Add initial NX64 support.

This commit is contained in:
Swyter 2022-06-05 10:51:14 +02:00
parent 68bb11405c
commit 5cc85d5a48
10 changed files with 433 additions and 6 deletions

View File

@ -181,6 +181,12 @@ LuaJIT currently builds out-of-the box on most systems:
<td class="compatx">Xbox One SDK (DURANGO)</td>
<td class="compatx">v2.1 &ndash;</td>
</tr>
<tr class="even">
<td class="compatname"><a href="#consoles">Nintendo Switch</a></td>
<td class="compatver">&nbsp;</td>
<td class="compatx">NintendoSDK + NX Addon</td>
<td class="compatx">v2.1 &ndash;</td>
</tr>
</table>
<p>
The codebase has compatibility defines for some more systems, but
@ -648,6 +654,21 @@ the following commands:
cd src
xb1build
</pre>
<p>
To cross-compile for <b id="nx">Nintendo Switch</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
any of the following commands, depending on the NX32 or NX64 target:
</p>
<pre class="code">
cd src
nx32build
</pre>
<pre class="code">
cd src
nx64build
</pre>
<h2 id="embed">Embedding LuaJIT</h2>
<p>

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>PS5</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><td>Nintendo Switch</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_PS5 || LJ_TARGET_PSVITA
#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA || JL_TARGET_NX
iof->fp = NULL; errno = ENOSYS;
#else
iof->fp = tmpfile();

View File

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

View File

@ -169,6 +169,13 @@
#endif
#endif
#ifdef __NX__
#define LJ_TARGET_NX 1
#define LJ_TARGET_CONSOLE 1
#undef NULL
#define NULL ((void*)0)
#endif
/* -- Arch-specific settings ---------------------------------------------- */
/* Set target architecture properties. */
@ -641,7 +648,7 @@ 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 || LJ_TARGET_PS5
#if defined(LUAJIT_NO_UNWIND) || __GNU_COMPACT_EH__ || defined(__symbian__) || LJ_TARGET_IOS || LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_NX
#define LJ_NO_UNWIND 1
#endif

View File

@ -443,9 +443,9 @@ typedef struct jit_State {
int32_t framedepth; /* Current frame depth. */
int32_t retdepth; /* Return frame depth (count of RETF). */
uint32_t k32[LJ_K32__MAX]; /* Common 4 byte constants used by backends. */
//uint32_t k32[LJ_K32__MAX]; /* Common 4 byte constants used by backends. */
TValue ksimd[LJ_KSIMD__MAX*2+1]; /* 16 byte aligned SIMD constants. */
TValue k64[LJ_K64__MAX]; /* Common 8 byte constants. */
//TValue k64[LJ_K64__MAX]; /* Common 8 byte constants. */
IRIns *irbuf; /* Temp. IR instruction buffer. Biased with REF_BIAS. */
IRRef irtoplim; /* Upper limit of instuction buffer (biased). */

View File

@ -87,6 +87,10 @@ extern int sys_get_random_number(void *buf, uint64_t len);
extern int sceRandomGetRandomNumber(void *buf, size_t len);
#elif LJ_TARGET_NX
#include <unistd.h>
#elif LJ_TARGET_WINDOWS || LJ_TARGET_XBOXONE
#define WIN32_LEAN_AND_MEAN
@ -176,6 +180,11 @@ int LJ_FASTCALL lj_prng_seed_secure(PRNGState *rs)
if (sceRandomGetRandomNumber(rs->u, sizeof(rs->u)) == 0)
goto ok;
#elif LJ_TARGET_NX
if (getentropy(rs->u, sizeof(rs->u)) == 0)
goto ok;
#elif LJ_TARGET_UWP || LJ_TARGET_XBOXONE
if (BCryptGenRandom(NULL, (PUCHAR)(rs->u), (ULONG)sizeof(rs->u),

130
src/ninten.bat Normal file
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@ -0,0 +1,130 @@
@rem Script to build LuaJIT with NintendoSDK + NX Addon.
@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 nxbuild release build, amalgamated
@rem nxbuild debug debug build, amalgamated
@rem
@rem Additional command-line options (not generally recommended):
@rem
@rem nx32 (before debug) 32-bit target library
@rem noamalg (after debug) non-amalgamated build
@if not defined INCLUDE goto :FAIL
@if not defined NINTENDO_SDK_ROOT 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 DASC=vm_arm.dasc
::@if "%1" neq "nx32" goto :NOGC32
@set DASC=vm_arm.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 HFABI -D FPU -D NO_UNWIND -D LUAJIT_TARGET=LUAJIT_ARCH_ARM -D LUAJIT_OS=LUAJIT_OS_OTHER -D LUAJIT_DISABLE_JIT -D LUAJIT_DISABLE_FFI
minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h %DASC%
@if errorlevel 1 goto :BAD
%LJCOMPILE% /I "." /I %DASMDIR% -DLUAJIT_TARGET=LUAJIT_ARCH_ARM -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 ----
@if "%1" neq "nx32" goto :NX32BUILD
@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include -DLUAJIT_DISABLE_JIT -DLUAJIT_SECURITY_PRNG=0 -DLUAJIT_USE_SYSMALLOC -DNN_NINTENDO_SDK %GC64% -c
@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-ar" rc
@set TARGETLIB_SUFFIX="nx64"
%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-as -o lj_vm.o lj_vm.s
goto :DEBUGCHECK
:NX32BUILD
@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include -DLUAJIT_DISABLE_JIT -DLUAJIT_SECURITY_PRNG=0 -DLUAJIT_USE_SYSMALLOC -DNN_NINTENDO_SDK %GC64% -c
@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar" rc
@set TARGETLIB_SUFFIX="nx32"
%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar -o lj_vm.o lj_vm.s
:DEBUGCHECK
@if "%1" neq "debug" goto :NODEBUG
@shift
@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_DEBUG -g -O0
@set TARGETLIB=liblua51D_%TARGETLIB_SUFFIX%.a
goto :BUILD
:NODEBUG
@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_RELEASE -O3
@set TARGETLIB=liblua51_%TARGETLIB_SUFFIX%.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 Nintendo Switch ===
@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). NintendoSDK + NX Addon must be installed, too.
:END

130
src/nxbuild.bat Normal file
View File

@ -0,0 +1,130 @@
@rem Script to build LuaJIT with NintendoSDK + NX Addon.
@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 nxbuild release build, amalgamated
@rem nxbuild debug debug build, amalgamated
@rem
@rem Additional command-line options (not generally recommended):
@rem
@rem nx32 (before debug) 32-bit target library
@rem noamalg (after debug) non-amalgamated build
::@if not defined INCLUDE goto :FAIL
@if not defined NINTENDO_SDK_ROOT goto :FAIL
@setlocal
@rem ---- Host compiler ----
@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /wo4146 /wo4244 /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 DASC=vm_arm.dasc
::@if "%1" neq "nx32" goto :NOGC32
@set DASC=vm_arm64.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 ENDIAN_LE -D NO_UNWIND -D LUAJIT_TARGET=LUAJIT_ARCH_ARM64 -D LUAJIT_OS=LUAJIT_OS_OTHER -D LUAJIT_DISABLE_JIT -D LUAJIT_DISABLE_FFI
minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h %DASC%
@if errorlevel 1 goto :BAD
%LJCOMPILE% /I "." /I %DASMDIR% -DLUAJIT_TARGET=LUAJIT_ARCH_ARM64 -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 ----
::@if "%1" neq "nx32" goto :NX32BUILD
@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include -DLUAJIT_TARGET=LUAJIT_ARCH_ARM64 -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLUAJIT_USE_SYSMALLOC -DLUAJIT_NO_UNWIND -c
@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-ar" rc
@set TARGETLIB_SUFFIX="nx64"
%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-as -o lj_vm.o lj_vm.s
::goto :DEBUGCHECK
:::NX32BUILD
::@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include -DLUAJIT_DISABLE_JIT -DLUAJIT_SECURITY_PRNG=0 -DLUAJIT_USE_SYSMALLOC -DNN_NINTENDO_SDK %GC64% -c
::@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar" rc
::@set TARGETLIB_SUFFIX="nx32"
::%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar -o lj_vm.o lj_vm.s
:DEBUGCHECK
@if "%1" neq "debug" goto :NODEBUG
@shift
@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_DEBUG -g -O0
@set TARGETLIB=liblua51D_%TARGETLIB_SUFFIX%.a
goto :BUILD
:NODEBUG
@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_RELEASE -O3
@set TARGETLIB=liblua51_%TARGETLIB_SUFFIX%.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 Nintendo Switch ===
@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). NintendoSDK + NX Addon must be installed, too.
:END

View File

@ -0,0 +1,130 @@
@rem Script to build LuaJIT with NintendoSDK + NX Addon.
@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 nxbuild release build, amalgamated
@rem nxbuild debug debug build, amalgamated
@rem
@rem Additional command-line options (not generally recommended):
@rem
@rem nx32 (before debug) 32-bit target library
@rem noamalg (after debug) non-amalgamated build
@if not defined INCLUDE goto :FAIL
@if not defined NINTENDO_SDK_ROOT goto :FAIL
@setlocal
@rem ---- Host compiler ----
@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /wo4146 /wo4244 /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 DASC=vm_arm.dasc
::@if "%1" neq "nx32" goto :NOGC32
@set DASC=vm_arm64.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 ENDIAN_LE -D NO_UNWIND -D LUAJIT_TARGET=LUAJIT_ARCH_ARM64 -D LUAJIT_OS=LUAJIT_OS_OTHER -D LUAJIT_DISABLE_JIT -D LUAJIT_DISABLE_FFI
minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h %DASC%
@if errorlevel 1 goto :BAD
%LJCOMPILE% /I "." /I %DASMDIR% -DLUAJIT_TARGET=LUAJIT_ARCH_ARM64 -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 ----
::@if "%1" neq "nx32" goto :NX32BUILD
@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include -DLUAJIT_TARGET=LUAJIT_ARCH_ARM64 -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLUAJIT_USE_SYSMALLOC -DLUAJIT_NO_UNWIND -c
@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-ar" rc
@set TARGETLIB_SUFFIX="nx64"
%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-as -o lj_vm.o lj_vm.s
::goto :DEBUGCHECK
:::NX32BUILD
::@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include -DLUAJIT_DISABLE_JIT -DLUAJIT_SECURITY_PRNG=0 -DLUAJIT_USE_SYSMALLOC -DNN_NINTENDO_SDK %GC64% -c
::@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar" rc
::@set TARGETLIB_SUFFIX="nx32"
::%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar -o lj_vm.o lj_vm.s
:DEBUGCHECK
@if "%1" neq "debug" goto :NODEBUG
@shift
@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_DEBUG -g -O0
@set TARGETLIB=liblua51D_%TARGETLIB_SUFFIX%.a
goto :BUILD
:NODEBUG
@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_RELEASE -O3
@set TARGETLIB=liblua51_%TARGETLIB_SUFFIX%.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 Nintendo Switch ===
@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). NintendoSDK + NX Addon must be installed, too.
:END