diff --git a/doc/install.html b/doc/install.html
index b2edf3f7..7d698272 100644
--- a/doc/install.html
+++ b/doc/install.html
@@ -122,7 +122,7 @@ operating systems, CPUs and compilers:
x64 (64 bit) |
GCC 4.x |
- |
+ORBIS (PS4) |
GCC 4.x |
MSVC + SDK v7.0 WinSDK v7.0 |
@@ -462,7 +462,7 @@ make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
You can cross-compile for PS3 using the PS3 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 bit MinGW (GCC) on the host,
too). Due to restrictions on consoles, the JIT compiler is disabled and
only the fast interpreter is built:
@@ -470,6 +470,22 @@ only the fast interpreter is built:
make HOST_CC="gcc -m32" CROSS=ppu-lv2-
+You can cross-compile for PS4 from a Windows host using
+the PS4 SDK (ORBIS) plus 64 bit MSVC. Due to restrictions on
+consoles, the JIT compiler is disabled and only the fast interpreter
+is built.
+
+
+Open a "Visual Studio .NET Command Prompt" (64 bit host compiler),
+cd to the directory where you've unpacked the sources and run
+the following commands. This builds a static library libluajit.a,
+which can be linked against your game, just like the Lua library.
+
+
+cd src
+ps4build
+
+
You can cross-compile for Xbox 360 using the
Xbox 360 SDK (MSVC + XEDK). Due to restrictions on consoles, the
JIT compiler is disabled and only the fast interpreter is built.
diff --git a/doc/luajit.html b/doc/luajit.html
index 6461be3a..15c5f12e 100644
--- a/doc/luajit.html
+++ b/doc/luajit.html
@@ -160,7 +160,7 @@ LuaJIT is Copyright © 2005-2014 Mike Pall, released under the
Windows | Linux | BSD | OSX | POSIX |
-Embedded | Android | iOS | PS3 | Xbox 360 |
+Embedded | Android | iOS | PS3 | PS4 | Xbox 360 |
GCC | CLANG LLVM | MSVC |
diff --git a/src/lib_io.c b/src/lib_io.c
index 09900fcc..586709d6 100644
--- a/src/lib_io.c
+++ b/src/lib_io.c
@@ -421,7 +421,7 @@ 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();
diff --git a/src/lib_os.c b/src/lib_os.c
index 653f3908..76ffcaa8 100644
--- a/src/lib_os.c
+++ b/src/lib_os.c
@@ -73,7 +73,7 @@ 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
diff --git a/src/lj_alloc.c b/src/lj_alloc.c
index b381bba1..f856a7a0 100644
--- a/src/lj_alloc.c
+++ b/src/lj_alloc.c
@@ -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
#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;
diff --git a/src/lj_arch.h b/src/lj_arch.h
index bfcf3659..acdfe18b 100644
--- a/src/lj_arch.h
+++ b/src/lj_arch.h
@@ -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
diff --git a/src/ps4build.bat b/src/ps4build.bat
new file mode 100644
index 00000000..42fc9a64
--- /dev/null
+++ b/src/ps4build.bat
@@ -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