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-rw-r--r--doc/install.html57
-rw-r--r--doc/luajit.html8
-rw-r--r--src/host/buildvm_asm.c2
-rw-r--r--src/lib_io.c2
-rw-r--r--src/lib_os.c11
-rw-r--r--src/lj_arch.h5
-rw-r--r--src/lj_def.h8
-rw-r--r--src/psvitabuild.bat93
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">&nbsp;</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&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>
-<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.
+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&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>,
+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>
+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
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 &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>
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