Add PS5 port.

This commit is contained in:
Mike Pall 2022-04-17 23:41:39 +02:00
parent ddb9553764
commit 34a62c7f73
8 changed files with 149 additions and 9 deletions

View File

@ -118,7 +118,7 @@ operating systems, CPUs and compilers:
<tr class="even">
<td class="compatcpu">x64 (64 bit)</td>
<td class="compatos">GCC 4.2+</td>
<td class="compatos">GCC 4.2+<br>ORBIS (<a href="#ps4">PS4</a>)</td>
<td class="compatos">GCC 4.2+<br>ORBIS (<a href="#ps4">PS4</a>)<br>PROSPERO (<a href="#ps5">PS5</a>)</td>
<td class="compatos">XCode 5.0+<br>Clang</td>
<td class="compatos">MSVC<br>Durango (<a href="#xboxone">Xbox One</a>)</td>
</tr>
@ -478,6 +478,16 @@ cd src
ps4build
</pre>
<p>
To cross-compile for <b id="ps5">PS5</b> from a Windows host,
open a "Visual Studio .NET Command Prompt" (64&nbsp;bit host compiler),
<tt>cd</tt> to the directory where you've unpacked the sources and
run the following commands:
</p>
<pre class="code">
cd src
ps5build
</pre>
<p>
To cross-compile for <b id="psvita">PS Vita</b> from a Windows host,
open a "Visual Studio .NET Command Prompt" (32&nbsp;bit host compiler),
<tt>cd</tt> to the directory where you've unpacked the sources and

View File

@ -162,7 +162,7 @@ LuaJIT is Copyright &copy; 2005-2022 Mike Pall, released under the
<tr><td><span style="font-size:90%;">Embedded</span></td><td>Android</td><td>iOS</td></tr>
</table>
<table class="feature os os3">
<tr><td>PS3</td><td>PS4</td><td>PS Vita</td><td>Xbox 360</td><td>Xbox One</td></tr>
<tr><td>PS3</td><td>PS4</td><td>PS5</td><td>PS Vita</td><td>Xbox 360</td><td>Xbox One</td></tr>
</table>
<table class="feature compiler">
<tr><td>GCC</td><td>Clang<br>LLVM</td><td>MSVC</td></tr>

View File

@ -439,7 +439,7 @@ LJLIB_CF(io_popen)
LJLIB_CF(io_tmpfile)
{
IOFileUD *iof = io_file_new(L);
#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PSVITA
#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA
iof->fp = NULL; errno = ENOSYS;
#else
iof->fp = tmpfile();

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@ -76,7 +76,7 @@ LJLIB_CF(os_rename)
LJLIB_CF(os_tmpname)
{
#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PSVITA
#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA
lj_err_caller(L, LJ_ERR_OSUNIQF);
return 0;
#else

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@ -330,7 +330,7 @@ static void *mmap_plain(size_t size)
#define CALL_MMAP(prng, size) mmap_plain(size)
#endif
#if LJ_64 && !LJ_GC64 && ((defined(__FreeBSD__) && __FreeBSD__ < 10) || defined(__FreeBSD_kernel__)) && !LJ_TARGET_PS4
#if LJ_64 && !LJ_GC64 && ((defined(__FreeBSD__) && __FreeBSD__ < 10) || defined(__FreeBSD_kernel__)) && !LJ_TARGET_PS4 && !LJ_TARGET_PS5
#include <sys/resource.h>

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@ -83,7 +83,7 @@
#define LUAJIT_OS LUAJIT_OS_OSX
#elif (defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || \
defined(__NetBSD__) || defined(__OpenBSD__) || \
defined(__DragonFly__)) && !defined(__ORBIS__)
defined(__DragonFly__)) && !defined(__ORBIS__) && !defined(__PROSPERO__)
#define LUAJIT_OS LUAJIT_OS_BSD
#elif (defined(__sun__) && defined(__svr4__))
#define LJ_TARGET_SOLARIS 1
@ -139,6 +139,13 @@
#define NULL ((void*)0)
#endif
#ifdef __PROSPERO__
#define LJ_TARGET_PS5 1
#define LJ_TARGET_CONSOLE 1
#undef NULL
#define NULL ((void*)0)
#endif
#ifdef __psp2__
#define LJ_TARGET_PSVITA 1
#define LJ_TARGET_CONSOLE 1
@ -634,7 +641,7 @@ extern void *LJ_WIN_LOADLIBA(const char *path);
#endif
#endif
#if defined(LUAJIT_NO_UNWIND) || __GNU_COMPACT_EH__ || defined(__symbian__) || LJ_TARGET_IOS || LJ_TARGET_PS3 || LJ_TARGET_PS4
#if defined(LUAJIT_NO_UNWIND) || __GNU_COMPACT_EH__ || defined(__symbian__) || LJ_TARGET_IOS || LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5
#define LJ_NO_UNWIND 1
#endif

View File

@ -83,7 +83,7 @@ extern int XNetRandom(void *buf, unsigned int len);
extern int sys_get_random_number(void *buf, uint64_t len);
#elif LJ_TARGET_PS4 || LJ_TARGET_PSVITA
#elif LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA
extern int sceRandomGetRandomNumber(void *buf, size_t len);
@ -171,7 +171,7 @@ int LJ_FASTCALL lj_prng_seed_secure(PRNGState *rs)
if (sys_get_random_number(rs->u, sizeof(rs->u)) == 0)
goto ok;
#elif LJ_TARGET_PS4 || LJ_TARGET_PSVITA
#elif LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA
if (sceRandomGetRandomNumber(rs->u, sizeof(rs->u)) == 0)
goto ok;

123
src/ps5build.bat Normal file
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@ -0,0 +1,123 @@
@rem Script to build LuaJIT with the PS5 SDK.
@rem Donated to the public domain.
@rem
@rem Open a "Visual Studio .NET Command Prompt" (64 bit host compiler)
@rem or "VS20xx x64 Native Tools Command Prompt".
@rem
@rem Then cd to this directory and run this script.
@rem
@rem Recommended invocation:
@rem
@rem ps5build release build, amalgamated, 64-bit GC
@rem ps5build debug debug build, amalgamated, 64-bit GC
@rem
@rem Additional command-line options (not generally recommended):
@rem
@rem gc32 (before debug) 32-bit GC
@rem noamalg (after debug) non-amalgamated build
@if not defined INCLUDE goto :FAIL
@if not defined SCE_PROSPERO_SDK_DIR goto :FAIL
@setlocal
@rem ---- Host compiler ----
@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /D_CRT_SECURE_NO_DEPRECATE
@set LJLINK=link /nologo
@set LJMT=mt /nologo
@set DASMDIR=..\dynasm
@set DASM=%DASMDIR%\dynasm.lua
@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 lib_buffer.c
@set GC64=
@set DASC=vm_x64.dasc
@if "%1" neq "gc32" goto :NOGC32
@shift
@set GC64=-DLUAJIT_DISABLE_GC64
@set DASC=vm_x86.dasc
:NOGC32
%LJCOMPILE% host\minilua.c
@if errorlevel 1 goto :BAD
%LJLINK% /out:minilua.exe minilua.obj
@if errorlevel 1 goto :BAD
if exist minilua.exe.manifest^
%LJMT% -manifest minilua.exe.manifest -outputresource:minilua.exe
@rem Check for 64 bit host compiler.
@minilua
@if not errorlevel 8 goto :FAIL
@set DASMFLAGS=-D P64 -D NO_UNWIND
minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h %DASC%
@if errorlevel 1 goto :BAD
%LJCOMPILE% /I "." /I %DASMDIR% %GC64% -DLUAJIT_TARGET=LUAJIT_ARCH_X64 -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLUAJIT_NO_UNWIND host\buildvm*.c
@if errorlevel 1 goto :BAD
%LJLINK% /out:buildvm.exe buildvm*.obj
@if errorlevel 1 goto :BAD
if exist buildvm.exe.manifest^
%LJMT% -manifest buildvm.exe.manifest -outputresource:buildvm.exe
buildvm -m elfasm -o lj_vm.s
@if errorlevel 1 goto :BAD
buildvm -m bcdef -o lj_bcdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m ffdef -o lj_ffdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m libdef -o lj_libdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m recdef -o lj_recdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m vmdef -o jit\vmdef.lua %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m folddef -o lj_folddef.h lj_opt_fold.c
@if errorlevel 1 goto :BAD
@rem ---- Cross compiler ----
@set LJCOMPILE="%SCE_PROSPERO_SDK_DIR%\host_tools\bin\prospero-clang" -c -Wall -DLUAJIT_DISABLE_FFI %GC64%
@set LJLIB="%SCE_PROSPERO_SDK_DIR%\host_tools\bin\prospero-llvm-ar" rcus
@set INCLUDE=""
%SCE_PROSPERO_SDK_DIR%\host_tools\bin\prospero-llvm-as -o lj_vm.o lj_vm.s
@if "%1" neq "debug" goto :NODEBUG
@shift
@set LJCOMPILE=%LJCOMPILE% -g -O0
@set TARGETLIB=libluajitD_ps5.a
goto :BUILD
:NODEBUG
@set LJCOMPILE=%LJCOMPILE% -O2
@set TARGETLIB=libluajit_ps5.a
:BUILD
del %TARGETLIB%
@if "%1" neq "noamalg" goto :AMALG
for %%f in (lj_*.c lib_*.c) do (
%LJCOMPILE% %%f
@if errorlevel 1 goto :BAD
)
%LJLIB% %TARGETLIB% lj_*.o lib_*.o
@if errorlevel 1 goto :BAD
@goto :NOAMALG
:AMALG
%LJCOMPILE% ljamalg.c
@if errorlevel 1 goto :BAD
%LJLIB% %TARGETLIB% ljamalg.o lj_vm.o
@if errorlevel 1 goto :BAD
:NOAMALG
@del *.o *.obj *.manifest minilua.exe buildvm.exe
@echo.
@echo === Successfully built LuaJIT for PS5 ===
@goto :END
:BAD
@echo.
@echo *******************************************************
@echo *** Build FAILED -- Please check the error messages ***
@echo *******************************************************
@goto :END
:FAIL
@echo To run this script you must open a "Visual Studio .NET Command Prompt"
@echo (64 bit host compiler). The PS5 Prospero SDK must be installed, too.
:END