diff options
-rw-r--r-- | doc/install.html | 57 | ||||
-rw-r--r-- | doc/luajit.html | 8 | ||||
-rw-r--r-- | src/host/buildvm_asm.c | 2 | ||||
-rw-r--r-- | src/lib_io.c | 2 | ||||
-rw-r--r-- | src/lib_os.c | 11 | ||||
-rw-r--r-- | src/lj_arch.h | 5 | ||||
-rw-r--r-- | src/lj_def.h | 8 | ||||
-rw-r--r-- | src/psvitabuild.bat | 93 |
8 files changed, 158 insertions, 28 deletions
diff --git a/doc/install.html b/doc/install.html index 2388ff33..f8163153 100644 --- a/doc/install.html +++ b/doc/install.html @@ -127,7 +127,7 @@ 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"> </td> </tr> @@ -458,41 +458,56 @@ 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 SDK from -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: +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> -<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 SDK (ORBIS) plus 64 bit MSVC. Due to restrictions on -consoles, the JIT compiler is disabled and only the fast interpreter -is built. +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> -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>, +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> +<pre class="code"> +make HOST_CC="gcc -m32" CROSS=ppu-lv2- +</pre> +<p> +To cross-compile for <b id="ps4">PS4</b> from a Windows host, +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: +</p> <pre class="code"> cd src ps4build </pre> <p> -You can cross-compile for <b id="xbox360">Xbox 360</b> using the -Xbox 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 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 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 -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 diff --git a/doc/luajit.html b/doc/luajit.html index 43af69c9..ddbc0164 100644 --- a/doc/luajit.html +++ b/doc/luajit.html @@ -38,6 +38,9 @@ table.os1 td { table.os2 td { color: #ffa040; } +table.os3 td { + color: #40ffff; +} table.compiler td { color: #2080ff; background: #62bf41; @@ -158,7 +161,10 @@ 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> </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> diff --git a/src/host/buildvm_asm.c b/src/host/buildvm_asm.c index 9b28b3b3..079e9a80 100644 --- a/src/host/buildvm_asm.c +++ b/src/host/buildvm_asm.c @@ -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 diff --git a/src/lib_io.c b/src/lib_io.c index 04f0f739..90f310bb 100644 --- a/src/lib_io.c +++ b/src/lib_io.c @@ -426,7 +426,7 @@ 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(); diff --git a/src/lib_os.c b/src/lib_os.c index f62e8c8b..713ec935 100644 --- a/src/lib_os.c +++ b/src/lib_os.c @@ -7,7 +7,6 @@ */ #include <errno.h> -#include <locale.h> #include <time.h> #define lib_os_c @@ -27,6 +26,10 @@ #include <stdio.h> #endif +#if !LJ_TARGET_PSVITA +#include <locale.h> +#endif + /* ------------------------------------------------------------------------ */ #define LJLIB_MODULE_os @@ -70,7 +73,7 @@ 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 @@ -254,6 +257,9 @@ 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, @@ -265,6 +271,7 @@ 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; } diff --git a/src/lj_arch.h b/src/lj_arch.h index 0196eedc..f04da3bf 100644 --- a/src/lj_arch.h +++ b/src/lj_arch.h @@ -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 diff --git a/src/lj_def.h b/src/lj_def.h index 3c43be78..8624aed2 100644 --- a/src/lj_def.h +++ b/src/lj_def.h @@ -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) diff --git a/src/psvitabuild.bat b/src/psvitabuild.bat new file mode 100644 index 00000000..3991dc65 --- /dev/null +++ b/src/psvitabuild.bat @@ -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
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