>
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<td class="compatos">ORBIS (<a href="#ps4">PS4</a>)</td>
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<td class="compatos">GCC 4.x</td>
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<td class="compatos">GCC 4.x</td>
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<td class="compatos">MSVC + SDK v7.0<br>WinSDK v7.0</td>
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<td class="compatos">MSVC + SDK v7.0<br>WinSDK v7.0<br>Durango (<a href="#xboxone">Xbox One</a>)</td>
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</tr>
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</tr>
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<tr class="odd">
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<tr class="odd">
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<td class="compatcpu"><a href="#cross2">ARMv5+<br>ARM9E+</a></td>
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<td class="compatcpu"><a href="#cross2">ARMv5+<br>ARM9E+</a></td>
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@ -516,6 +516,16 @@ the following commands:
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cd src
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cd src
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xedkbuild
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xedkbuild
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</pre>
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</pre>
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<p>
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To cross-compile for <b id="xboxone">Xbox One</b> from a Windows host,
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open a "Visual Studio .NET Command Prompt" (64 bit host compiler),
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<tt>cd</tt> to the directory where you've unpacked the sources and run
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the following commands:
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</p>
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<pre class="code">
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cd src
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xb1build
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</pre>
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<h2 id="embed">Embedding LuaJIT</h2>
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<h2 id="embed">Embedding LuaJIT</h2>
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<p>
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<p>
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@ -166,7 +166,7 @@ LuaJIT is Copyright © 2005-2015 Mike Pall, released under the
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<tr><td><span style="font-size:90%;">Embedded</span></td><td>Android</td><td>iOS</td></tr>
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<tr><td><span style="font-size:90%;">Embedded</span></td><td>Android</td><td>iOS</td></tr>
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</table>
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</table>
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<table class="feature os os3">
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<table class="feature os os3">
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<tr><td>PS3</td><td>PS4</td><td>PS Vita</td><td>Xbox 360</td></tr>
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<tr><td>PS3</td><td>PS4</td><td>PS Vita</td><td>Xbox 360</td><td>Xbox One</td></tr>
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</table>
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</table>
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<table class="feature compiler">
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<table class="feature compiler">
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<tr><td>GCC</td><td>CLANG<br>LLVM</td><td>MSVC</td></tr>
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<tr><td>GCC</td><td>CLANG<br>LLVM</td><td>MSVC</td></tr>
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@ -99,7 +99,7 @@ static int io_file_close(lua_State *L, IOFileUD *iof)
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int stat = -1;
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int stat = -1;
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#if LJ_TARGET_POSIX
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#if LJ_TARGET_POSIX
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stat = pclose(iof->fp);
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stat = pclose(iof->fp);
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#elif LJ_TARGET_WINDOWS
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#elif LJ_TARGET_WINDOWS && !LJ_TARGET_XBOXONE
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stat = _pclose(iof->fp);
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stat = _pclose(iof->fp);
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#else
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#else
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lua_assert(0);
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lua_assert(0);
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@ -400,7 +400,7 @@ LJLIB_CF(io_open)
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LJLIB_CF(io_popen)
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LJLIB_CF(io_popen)
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{
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{
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#if LJ_TARGET_POSIX || LJ_TARGET_WINDOWS
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#if LJ_TARGET_POSIX || (LJ_TARGET_WINDOWS && !LJ_TARGET_XBOXONE)
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const char *fname = strdata(lj_lib_checkstr(L, 1));
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const char *fname = strdata(lj_lib_checkstr(L, 1));
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GCstr *s = lj_lib_optstr(L, 2);
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GCstr *s = lj_lib_optstr(L, 2);
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const char *mode = s ? strdata(s) : "r";
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const char *mode = s ? strdata(s) : "r";
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@ -96,9 +96,17 @@ static void setprogdir(lua_State *L)
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static void pusherror(lua_State *L)
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static void pusherror(lua_State *L)
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{
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{
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DWORD error = GetLastError();
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DWORD error = GetLastError();
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#if LJ_TARGET_XBOXONE
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wchar_t wbuffer[128];
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char buffer[128*2];
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if (FormatMessageW(FORMAT_MESSAGE_IGNORE_INSERTS | FORMAT_MESSAGE_FROM_SYSTEM,
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NULL, error, 0, buffer, sizeof(wbuffer)/sizeof(wchar_t), NULL) &&
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WideCharToMultiByte(CP_ACP, 0, wbuffer, 128, buffer, 128*2, NULL, NULL))
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#else
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char buffer[128];
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char buffer[128];
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if (FormatMessageA(FORMAT_MESSAGE_IGNORE_INSERTS | FORMAT_MESSAGE_FROM_SYSTEM,
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if (FormatMessageA(FORMAT_MESSAGE_IGNORE_INSERTS | FORMAT_MESSAGE_FROM_SYSTEM,
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NULL, error, 0, buffer, sizeof(buffer), NULL))
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NULL, error, 0, buffer, sizeof(buffer), NULL))
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#endif
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lua_pushstring(L, buffer);
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lua_pushstring(L, buffer);
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else
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else
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lua_pushfstring(L, "system error %d\n", error);
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lua_pushfstring(L, "system error %d\n", error);
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@ -120,6 +120,13 @@
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#define LJ_TARGET_CONSOLE 1
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#define LJ_TARGET_CONSOLE 1
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#endif
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#endif
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#ifdef _DURANGO
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#define LJ_TARGET_XBOXONE 1
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#define LJ_TARGET_CONSOLE 1
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#define LJ_TARGET_GC64 1
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#define LoadLibraryA(name) LoadLibraryExA((name), NULL, 0)
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#endif
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#define LJ_NUMMODE_SINGLE 0 /* Single-number mode only. */
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#define LJ_NUMMODE_SINGLE 0 /* Single-number mode only. */
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#define LJ_NUMMODE_SINGLE_DUAL 1 /* Default to single-number mode. */
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#define LJ_NUMMODE_SINGLE_DUAL 1 /* Default to single-number mode. */
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#define LJ_NUMMODE_DUAL 2 /* Dual-number mode only. */
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#define LJ_NUMMODE_DUAL 2 /* Dual-number mode only. */
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@ -172,9 +172,17 @@ LJ_NORET LJ_NOINLINE static void clib_error(lua_State *L, const char *fmt,
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const char *name)
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const char *name)
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{
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{
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DWORD err = GetLastError();
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DWORD err = GetLastError();
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#if LJ_TARGET_XBOXONE
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wchar_t wbuf[128];
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char buf[128*2];
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if (!FormatMessageW(FORMAT_MESSAGE_IGNORE_INSERTS|FORMAT_MESSAGE_FROM_SYSTEM,
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NULL, err, 0, buf, sizeof(wbuf)/sizeof(wchar_t), NULL) ||
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!WideCharToMultiByte(CP_ACP, 0, wbuf, 128, buf, 128*2, NULL, NULL))
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#else
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char buf[128];
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char buf[128];
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if (!FormatMessageA(FORMAT_MESSAGE_IGNORE_INSERTS|FORMAT_MESSAGE_FROM_SYSTEM,
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if (!FormatMessageA(FORMAT_MESSAGE_IGNORE_INSERTS|FORMAT_MESSAGE_FROM_SYSTEM,
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NULL, err, 0, buf, sizeof(buf), NULL))
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NULL, err, 0, buf, sizeof(buf), NULL))
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#endif
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buf[0] = '\0';
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buf[0] = '\0';
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lj_err_callermsg(L, lj_strfmt_pushf(L, fmt, name, buf));
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lj_err_callermsg(L, lj_strfmt_pushf(L, fmt, name, buf));
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}
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}
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101
src/xb1build.bat
Normal file
101
src/xb1build.bat
Normal file
@ -0,0 +1,101 @@
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@rem Script to build LuaJIT with the Xbox One SDK.
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@rem Donated to the public domain.
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@rem
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@rem Open a "Visual Studio .NET Command Prompt" (64 bit host compiler)
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@rem Then cd to this directory and run this script.
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@if not defined INCLUDE goto :FAIL
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@if not defined DurangoXDK goto :FAIL
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@setlocal
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@echo ---- Host compiler ----
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@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /D_CRT_SECURE_NO_DEPRECATE /DLUAJIT_ENABLE_GC64
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@set LJLINK=link /nologo
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@set LJMT=mt /nologo
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@set DASMDIR=..\dynasm
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@set DASM=%DASMDIR%\dynasm.lua
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@set ALL_LIB=lib_base.c lib_math.c lib_bit.c lib_string.c lib_table.c lib_io.c lib_os.c lib_package.c lib_debug.c lib_jit.c lib_ffi.c
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%LJCOMPILE% host\minilua.c
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@if errorlevel 1 goto :BAD
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%LJLINK% /out:minilua.exe minilua.obj
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@if errorlevel 1 goto :BAD
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if exist minilua.exe.manifest^
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%LJMT% -manifest minilua.exe.manifest -outputresource:minilua.exe
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@rem Error out for 64 bit host compiler
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@minilua
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@if not errorlevel 8 goto :FAIL
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@set DASMFLAGS=-D WIN -D FFI -D P64
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minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h vm_x64.dasc
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@if errorlevel 1 goto :BAD
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%LJCOMPILE% /I "." /I %DASMDIR% /D_DURANGO host\buildvm*.c
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@if errorlevel 1 goto :BAD
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%LJLINK% /out:buildvm.exe buildvm*.obj
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@if errorlevel 1 goto :BAD
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if exist buildvm.exe.manifest^
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%LJMT% -manifest buildvm.exe.manifest -outputresource:buildvm.exe
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buildvm -m peobj -o lj_vm.obj
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@if errorlevel 1 goto :BAD
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buildvm -m bcdef -o lj_bcdef.h %ALL_LIB%
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@if errorlevel 1 goto :BAD
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buildvm -m ffdef -o lj_ffdef.h %ALL_LIB%
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@if errorlevel 1 goto :BAD
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buildvm -m libdef -o lj_libdef.h %ALL_LIB%
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@if errorlevel 1 goto :BAD
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buildvm -m recdef -o lj_recdef.h %ALL_LIB%
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@if errorlevel 1 goto :BAD
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buildvm -m vmdef -o jit\vmdef.lua %ALL_LIB%
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@if errorlevel 1 goto :BAD
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buildvm -m folddef -o lj_folddef.h lj_opt_fold.c
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@if errorlevel 1 goto :BAD
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@echo ---- Cross compiler ----
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@set CWD=%cd%
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@call "%DurangoXDK%\xdk\DurangoVars.cmd" XDK
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@cd /D "%CWD%"
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@shift
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@set LJCOMPILE="cl" /nologo /c /W3 /GF /Gm- /GR- /GS- /Gy /openmp- /D_CRT_SECURE_NO_DEPRECATE /D_LIB /D_UNICODE /D_DURANGO
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@set LJLIB="lib" /nologo
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@if "%1"=="debug" (
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@shift
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@set LJCOMPILE=%LJCOMPILE% /Zi /MDd /Od
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@set LJLINK=%LJLINK% /debug
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) else (
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@set LJCOMPILE=%LJCOMPILE% /MD /O2 /DNDEBUG
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)
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@if "%1"=="amalg" goto :AMALG
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%LJCOMPILE% /DLUA_BUILD_AS_DLL lj_*.c lib_*.c
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@if errorlevel 1 goto :BAD
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%LJLIB% /OUT:luajit.lib lj_*.obj lib_*.obj
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@if errorlevel 1 goto :BAD
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@goto :NOAMALG
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:AMALG
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%LJCOMPILE% /DLUA_BUILD_AS_DLL ljamalg.c
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@if errorlevel 1 goto :BAD
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%LJLIB% /OUT:luajit.lib ljamalg.obj lj_vm.obj
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@if errorlevel 1 goto :BAD
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:NOAMALG
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@del *.obj *.manifest minilua.exe buildvm.exe
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@echo.
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@echo === Successfully built LuaJIT for Xbox One ===
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@goto :END
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:BAD
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@echo.
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@echo *******************************************************
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@echo *** Build FAILED -- Please check the error messages ***
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@echo *******************************************************
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@goto :END
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:FAIL
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@echo To run this script you must open a "Visual Studio .NET Command Prompt"
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@echo (64 bit host compiler). The Xbox One SDK must be installed, too.
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:END
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