diff --git a/doc/install.html b/doc/install.html index 8210f476..9ffa3e64 100644 --- a/doc/install.html +++ b/doc/install.html @@ -181,6 +181,12 @@ LuaJIT currently builds out-of-the box on most systems: Xbox One SDK (DURANGO) v2.1 – + + Nintendo Switch +   + NintendoSDK + NX Addon + v2.1 – +

The codebase has compatibility defines for some more systems, but @@ -648,6 +654,21 @@ the following commands: cd src xb1build +

+To cross-compile for Nintendo Switch from a Windows host, +open a "Visual Studio .NET Command Prompt" (64 bit host compiler), +cd to the directory where you've unpacked the sources and run +any of the following commands, depending on the NX32 or NX64 target: +

+
+cd src
+nx32build
+
+ +
+cd src
+nx64build
+

Embedding LuaJIT

diff --git a/doc/luajit.html b/doc/luajit.html index 06774ddf..ebdc2d8d 100644 --- a/doc/luajit.html +++ b/doc/luajit.html @@ -162,7 +162,7 @@ LuaJIT is Copyright © 2005-2022 Mike Pall, released under the EmbeddedAndroidiOS - +
PS3PS4PS5PS VitaXbox 360Xbox One
PS3PS4PS5PS VitaXbox 360Xbox OneNintendo Switch
diff --git a/src/lib_io.c b/src/lib_io.c index 7f218e49..25798171 100644 --- a/src/lib_io.c +++ b/src/lib_io.c @@ -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(); diff --git a/src/lib_os.c b/src/lib_os.c index eb8704cf..6bcd0147 100644 --- a/src/lib_os.c +++ b/src/lib_os.c @@ -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 diff --git a/src/lj_arch.h b/src/lj_arch.h index 1852c497..50c05b4e 100644 --- a/src/lj_arch.h +++ b/src/lj_arch.h @@ -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 diff --git a/src/lj_jit.h b/src/lj_jit.h index 0b5ad4d6..b0f48b3f 100644 --- a/src/lj_jit.h +++ b/src/lj_jit.h @@ -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). */ diff --git a/src/lj_prng.c b/src/lj_prng.c index fd8219de..9e57505e 100644 --- a/src/lj_prng.c +++ b/src/lj_prng.c @@ -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 + #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), diff --git a/src/ninten.bat b/src/ninten.bat new file mode 100644 index 00000000..b656ad8a --- /dev/null +++ b/src/ninten.bat @@ -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 \ No newline at end of file diff --git a/src/nxbuild.bat b/src/nxbuild.bat new file mode 100644 index 00000000..0e681347 --- /dev/null +++ b/src/nxbuild.bat @@ -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 \ No newline at end of file diff --git a/src/nxbuild_ugly_but_works_for_nx64.bat b/src/nxbuild_ugly_but_works_for_nx64.bat new file mode 100644 index 00000000..33ff8b77 --- /dev/null +++ b/src/nxbuild_ugly_but_works_for_nx64.bat @@ -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 \ No newline at end of file
GCCClang
LLVM
MSVC