Add PS4 port.

Thanks to Eddie Edwards.
This commit is contained in:
Mike Pall 2014-02-26 15:56:07 +01:00
parent 998651fcda
commit 6a47e123a4
7 changed files with 138 additions and 10 deletions

View File

@ -120,7 +120,7 @@ operating systems, CPUs and compilers:
<tr class="even">
<td class="compatcpu">x64 (64 bit)</td>
<td class="compatos">GCC 4.x</td>
<td class="compatos compatno">&nbsp;</td>
<td class="compatos">ORBIS (<a href="#ps4">PS4</a>)</td>
<td class="compatos">GCC 4.x</td>
<td class="compatos">MSVC + SDK v7.0<br>WinSDK v7.0</td>
</tr>
@ -460,7 +460,7 @@ make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
</pre>
<p>
You can cross-compile for <b id="ps3">PS3</b> using the PS3&nbsp;SDK from
a Linux host or a Windows host (requires 32 bit MinGW (GCC) on the host,
a Linux host or a Windows host (requires 32&nbsp;bit MinGW (GCC) on the host,
too). Due to restrictions on consoles, the JIT compiler is disabled and
only the fast interpreter is built:
</p>
@ -468,6 +468,22 @@ only the fast interpreter is built:
make HOST_CC="gcc -m32" CROSS=ppu-lv2-
</pre>
<p>
You can cross-compile for <b id="ps4">PS4</b> from a Windows host using
the PS4&nbsp;SDK (ORBIS) plus 64&nbsp;bit MSVC. Due to restrictions on
consoles, the JIT compiler is disabled and only the fast interpreter
is built.
</p>
<p>
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. This builds a static library <tt>libluajit.a</tt>,
which can be linked against your game, just like the Lua library.
</p>
<pre class="code">
cd src
ps4build
</pre>
<p>
You can cross-compile for <b id="xbox360">Xbox 360</b> using the
Xbox&nbsp;360 SDK (MSVC + XEDK). Due to restrictions on consoles, the
JIT compiler is disabled and only the fast interpreter is built.

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@ -158,7 +158,7 @@ LuaJIT is Copyright &copy; 2005-2014 Mike Pall, released under the
<tr><td>Windows</td><td>Linux</td><td>BSD</td><td>OSX</td><td>POSIX</td></tr>
</table>
<table class="feature os os2">
<tr><td><span style="font-size:90%;">Embedded</span></td><td>Android</td><td>iOS</td><td>PS3</td><td>Xbox 360</td></tr>
<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>
</table>
<table class="feature compiler">
<tr><td>GCC</td><td>CLANG<br>LLVM</td><td>MSVC</td></tr>

View File

@ -426,7 +426,7 @@ LJLIB_CF(io_popen)
LJLIB_CF(io_tmpfile)
{
IOFileUD *iof = io_file_new(L);
#if LJ_TARGET_PS3
#if LJ_TARGET_PS3 || LJ_TARGET_PS4
iof->fp = NULL; errno = ENOSYS;
#else
iof->fp = tmpfile();

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@ -70,7 +70,7 @@ LJLIB_CF(os_rename)
LJLIB_CF(os_tmpname)
{
#if LJ_TARGET_PS3
#if LJ_TARGET_PS3 || LJ_TARGET_PS4
lj_err_caller(L, LJ_ERR_OSUNIQF);
return 0;
#else

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@ -188,7 +188,7 @@ static LJ_AINLINE void *CALL_MMAP(size_t size)
return ptr;
}
#elif LJ_TARGET_OSX || defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__NetBSD__) || defined(__OpenBSD__) || defined(__sun__)
#elif LJ_TARGET_OSX || LJ_TARGET_PS4 || defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__NetBSD__) || defined(__OpenBSD__) || defined(__sun__)
/* OSX and FreeBSD mmap() use a naive first-fit linear search.
** That's perfect for us. Except that -pagezero_size must be set for OSX,
@ -197,12 +197,14 @@ static LJ_AINLINE void *CALL_MMAP(size_t size)
*/
#if LJ_TARGET_OSX
#define MMAP_REGION_START ((uintptr_t)0x10000)
#elif LJ_TARGET_PS4
#define MMAP_REGION_START ((uintptr_t)0x4000)
#else
#define MMAP_REGION_START ((uintptr_t)0x10000000)
#endif
#define MMAP_REGION_END ((uintptr_t)0x80000000)
#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__)
#if (defined(__FreeBSD__) || defined(__FreeBSD_kernel__)) && !LJ_TARGET_PS4
#include <sys/resource.h>
#endif
@ -212,7 +214,7 @@ static LJ_AINLINE void *CALL_MMAP(size_t size)
/* Hint for next allocation. Doesn't need to be thread-safe. */
static uintptr_t alloc_hint = MMAP_REGION_START;
int retry = 0;
#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__)
#if (defined(__FreeBSD__) || defined(__FreeBSD_kernel__)) && !LJ_TARGET_PS4
static int rlimit_modified = 0;
if (LJ_UNLIKELY(rlimit_modified == 0)) {
struct rlimit rlim;

View File

@ -66,8 +66,8 @@
#define LUAJIT_OS LUAJIT_OS_LINUX
#elif defined(__MACH__) && defined(__APPLE__)
#define LUAJIT_OS LUAJIT_OS_OSX
#elif defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || \
defined(__NetBSD__) || defined(__OpenBSD__)
#elif (defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || \
defined(__NetBSD__) || defined(__OpenBSD__)) && !defined(__ORBIS__)
#define LUAJIT_OS LUAJIT_OS_BSD
#elif (defined(__sun__) && defined(__svr4__)) || defined(__CYGWIN__)
#define LUAJIT_OS LUAJIT_OS_POSIX
@ -104,6 +104,13 @@
#define LJ_TARGET_CONSOLE 1
#endif
#ifdef __ORBIS__
#define LJ_TARGET_PS4 1
#define LJ_TARGET_CONSOLE 1
#undef NULL
#define NULL ((void*)0)
#endif
#if _XBOX_VER >= 200
#define LJ_TARGET_XBOX360 1
#define LJ_TARGET_CONSOLE 1

103
src/ps4build.bat Normal file
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@ -0,0 +1,103 @@
@rem Script to build LuaJIT with the PS4 SDK.
@rem Donated to the public domain.
@rem
@rem Open a "Visual Studio .NET Command Prompt" (64 bit host compiler)
@rem Then cd to this directory and run this script.
@if not defined INCLUDE goto :FAIL
@if not defined SCE_ORBIS_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
%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
minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h vm_x86.dasc
@if errorlevel 1 goto :BAD
%LJCOMPILE% /I "." /I %DASMDIR% -DLUAJIT_TARGET=LUAJIT_ARCH_X64 -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI 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_ORBIS_SDK_DIR%\host_tools\bin\orbis-clang" -c -Wall -DLUAJIT_DISABLE_FFI
@set LJLIB="%SCE_ORBIS_SDK_DIR%\host_tools\bin\orbis-ar" rcus
@set INCLUDE=""
orbis-as -o lj_vm.o lj_vm.s
@if "%1" neq "debug" goto :NODEBUG
@shift
@set LJCOMPILE=%LJCOMPILE% -g -O0
@set TARGETLIB=libluajitD.a
goto :BUILD
:NODEBUG
@set LJCOMPILE=%LJCOMPILE% -O2
@set TARGETLIB=libluajit.a
:BUILD
del %TARGETLIB%
@if "%1"=="amalg" 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 PS4 ===
@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 PS4 Orbis SDK must be installed, too.
:END