Merge branch 'master' into v2.1

This commit is contained in:
Mike Pall 2014-04-27 00:10:34 +02:00
commit e26dc8a215
8 changed files with 158 additions and 28 deletions

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@ -129,7 +129,7 @@ operating systems, CPUs and compilers:
<tr class="odd">
<td class="compatcpu"><a href="#cross2">ARMv5+<br>ARM9E+</a></td>
<td class="compatos">GCC 4.2+</td>
<td class="compatos">GCC 4.2+</td>
<td class="compatos">GCC 4.2+<br>PSP2 (<a href="#psvita">PS VITA</a>)</td>
<td class="compatos">GCC 4.2+</td>
<td class="compatos compatno">&nbsp;</td>
</tr>
@ -460,41 +460,56 @@ ISDKF="-arch armv7 -isysroot $ISDK/SDKs/$ISDKVER"
make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
TARGET_SYS=iOS
</pre>
<h3 id="consoles">Cross-compiling for consoles</h3>
<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&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:
Building LuaJIT for consoles requires both a supported host compiler
(x86 or x64) and a cross-compiler (to PPC or ARM) from the official
console SDK.
</p>
<p>
Due to restrictions on consoles, the JIT compiler is disabled and only
the fast interpreter is built. This is still faster than plain Lua,
but much slower than the JIT compiler. The FFI is disabled, too, since
it's not very useful in such an environment.
</p>
<p>
The following commands build a static library <tt>libluajit.a</tt>,
which can be linked against your game, just like the Lua library.
</p>
<p>
To cross-compile for <b id="ps3">PS3</b> from a Linux host (requires
32&nbsp;bit GCC, i.e. multilib Linux/x64) or a Windows host (requires
32&nbsp;bit MinGW), run this command:
</p>
<pre class="code">
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.
To cross-compile for <b id="ps4">PS4</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 the following commands:
</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.
To cross-compile for <b id="psvita">PS Vita</b> from a Windows host,
open a "Visual Studio .NET Command Prompt" (32&nbsp;bit host compiler),
<tt>cd</tt> to the directory where you've unpacked the sources and
run the following commands:
</p>
<pre class="code">
cd src
psvitabuild
</pre>
<p>
Open a "Visual Studio .NET Command Prompt" (32&nbsp;bit host compiler),
To cross-compile for <b id="xbox360">Xbox 360</b> from a Windows host,
open a "Visual Studio .NET Command Prompt" (32&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>luajit20.lib</tt>,
which can be linked against your game, just like the Lua library.
the following commands:
</p>
<pre class="code">
cd src

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@ -38,6 +38,9 @@ table.os1 td {
table.os2 td {
color: #ffa040;
}
table.os3 td {
color: #40ffff;
}
table.compiler td {
color: #2080ff;
background: #62bf41;
@ -160,7 +163,10 @@ 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>PS4</td><td>Xbox 360</td></tr>
<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>PS Vita</td><td>Xbox 360</td></tr>
</table>
<table class="feature compiler">
<tr><td>GCC</td><td>CLANG<br>LLVM</td><td>MSVC</td></tr>

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@ -286,7 +286,7 @@ void emit_asm(BuildCtx *ctx)
fprintf(ctx->fp, "\n");
switch (ctx->mode) {
case BUILD_elfasm:
#if !LJ_TARGET_PS3
#if !(LJ_TARGET_PS3 || LJ_TARGET_PSVITA)
fprintf(ctx->fp, "\t.section .note.GNU-stack,\"\"," ELFASM_PX "progbits\n");
#endif
#if LJ_TARGET_PPCSPE

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@ -421,7 +421,7 @@ LJLIB_CF(io_popen)
LJLIB_CF(io_tmpfile)
{
IOFileUD *iof = io_file_new(L);
#if LJ_TARGET_PS3 || LJ_TARGET_PS4
#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PSVITA
iof->fp = NULL; errno = ENOSYS;
#else
iof->fp = tmpfile();

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@ -7,7 +7,6 @@
*/
#include <errno.h>
#include <locale.h>
#include <time.h>
#define lib_os_c
@ -30,6 +29,10 @@
#include <stdio.h>
#endif
#if !LJ_TARGET_PSVITA
#include <locale.h>
#endif
/* ------------------------------------------------------------------------ */
#define LJLIB_MODULE_os
@ -73,7 +76,7 @@ LJLIB_CF(os_rename)
LJLIB_CF(os_tmpname)
{
#if LJ_TARGET_PS3 || LJ_TARGET_PS4
#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PSVITA
lj_err_caller(L, LJ_ERR_OSUNIQF);
return 0;
#else
@ -259,6 +262,9 @@ LJLIB_CF(os_difftime)
LJLIB_CF(os_setlocale)
{
#if LJ_TARGET_PSVITA
lua_pushliteral(L, "C");
#else
GCstr *s = lj_lib_optstr(L, 1);
const char *str = s ? strdata(s) : NULL;
int opt = lj_lib_checkopt(L, 2, 6,
@ -270,6 +276,7 @@ LJLIB_CF(os_setlocale)
else if (opt == 4) opt = LC_MONETARY;
else if (opt == 6) opt = LC_ALL;
lua_pushstring(L, setlocale(opt, str));
#endif
return 1;
}

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@ -111,6 +111,11 @@
#define NULL ((void*)0)
#endif
#ifdef __psp2__
#define LJ_TARGET_PSVITA 1
#define LJ_TARGET_CONSOLE 1
#endif
#if _XBOX_VER >= 200
#define LJ_TARGET_XBOX360 1
#define LJ_TARGET_CONSOLE 1

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@ -111,7 +111,7 @@ typedef uintptr_t BloomFilter;
#define bloomset(b, x) ((b) |= bloombit((x)))
#define bloomtest(b, x) ((b) & bloombit((x)))
#if defined(__GNUC__)
#if defined(__GNUC__) || defined(__psp2__)
#define LJ_NORET __attribute__((noreturn))
#define LJ_ALIGN(n) __attribute__((aligned(n)))
@ -119,7 +119,7 @@ typedef uintptr_t BloomFilter;
#define LJ_AINLINE inline __attribute__((always_inline))
#define LJ_NOINLINE __attribute__((noinline))
#if defined(__ELF__) || defined(__MACH__)
#if defined(__ELF__) || defined(__MACH__) || defined(__psp2__)
#if !((defined(__sun__) && defined(__svr4__)) || defined(__CELLOS_LV2__))
#define LJ_NOAPI extern __attribute__((visibility("hidden")))
#endif
@ -150,6 +150,9 @@ static LJ_AINLINE uint32_t lj_fls(uint32_t x)
#if defined(__arm__)
static LJ_AINLINE uint32_t lj_bswap(uint32_t x)
{
#if defined(__psp2__)
return __builtin_rev(x);
#else
uint32_t r;
#if __ARM_ARCH_6__ || __ARM_ARCH_6J__ || __ARM_ARCH_6T2__ || __ARM_ARCH_6Z__ ||\
__ARM_ARCH_6ZK__ || __ARM_ARCH_7__ || __ARM_ARCH_7A__ || __ARM_ARCH_7R__
@ -163,6 +166,7 @@ static LJ_AINLINE uint32_t lj_bswap(uint32_t x)
#endif
return ((r & 0xff00ffffu) >> 8) ^ lj_ror(x, 8);
#endif
#endif
}
static LJ_AINLINE uint64_t lj_bswap64(uint64_t x)

93
src/psvitabuild.bat Normal file
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@ -0,0 +1,93 @@
@rem Script to build LuaJIT with the PS Vita SDK.
@rem Donated to the public domain.
@rem
@rem Open a "Visual Studio .NET Command Prompt" (32 bit host compiler)
@rem Then cd to this directory and run this script.
@if not defined INCLUDE goto :FAIL
@if not defined SCE_PSP2_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 32 bit host compiler.
@minilua
@if errorlevel 8 goto :FAIL
@set DASMFLAGS=-D FPU -D HFABI
minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h vm_arm.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 -DLJ_TARGET_PSVITA=1 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_PSP2_SDK_DIR%\host_tools\build\bin\psp2snc" -c -w -DLUAJIT_DISABLE_FFI -DLUAJIT_USE_SYSMALLOC
@set LJLIB="%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2ld32" -r --output=
@set INCLUDE=""
"%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2as" -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%
%LJCOMPILE% ljamalg.c
@if errorlevel 1 goto :BAD
%LJLIB%%TARGETLIB% ljamalg.o lj_vm.o
@if errorlevel 1 goto :BAD
@del *.o *.obj *.manifest minilua.exe buildvm.exe
@echo.
@echo === Successfully built LuaJIT for PS Vita ===
@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 (32 bit host compiler). The PS Vita SDK must be installed, too.
:END