mirror of
https://github.com/LuaJIT/LuaJIT.git
synced 2025-02-07 23:24:09 +00:00
Merge branch 'master' into v2.1
This commit is contained in:
commit
e26dc8a215
@ -129,7 +129,7 @@ operating systems, CPUs and compilers:
|
|||||||
<tr class="odd">
|
<tr class="odd">
|
||||||
<td class="compatcpu"><a href="#cross2">ARMv5+<br>ARM9E+</a></td>
|
<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+</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">GCC 4.2+</td>
|
||||||
<td class="compatos compatno"> </td>
|
<td class="compatos compatno"> </td>
|
||||||
</tr>
|
</tr>
|
||||||
@ -460,41 +460,56 @@ ISDKF="-arch armv7 -isysroot $ISDK/SDKs/$ISDKVER"
|
|||||||
make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
|
make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
|
||||||
TARGET_SYS=iOS
|
TARGET_SYS=iOS
|
||||||
</pre>
|
</pre>
|
||||||
|
|
||||||
|
<h3 id="consoles">Cross-compiling for consoles</h3>
|
||||||
<p>
|
<p>
|
||||||
You can cross-compile for <b id="ps3">PS3</b> using the PS3 SDK from
|
Building LuaJIT for consoles requires both a supported host compiler
|
||||||
a Linux host or a Windows host (requires 32 bit MinGW (GCC) on the host,
|
(x86 or x64) and a cross-compiler (to PPC or ARM) from the official
|
||||||
too). Due to restrictions on consoles, the JIT compiler is disabled and
|
console SDK.
|
||||||
only the fast interpreter is built:
|
</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 bit GCC, i.e. multilib Linux/x64) or a Windows host (requires
|
||||||
|
32 bit MinGW), run this command:
|
||||||
</p>
|
</p>
|
||||||
<pre class="code">
|
<pre class="code">
|
||||||
make HOST_CC="gcc -m32" CROSS=ppu-lv2-
|
make HOST_CC="gcc -m32" CROSS=ppu-lv2-
|
||||||
</pre>
|
</pre>
|
||||||
<p>
|
<p>
|
||||||
You can cross-compile for <b id="ps4">PS4</b> from a Windows host using
|
To cross-compile for <b id="ps4">PS4</b> from a Windows host,
|
||||||
the PS4 SDK (ORBIS) plus 64 bit MSVC. Due to restrictions on
|
open a "Visual Studio .NET Command Prompt" (64 bit host compiler),
|
||||||
consoles, the JIT compiler is disabled and only the fast interpreter
|
<tt>cd</tt> to the directory where you've unpacked the sources and
|
||||||
is built.
|
run the following commands:
|
||||||
</p>
|
|
||||||
<p>
|
|
||||||
Open a "Visual Studio .NET Command Prompt" (64 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>
|
</p>
|
||||||
<pre class="code">
|
<pre class="code">
|
||||||
cd src
|
cd src
|
||||||
ps4build
|
ps4build
|
||||||
</pre>
|
</pre>
|
||||||
<p>
|
<p>
|
||||||
You can cross-compile for <b id="xbox360">Xbox 360</b> using the
|
To cross-compile for <b id="psvita">PS Vita</b> from a Windows host,
|
||||||
Xbox 360 SDK (MSVC + XEDK). Due to restrictions on consoles, the
|
open a "Visual Studio .NET Command Prompt" (32 bit host compiler),
|
||||||
JIT compiler is disabled and only the fast interpreter is built.
|
<tt>cd</tt> to the directory where you've unpacked the sources and
|
||||||
|
run the following commands:
|
||||||
</p>
|
</p>
|
||||||
|
<pre class="code">
|
||||||
|
cd src
|
||||||
|
psvitabuild
|
||||||
|
</pre>
|
||||||
<p>
|
<p>
|
||||||
Open a "Visual Studio .NET Command Prompt" (32 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 bit host compiler),
|
||||||
<tt>cd</tt> to the directory where you've unpacked the sources and run
|
<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>,
|
the following commands:
|
||||||
which can be linked against your game, just like the Lua library.
|
|
||||||
</p>
|
</p>
|
||||||
<pre class="code">
|
<pre class="code">
|
||||||
cd src
|
cd src
|
||||||
|
@ -38,6 +38,9 @@ table.os1 td {
|
|||||||
table.os2 td {
|
table.os2 td {
|
||||||
color: #ffa040;
|
color: #ffa040;
|
||||||
}
|
}
|
||||||
|
table.os3 td {
|
||||||
|
color: #40ffff;
|
||||||
|
}
|
||||||
table.compiler td {
|
table.compiler td {
|
||||||
color: #2080ff;
|
color: #2080ff;
|
||||||
background: #62bf41;
|
background: #62bf41;
|
||||||
@ -160,7 +163,10 @@ LuaJIT is Copyright © 2005-2014 Mike Pall, released under the
|
|||||||
<tr><td>Windows</td><td>Linux</td><td>BSD</td><td>OSX</td><td>POSIX</td></tr>
|
<tr><td>Windows</td><td>Linux</td><td>BSD</td><td>OSX</td><td>POSIX</td></tr>
|
||||||
</table>
|
</table>
|
||||||
<table class="feature os os2">
|
<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>
|
||||||
<table class="feature compiler">
|
<table class="feature compiler">
|
||||||
<tr><td>GCC</td><td>CLANG<br>LLVM</td><td>MSVC</td></tr>
|
<tr><td>GCC</td><td>CLANG<br>LLVM</td><td>MSVC</td></tr>
|
||||||
|
@ -286,7 +286,7 @@ void emit_asm(BuildCtx *ctx)
|
|||||||
fprintf(ctx->fp, "\n");
|
fprintf(ctx->fp, "\n");
|
||||||
switch (ctx->mode) {
|
switch (ctx->mode) {
|
||||||
case BUILD_elfasm:
|
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");
|
fprintf(ctx->fp, "\t.section .note.GNU-stack,\"\"," ELFASM_PX "progbits\n");
|
||||||
#endif
|
#endif
|
||||||
#if LJ_TARGET_PPCSPE
|
#if LJ_TARGET_PPCSPE
|
||||||
|
@ -421,7 +421,7 @@ LJLIB_CF(io_popen)
|
|||||||
LJLIB_CF(io_tmpfile)
|
LJLIB_CF(io_tmpfile)
|
||||||
{
|
{
|
||||||
IOFileUD *iof = io_file_new(L);
|
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;
|
iof->fp = NULL; errno = ENOSYS;
|
||||||
#else
|
#else
|
||||||
iof->fp = tmpfile();
|
iof->fp = tmpfile();
|
||||||
|
11
src/lib_os.c
11
src/lib_os.c
@ -7,7 +7,6 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
#include <errno.h>
|
#include <errno.h>
|
||||||
#include <locale.h>
|
|
||||||
#include <time.h>
|
#include <time.h>
|
||||||
|
|
||||||
#define lib_os_c
|
#define lib_os_c
|
||||||
@ -30,6 +29,10 @@
|
|||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#if !LJ_TARGET_PSVITA
|
||||||
|
#include <locale.h>
|
||||||
|
#endif
|
||||||
|
|
||||||
/* ------------------------------------------------------------------------ */
|
/* ------------------------------------------------------------------------ */
|
||||||
|
|
||||||
#define LJLIB_MODULE_os
|
#define LJLIB_MODULE_os
|
||||||
@ -73,7 +76,7 @@ LJLIB_CF(os_rename)
|
|||||||
|
|
||||||
LJLIB_CF(os_tmpname)
|
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);
|
lj_err_caller(L, LJ_ERR_OSUNIQF);
|
||||||
return 0;
|
return 0;
|
||||||
#else
|
#else
|
||||||
@ -259,6 +262,9 @@ LJLIB_CF(os_difftime)
|
|||||||
|
|
||||||
LJLIB_CF(os_setlocale)
|
LJLIB_CF(os_setlocale)
|
||||||
{
|
{
|
||||||
|
#if LJ_TARGET_PSVITA
|
||||||
|
lua_pushliteral(L, "C");
|
||||||
|
#else
|
||||||
GCstr *s = lj_lib_optstr(L, 1);
|
GCstr *s = lj_lib_optstr(L, 1);
|
||||||
const char *str = s ? strdata(s) : NULL;
|
const char *str = s ? strdata(s) : NULL;
|
||||||
int opt = lj_lib_checkopt(L, 2, 6,
|
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 == 4) opt = LC_MONETARY;
|
||||||
else if (opt == 6) opt = LC_ALL;
|
else if (opt == 6) opt = LC_ALL;
|
||||||
lua_pushstring(L, setlocale(opt, str));
|
lua_pushstring(L, setlocale(opt, str));
|
||||||
|
#endif
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -111,6 +111,11 @@
|
|||||||
#define NULL ((void*)0)
|
#define NULL ((void*)0)
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#ifdef __psp2__
|
||||||
|
#define LJ_TARGET_PSVITA 1
|
||||||
|
#define LJ_TARGET_CONSOLE 1
|
||||||
|
#endif
|
||||||
|
|
||||||
#if _XBOX_VER >= 200
|
#if _XBOX_VER >= 200
|
||||||
#define LJ_TARGET_XBOX360 1
|
#define LJ_TARGET_XBOX360 1
|
||||||
#define LJ_TARGET_CONSOLE 1
|
#define LJ_TARGET_CONSOLE 1
|
||||||
|
@ -111,7 +111,7 @@ typedef uintptr_t BloomFilter;
|
|||||||
#define bloomset(b, x) ((b) |= bloombit((x)))
|
#define bloomset(b, x) ((b) |= bloombit((x)))
|
||||||
#define bloomtest(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_NORET __attribute__((noreturn))
|
||||||
#define LJ_ALIGN(n) __attribute__((aligned(n)))
|
#define LJ_ALIGN(n) __attribute__((aligned(n)))
|
||||||
@ -119,7 +119,7 @@ typedef uintptr_t BloomFilter;
|
|||||||
#define LJ_AINLINE inline __attribute__((always_inline))
|
#define LJ_AINLINE inline __attribute__((always_inline))
|
||||||
#define LJ_NOINLINE __attribute__((noinline))
|
#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__))
|
#if !((defined(__sun__) && defined(__svr4__)) || defined(__CELLOS_LV2__))
|
||||||
#define LJ_NOAPI extern __attribute__((visibility("hidden")))
|
#define LJ_NOAPI extern __attribute__((visibility("hidden")))
|
||||||
#endif
|
#endif
|
||||||
@ -150,6 +150,9 @@ static LJ_AINLINE uint32_t lj_fls(uint32_t x)
|
|||||||
#if defined(__arm__)
|
#if defined(__arm__)
|
||||||
static LJ_AINLINE uint32_t lj_bswap(uint32_t x)
|
static LJ_AINLINE uint32_t lj_bswap(uint32_t x)
|
||||||
{
|
{
|
||||||
|
#if defined(__psp2__)
|
||||||
|
return __builtin_rev(x);
|
||||||
|
#else
|
||||||
uint32_t r;
|
uint32_t r;
|
||||||
#if __ARM_ARCH_6__ || __ARM_ARCH_6J__ || __ARM_ARCH_6T2__ || __ARM_ARCH_6Z__ ||\
|
#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__
|
__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
|
#endif
|
||||||
return ((r & 0xff00ffffu) >> 8) ^ lj_ror(x, 8);
|
return ((r & 0xff00ffffu) >> 8) ^ lj_ror(x, 8);
|
||||||
#endif
|
#endif
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
static LJ_AINLINE uint64_t lj_bswap64(uint64_t x)
|
static LJ_AINLINE uint64_t lj_bswap64(uint64_t x)
|
||||||
|
93
src/psvitabuild.bat
Normal file
93
src/psvitabuild.bat
Normal file
@ -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
|
Loading…
Reference in New Issue
Block a user