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https://github.com/LuaJIT/LuaJIT.git
synced 2025-02-07 15:14:08 +00:00
Add PS4 port.
Thanks to Eddie Edwards.
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@ -120,7 +120,7 @@ operating systems, CPUs and compilers:
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<tr class="even">
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<td class="compatcpu">x64 (64 bit)</td>
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<td class="compatos">GCC 4.x</td>
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<td class="compatos compatno"> </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">MSVC + SDK v7.0<br>WinSDK v7.0</td>
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</tr>
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@ -460,7 +460,7 @@ make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
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</pre>
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<p>
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You can cross-compile for <b id="ps3">PS3</b> using the PS3 SDK from
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a Linux host or a Windows host (requires 32 bit MinGW (GCC) on the host,
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a Linux host or a Windows host (requires 32 bit MinGW (GCC) on the host,
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too). Due to restrictions on consoles, the JIT compiler is disabled and
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only the fast interpreter is built:
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</p>
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@ -468,6 +468,22 @@ only the fast interpreter is built:
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make HOST_CC="gcc -m32" CROSS=ppu-lv2-
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</pre>
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<p>
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You can cross-compile for <b id="ps4">PS4</b> from a Windows host using
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the PS4 SDK (ORBIS) plus 64 bit MSVC. Due to restrictions on
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consoles, the JIT compiler is disabled and only the fast interpreter
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is built.
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</p>
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<p>
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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. This builds a static library <tt>libluajit.a</tt>,
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which can be linked against your game, just like the Lua library.
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</p>
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<pre class="code">
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cd src
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ps4build
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</pre>
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<p>
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You can cross-compile for <b id="xbox360">Xbox 360</b> using the
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Xbox 360 SDK (MSVC + XEDK). Due to restrictions on consoles, the
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JIT compiler is disabled and only the fast interpreter is built.
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@ -158,7 +158,7 @@ LuaJIT is Copyright © 2005-2014 Mike Pall, released under the
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<tr><td>Windows</td><td>Linux</td><td>BSD</td><td>OSX</td><td>POSIX</td></tr>
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</table>
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<table class="feature os os2">
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<tr><td><span style="font-size:90%;">Embedded</span></td><td>Android</td><td>iOS</td><td>PS3</td><td>Xbox 360</td></tr>
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<tr><td><span style="font-size:90%;">Embedded</span></td><td>Android</td><td>iOS</td><td>PS3</td><td>PS4</td><td>Xbox 360</td></tr>
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</table>
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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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@ -426,7 +426,7 @@ LJLIB_CF(io_popen)
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LJLIB_CF(io_tmpfile)
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{
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IOFileUD *iof = io_file_new(L);
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#if LJ_TARGET_PS3
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#if LJ_TARGET_PS3 || LJ_TARGET_PS4
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iof->fp = NULL; errno = ENOSYS;
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#else
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iof->fp = tmpfile();
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@ -70,7 +70,7 @@ LJLIB_CF(os_rename)
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LJLIB_CF(os_tmpname)
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{
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#if LJ_TARGET_PS3
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#if LJ_TARGET_PS3 || LJ_TARGET_PS4
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lj_err_caller(L, LJ_ERR_OSUNIQF);
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return 0;
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#else
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@ -188,7 +188,7 @@ static LJ_AINLINE void *CALL_MMAP(size_t size)
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return ptr;
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}
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#elif LJ_TARGET_OSX || defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__NetBSD__) || defined(__OpenBSD__) || defined(__sun__)
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#elif LJ_TARGET_OSX || LJ_TARGET_PS4 || defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__NetBSD__) || defined(__OpenBSD__) || defined(__sun__)
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/* OSX and FreeBSD mmap() use a naive first-fit linear search.
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** That's perfect for us. Except that -pagezero_size must be set for OSX,
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@ -197,12 +197,14 @@ static LJ_AINLINE void *CALL_MMAP(size_t size)
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*/
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#if LJ_TARGET_OSX
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#define MMAP_REGION_START ((uintptr_t)0x10000)
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#elif LJ_TARGET_PS4
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#define MMAP_REGION_START ((uintptr_t)0x4000)
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#else
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#define MMAP_REGION_START ((uintptr_t)0x10000000)
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#endif
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#define MMAP_REGION_END ((uintptr_t)0x80000000)
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#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__)
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#if (defined(__FreeBSD__) || defined(__FreeBSD_kernel__)) && !LJ_TARGET_PS4
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#include <sys/resource.h>
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#endif
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@ -212,7 +214,7 @@ static LJ_AINLINE void *CALL_MMAP(size_t size)
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/* Hint for next allocation. Doesn't need to be thread-safe. */
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static uintptr_t alloc_hint = MMAP_REGION_START;
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int retry = 0;
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#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__)
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#if (defined(__FreeBSD__) || defined(__FreeBSD_kernel__)) && !LJ_TARGET_PS4
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static int rlimit_modified = 0;
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if (LJ_UNLIKELY(rlimit_modified == 0)) {
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struct rlimit rlim;
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@ -66,8 +66,8 @@
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#define LUAJIT_OS LUAJIT_OS_LINUX
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#elif defined(__MACH__) && defined(__APPLE__)
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#define LUAJIT_OS LUAJIT_OS_OSX
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#elif defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || \
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defined(__NetBSD__) || defined(__OpenBSD__)
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#elif (defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || \
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defined(__NetBSD__) || defined(__OpenBSD__)) && !defined(__ORBIS__)
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#define LUAJIT_OS LUAJIT_OS_BSD
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#elif (defined(__sun__) && defined(__svr4__)) || defined(__CYGWIN__)
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#define LUAJIT_OS LUAJIT_OS_POSIX
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@ -104,6 +104,13 @@
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#define LJ_TARGET_CONSOLE 1
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#endif
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#ifdef __ORBIS__
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#define LJ_TARGET_PS4 1
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#define LJ_TARGET_CONSOLE 1
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#undef NULL
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#define NULL ((void*)0)
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#endif
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#if _XBOX_VER >= 200
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#define LJ_TARGET_XBOX360 1
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#define LJ_TARGET_CONSOLE 1
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103
src/ps4build.bat
Normal file
103
src/ps4build.bat
Normal file
@ -0,0 +1,103 @@
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@rem Script to build LuaJIT with the PS4 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 SCE_ORBIS_SDK_DIR goto :FAIL
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@setlocal
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@rem ---- Host compiler ----
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@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /D_CRT_SECURE_NO_DEPRECATE
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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 Check 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 P64
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minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h vm_x86.dasc
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@if errorlevel 1 goto :BAD
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%LJCOMPILE% /I "." /I %DASMDIR% -DLUAJIT_TARGET=LUAJIT_ARCH_X64 -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI 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 elfasm -o lj_vm.s
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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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@rem ---- Cross compiler ----
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@set LJCOMPILE="%SCE_ORBIS_SDK_DIR%\host_tools\bin\orbis-clang" -c -Wall -DLUAJIT_DISABLE_FFI
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@set LJLIB="%SCE_ORBIS_SDK_DIR%\host_tools\bin\orbis-ar" rcus
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@set INCLUDE=""
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orbis-as -o lj_vm.o lj_vm.s
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@if "%1" neq "debug" goto :NODEBUG
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@shift
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@set LJCOMPILE=%LJCOMPILE% -g -O0
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@set TARGETLIB=libluajitD.a
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goto :BUILD
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:NODEBUG
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@set LJCOMPILE=%LJCOMPILE% -O2
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@set TARGETLIB=libluajit.a
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:BUILD
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del %TARGETLIB%
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@if "%1"=="amalg" goto :AMALG
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for %%f in (lj_*.c lib_*.c) do (
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%LJCOMPILE% %%f
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@if errorlevel 1 goto :BAD
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)
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%LJLIB% %TARGETLIB% lj_*.o lib_*.o
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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% ljamalg.c
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@if errorlevel 1 goto :BAD
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%LJLIB% %TARGETLIB% ljamalg.o lj_vm.o
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@if errorlevel 1 goto :BAD
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:NOAMALG
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@del *.o *.obj *.manifest minilua.exe buildvm.exe
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@echo.
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@echo === Successfully built LuaJIT for PS4 ===
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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 PS4 Orbis SDK must be installed, too.
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:END
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