forked from mia/Aegisub
692 lines
25 KiB
HTML
692 lines
25 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
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<html>
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<head>
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<title>Installation</title>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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<meta name="Author" content="Mike Pall">
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<meta name="Copyright" content="Copyright (C) 2005-2017, Mike Pall">
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<meta name="Language" content="en">
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<link rel="stylesheet" type="text/css" href="bluequad.css" media="screen">
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<link rel="stylesheet" type="text/css" href="bluequad-print.css" media="print">
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<style type="text/css">
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table.compat {
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line-height: 1.2;
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font-size: 80%;
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}
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table.compat td {
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border: 1px solid #bfcfff;
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height: 2.5em;
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}
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table.compat tr.compathead td {
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font-weight: bold;
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border-bottom: 2px solid #bfcfff;
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}
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tr.compathead td.compatos {
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vertical-align: top;
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}
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table.compat td.compatcpu {
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width: 18%;
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border-right: 2px solid #bfcfff;
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}
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td.compatos {
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width: 21%;
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vertical-align: middle;
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}
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td.compatno {
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background-color: #d0d0d0;
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}
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</style>
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</head>
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<body>
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<div id="site">
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<a href="http://luajit.org"><span>Lua<span id="logo">JIT</span></span></a>
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</div>
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<div id="head">
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<h1>Installation</h1>
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</div>
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<div id="nav">
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<ul><li>
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<a href="luajit.html">LuaJIT</a>
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<ul><li>
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<a href="http://luajit.org/download.html">Download <span class="ext">»</span></a>
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</li><li>
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<a class="current" href="install.html">Installation</a>
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</li><li>
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<a href="running.html">Running</a>
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</li></ul>
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</li><li>
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<a href="extensions.html">Extensions</a>
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<ul><li>
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<a href="ext_ffi.html">FFI Library</a>
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<ul><li>
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<a href="ext_ffi_tutorial.html">FFI Tutorial</a>
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</li><li>
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<a href="ext_ffi_api.html">ffi.* API</a>
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</li><li>
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<a href="ext_ffi_semantics.html">FFI Semantics</a>
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</li></ul>
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</li><li>
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<a href="ext_jit.html">jit.* Library</a>
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</li><li>
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<a href="ext_c_api.html">Lua/C API</a>
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</li><li>
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<a href="ext_profiler.html">Profiler</a>
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</li></ul>
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</li><li>
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<a href="status.html">Status</a>
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<ul><li>
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<a href="changes.html">Changes</a>
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</li></ul>
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</li><li>
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<a href="faq.html">FAQ</a>
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</li><li>
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<a href="http://luajit.org/performance.html">Performance <span class="ext">»</span></a>
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</li><li>
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<a href="http://wiki.luajit.org/">Wiki <span class="ext">»</span></a>
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</li><li>
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<a href="http://luajit.org/list.html">Mailing List <span class="ext">»</span></a>
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</li></ul>
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</div>
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<div id="main">
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<p>
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LuaJIT is only distributed as a source package. This page explains
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how to build and install LuaJIT with different operating systems
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and C compilers.
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</p>
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<p>
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For the impatient (on POSIX systems):
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</p>
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<pre class="code">
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make && sudo make install
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</pre>
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<p>
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LuaJIT currently builds out-of-the box on most systems.
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Here's the compatibility matrix for the supported combinations of
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operating systems, CPUs and compilers:
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</p>
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<table class="compat">
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<tr class="compathead">
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<td class="compatcpu">CPU / OS</td>
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<td class="compatos"><a href="#posix">Linux</a> or<br><a href="#android">Android</a></td>
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<td class="compatos"><a href="#posix">*BSD, Other</a></td>
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<td class="compatos"><a href="#posix">OSX 10.4+</a> or<br><a href="#ios">iOS 3.0+</a></td>
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<td class="compatos"><a href="#windows">Windows<br>XP/Vista/7</a></td>
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</tr>
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<tr class="odd separate">
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<td class="compatcpu">x86 (32 bit)</td>
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<td class="compatos">GCC 4.2+</td>
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<td class="compatos">GCC 4.2+</td>
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<td class="compatos">XCode 5.0+<br>Clang</td>
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<td class="compatos">MSVC, MSVC/EE<br>WinSDK<br>MinGW, Cygwin</td>
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</tr>
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<tr class="even">
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<td class="compatcpu">x64 (64 bit)</td>
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<td class="compatos">GCC 4.2+</td>
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<td class="compatos">GCC 4.2+<br>ORBIS (<a href="#ps4">PS4</a>)</td>
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<td class="compatos">XCode 5.0+<br>Clang</td>
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<td class="compatos">MSVC + SDK v7.0<br>WinSDK v7.0<br>Durango (<a href="#xboxone">Xbox One</a>)</td>
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</tr>
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<tr class="odd">
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<td class="compatcpu"><a href="#cross2">ARMv5+<br>ARM9E+</a></td>
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<td class="compatos">GCC 4.2+</td>
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<td class="compatos">GCC 4.2+<br>PSP2 (<a href="#psvita">PS VITA</a>)</td>
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<td class="compatos">XCode 5.0+<br>Clang</td>
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<td class="compatos compatno"> </td>
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</tr>
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<tr class="even">
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<td class="compatcpu"><a href="#cross2">ARM64</a></td>
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<td class="compatos">GCC 4.8+</td>
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<td class="compatos compatno"> </td>
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<td class="compatos">XCode 6.0+<br>Clang 3.5+</td>
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<td class="compatos compatno"> </td>
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</tr>
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<tr class="odd">
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<td class="compatcpu"><a href="#cross2">PPC</a></td>
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<td class="compatos">GCC 4.3+</td>
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<td class="compatos">GCC 4.3+<br>GCC 4.1 (<a href="#ps3">PS3</a>)</td>
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<td class="compatos compatno"> </td>
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<td class="compatos">XEDK (<a href="#xbox360">Xbox 360</a>)</td>
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</tr>
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<tr class="even">
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<td class="compatcpu"><a href="#cross2">MIPS32<br>MIPS64</a></td>
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<td class="compatos">GCC 4.3+</td>
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<td class="compatos">GCC 4.3+</td>
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<td class="compatos compatno"> </td>
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<td class="compatos compatno"> </td>
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</tr>
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</table>
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<h2>Configuring LuaJIT</h2>
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<p>
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The standard configuration should work fine for most installations.
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Usually there is no need to tweak the settings. The following files
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hold all user-configurable settings:
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</p>
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<ul>
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<li><tt>src/luaconf.h</tt> sets some configuration variables.</li>
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<li><tt>Makefile</tt> has settings for <b>installing</b> LuaJIT (POSIX
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only).</li>
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<li><tt>src/Makefile</tt> has settings for <b>compiling</b> LuaJIT
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under POSIX, MinGW or Cygwin.</li>
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<li><tt>src/msvcbuild.bat</tt> has settings for compiling LuaJIT with
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MSVC or WinSDK.</li>
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</ul>
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<p>
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Please read the instructions given in these files, before changing
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any settings.
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</p>
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<p>
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LuaJIT on x64 currently uses 32 bit GC objects by default.
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<tt>LJ_GC64</tt> mode may be explicitly enabled:
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add <tt>XCFLAGS=-DLUAJIT_ENABLE_GC64</tt> to the make command or run
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<tt>msvcbuild gc64</tt> for MSVC/WinSDK. Please check the note
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about the <a href="extensions.html#string_dump">bytecode format</a>
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differences, too.
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</p>
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<h2 id="posix">POSIX Systems (Linux, OSX, *BSD etc.)</h2>
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<h3>Prerequisites</h3>
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<p>
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Depending on your distribution, you may need to install a package for
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GCC, the development headers and/or a complete SDK. E.g. on a current
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Debian/Ubuntu, install <tt>libc6-dev</tt> with the package manager.
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</p>
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<p>
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Download the current source package of LuaJIT (pick the .tar.gz),
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if you haven't already done so. Move it to a directory of your choice,
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open a terminal window and change to this directory. Now unpack the archive
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and change to the newly created directory:
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</p>
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<pre class="code">
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tar zxf LuaJIT-2.0.5.tar.gz
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cd LuaJIT-2.0.5</pre>
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<h3>Building LuaJIT</h3>
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<p>
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The supplied Makefiles try to auto-detect the settings needed for your
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operating system and your compiler. They need to be run with GNU Make,
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which is probably the default on your system, anyway. Simply run:
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</p>
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<pre class="code">
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make
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</pre>
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<p>
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This always builds a native binary, depending on the host OS
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you're running this command on. Check the section on
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<a href="#cross">cross-compilation</a> for more options.
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</p>
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<p>
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By default, modules are only searched under the prefix <tt>/usr/local</tt>.
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You can add an extra prefix to the search paths by appending the
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<tt>PREFIX</tt> option, e.g.:
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</p>
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<pre class="code">
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make PREFIX=/home/myself/lj2
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</pre>
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<p>
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Note for OSX: if the <tt>MACOSX_DEPLOYMENT_TARGET</tt> environment
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variable is not set, then it's forced to <tt>10.4</tt>.
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</p>
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<h3>Installing LuaJIT</h3>
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<p>
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The top-level Makefile installs LuaJIT by default under
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<tt>/usr/local</tt>, i.e. the executable ends up in
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<tt>/usr/local/bin</tt> and so on. You need root privileges
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to write to this path. So, assuming sudo is installed on your system,
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run the following command and enter your sudo password:
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</p>
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<pre class="code">
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sudo make install
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</pre>
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<p>
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Otherwise specify the directory prefix as an absolute path, e.g.:
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</p>
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<pre class="code">
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make install PREFIX=/home/myself/lj2
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</pre>
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<p>
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Obviously the prefixes given during build and installation need to be the same.
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</p>
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<h2 id="windows">Windows Systems</h2>
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<h3>Prerequisites</h3>
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<p>
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Either install one of the open source SDKs
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(<a href="http://mingw.org/"><span class="ext">»</span> MinGW</a> or
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<a href="http://www.cygwin.com/"><span class="ext">»</span> Cygwin</a>), which come with a modified
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GCC plus the required development headers.
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</p>
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<p>
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Or install Microsoft's Visual C++ (MSVC). The freely downloadable
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<a href="http://www.microsoft.com/Express/VC/"><span class="ext">»</span> Express Edition</a>
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works just fine, but only contains an x86 compiler.
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</p>
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<p>
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The freely downloadable
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<a href="http://msdn.microsoft.com/en-us/windowsserver/bb980924.aspx"><span class="ext">»</span> Windows SDK</a>
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only comes with command line tools, but this is all you need to build LuaJIT.
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It contains x86 and x64 compilers.
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</p>
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<p>
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Next, download the source package and unpack it using an archive manager
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(e.g. the Windows Explorer) to a directory of your choice.
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</p>
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<h3>Building with MSVC</h3>
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<p>
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Open a "Visual Studio .NET Command Prompt", <tt>cd</tt> to the
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directory where you've unpacked the sources and run these commands:
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</p>
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<pre class="code">
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cd src
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msvcbuild
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</pre>
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<p>
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Then follow the installation instructions below.
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</p>
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<h3>Building with the Windows SDK</h3>
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<p>
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Open a "Windows SDK Command Shell" and select the x86 compiler:
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</p>
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<pre class="code">
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setenv /release /x86
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</pre>
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<p>
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Or select the x64 compiler:
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</p>
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<pre class="code">
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setenv /release /x64
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</pre>
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<p>
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Then <tt>cd</tt> to the directory where you've unpacked the sources
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and run these commands:
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</p>
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<pre class="code">
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cd src
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msvcbuild
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</pre>
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<p>
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Then follow the installation instructions below.
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</p>
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<h3>Building with MinGW or Cygwin</h3>
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<p>
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Open a command prompt window and make sure the MinGW or Cygwin programs
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are in your path. Then <tt>cd</tt> to the directory where
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you've unpacked the sources and run this command for MinGW:
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</p>
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<pre class="code">
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mingw32-make
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</pre>
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<p>
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Or this command for Cygwin:
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</p>
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<pre class="code">
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make
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</pre>
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<p>
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Then follow the installation instructions below.
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</p>
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<h3>Installing LuaJIT</h3>
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<p>
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Copy <tt>luajit.exe</tt> and <tt>lua51.dll</tt> (built in the <tt>src</tt>
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directory) to a newly created directory (any location is ok).
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Add <tt>lua</tt> and <tt>lua\jit</tt> directories below it and copy
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all Lua files from the <tt>src\jit</tt> directory of the distribution
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to the latter directory.
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</p>
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<p>
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There are no hardcoded
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absolute path names — all modules are loaded relative to the
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directory where <tt>luajit.exe</tt> is installed
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(see <tt>src/luaconf.h</tt>).
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</p>
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<h2 id="cross">Cross-compiling LuaJIT</h2>
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<p>
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First, let's clear up some terminology:
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</p>
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<ul>
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<li>Host: This is your development system, usually based on a x64 or x86 CPU.</li>
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<li>Target: This is the target system you want LuaJIT to run on, e.g. Android/ARM.</li>
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<li>Toolchain: This comprises a C compiler, linker, assembler and a matching C library.</li>
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<li>Host (or system) toolchain: This is the toolchain used to build native binaries for your host system.</li>
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<li>Cross-compile toolchain: This is the toolchain used to build binaries for the target system. They can only be run on the target system.</li>
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</ul>
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<p>
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The GNU Makefile-based build system allows cross-compiling on any host
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for any supported target:
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</p>
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<ul>
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<li>Yes, you need a toolchain for both your host <em>and</em> your target!</li>
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<li>Both host and target architectures must have the same pointer size.</li>
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<li>E.g. if you want to cross-compile to a 32 bit target on a 64 bit host, you need to install the multilib development package (e.g. <tt>libc6-dev-i386</tt> on Debian/Ubuntu) and build a 32 bit host part (<tt>HOST_CC="gcc -m32"</tt>).</li>
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<li>64 bit targets always require compilation on a 64 bit host.</li>
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</ul>
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<p>
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You need to specify <tt>TARGET_SYS</tt> whenever the host OS and the
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target OS differ, or you'll get assembler or linker errors:
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</p>
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<ul>
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<li>E.g. if you're compiling on a Windows or OSX host for embedded Linux or Android, you need to add <tt>TARGET_SYS=Linux</tt> to the examples below.</li>
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<li>For a minimal target OS, you may need to disable the built-in allocator in <tt>src/Makefile</tt> and use <tt>TARGET_SYS=Other</tt>.</li>
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<li>Don't forget to specify the same <tt>TARGET_SYS</tt> for the install step, too.</li>
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</ul>
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<p>
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Here are some examples where host and target have the same CPU:
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</p>
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<pre class="code">
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# Cross-compile to a 32 bit binary on a multilib x64 OS
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make CC="gcc -m32"
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# Cross-compile on Debian/Ubuntu for Windows (mingw32 package)
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make HOST_CC="gcc -m32" CROSS=i586-mingw32msvc- TARGET_SYS=Windows
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</pre>
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<p id="cross2">
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The <tt>CROSS</tt> prefix allows specifying a standard GNU cross-compile
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toolchain (Binutils, GCC and a matching libc). The prefix may vary
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depending on the <tt>--target</tt> the toolchain was built for (note the
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<tt>CROSS</tt> prefix has a trailing <tt>"-"</tt>). The examples below
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use the canonical toolchain triplets for Linux.
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</p>
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<p>
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Since there's often no easy way to detect CPU features at runtime, it's
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important to compile with the proper CPU or architecture settings:
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</o>
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<ul>
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<li>The best way to get consistent results is to specify the correct settings when building the toolchain yourself.</li>
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<li>For a pre-built, generic toolchain add <tt>-mcpu=...</tt> or <tt>-march=...</tt> and other necessary flags to <tt>TARGET_CFLAGS</tt>.</li>
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<li>For ARM it's important to have the correct <tt>-mfloat-abi=...</tt> setting, too. Otherwise LuaJIT may not run at the full performance of your target CPU.</li>
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<li>For MIPS it's important to select a supported ABI (o32 on MIPS32, n64 on MIPS64) and consistently compile your project either with hard-float or soft-float compiler settings.</li>
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</ul>
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<p>
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Here are some examples for targets with a different CPU than the host:
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</p>
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<pre class="code">
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# ARM soft-float
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make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
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TARGET_CFLAGS="-mfloat-abi=soft"
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# ARM soft-float ABI with VFP (example for Cortex-A9)
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make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
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TARGET_CFLAGS="-mcpu=cortex-a9 -mfloat-abi=softfp"
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# ARM hard-float ABI with VFP (armhf, most modern toolchains)
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make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabihf-
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# ARM64
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make CROSS=aarch64-linux-
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# PPC
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make HOST_CC="gcc -m32" CROSS=powerpc-linux-gnu-
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# MIPS32 big-endian
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make HOST_CC="gcc -m32" CROSS=mips-linux-
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# MIPS32 little-endian
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make HOST_CC="gcc -m32" CROSS=mipsel-linux-
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# MIPS64 big-endian
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make CROSS=mips-linux- TARGET_CFLAGS="-mips64r2 -mabi=64"
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# MIPS64 little-endian
|
|
make CROSS=mipsel-linux- TARGET_CFLAGS="-mips64r2 -mabi=64"
|
|
</pre>
|
|
<p>
|
|
You can cross-compile for <b id="android">Android</b> using the <a href="https://developer.android.com/ndk/index.html">Android NDK</a>.
|
|
The environment variables need to match the install locations and the
|
|
desired target platform. E.g. Android 4.0 corresponds to ABI level 14.
|
|
For details check the folder <tt>docs</tt> in the NDK directory.
|
|
</p>
|
|
<p>
|
|
Only a few common variations for the different CPUs, ABIs and platforms
|
|
are listed. Please use your own judgement for which combination you want
|
|
to build/deploy or which lowest common denominator you want to pick:
|
|
</p>
|
|
<pre class="code">
|
|
# Android/ARM, armeabi (ARMv5TE soft-float), Android 2.2+ (Froyo)
|
|
NDK=/opt/android/ndk
|
|
NDKABI=8
|
|
NDKVER=$NDK/toolchains/arm-linux-androideabi-4.9
|
|
NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi-
|
|
NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
|
|
make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
|
|
|
|
# Android/ARM, armeabi-v7a (ARMv7 VFP), Android 4.0+ (ICS)
|
|
NDK=/opt/android/ndk
|
|
NDKABI=14
|
|
NDKVER=$NDK/toolchains/arm-linux-androideabi-4.9
|
|
NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi-
|
|
NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
|
|
NDKARCH="-march=armv7-a -mfloat-abi=softfp -Wl,--fix-cortex-a8"
|
|
make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF $NDKARCH"
|
|
|
|
# Android/MIPS, mipsel (MIPS32R1 hard-float), Android 4.0+ (ICS)
|
|
NDK=/opt/android/ndk
|
|
NDKABI=14
|
|
NDKVER=$NDK/toolchains/mipsel-linux-android-4.9
|
|
NDKP=$NDKVER/prebuilt/linux-x86/bin/mipsel-linux-android-
|
|
NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-mips"
|
|
make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
|
|
|
|
# Android/x86, x86 (i686 SSE3), Android 4.0+ (ICS)
|
|
NDK=/opt/android/ndk
|
|
NDKABI=14
|
|
NDKVER=$NDK/toolchains/x86-4.9
|
|
NDKP=$NDKVER/prebuilt/linux-x86/bin/i686-linux-android-
|
|
NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-x86"
|
|
make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
|
|
</pre>
|
|
<p>
|
|
You can cross-compile for <b id="ios">iOS 3.0+</b> (iPhone/iPad) using the <a href="http://developer.apple.com/devcenter/ios/index.action"><span class="ext">»</span> iOS SDK</a>:
|
|
</p>
|
|
<p style="font-size: 8pt;">
|
|
Note: <b>the JIT compiler is disabled for iOS</b>, because regular iOS Apps
|
|
are not allowed to generate code at runtime. You'll only get the performance
|
|
of the LuaJIT interpreter on iOS. This is still faster than plain Lua, but
|
|
much slower than the JIT compiler. Please complain to Apple, not me.
|
|
Or use Android. :-p
|
|
</p>
|
|
<pre class="code">
|
|
# iOS/ARM (32 bit)
|
|
ISDKP=$(xcrun --sdk iphoneos --show-sdk-path)
|
|
ICC=$(xcrun --sdk iphoneos --find clang)
|
|
ISDKF="-arch armv7 -isysroot $ISDKP"
|
|
make DEFAULT_CC=clang HOST_CC="clang -m32 -arch i386" \
|
|
CROSS="$(dirname $ICC)/" TARGET_FLAGS="$ISDKF" TARGET_SYS=iOS
|
|
|
|
# iOS/ARM64
|
|
ISDKP=$(xcrun --sdk iphoneos --show-sdk-path)
|
|
ICC=$(xcrun --sdk iphoneos --find clang)
|
|
ISDKF="-arch arm64 -isysroot $ISDKP"
|
|
make DEFAULT_CC=clang CROSS="$(dirname $ICC)/" \
|
|
TARGET_FLAGS="$ISDKF" TARGET_SYS=iOS
|
|
</pre>
|
|
|
|
<h3 id="consoles">Cross-compiling for consoles</h3>
|
|
<p>
|
|
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 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>
|
|
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>
|
|
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:
|
|
</p>
|
|
<pre class="code">
|
|
cd src
|
|
xedkbuild
|
|
</pre>
|
|
<p>
|
|
To cross-compile for <b id="xboxone">Xbox One</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
|
|
xb1build
|
|
</pre>
|
|
|
|
<h2 id="embed">Embedding LuaJIT</h2>
|
|
<p>
|
|
LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua
|
|
into your application, you probably don't need to do anything to switch
|
|
to LuaJIT, except link with a different library:
|
|
</p>
|
|
<ul>
|
|
<li>It's strongly suggested to build LuaJIT separately using the supplied
|
|
build system. Please do <em>not</em> attempt to integrate the individual
|
|
source files into your build tree. You'll most likely get the internal build
|
|
dependencies wrong or mess up the compiler flags. Treat LuaJIT like any
|
|
other external library and link your application with either the dynamic
|
|
or static library, depending on your needs.</li>
|
|
<li>If you want to load C modules compiled for plain Lua
|
|
with <tt>require()</tt>, you need to make sure the public symbols
|
|
(e.g. <tt>lua_pushnumber</tt>) are exported, too:
|
|
<ul><li>On POSIX systems you can either link to the shared library
|
|
or link the static library into your application. In the latter case
|
|
you'll need to export all public symbols from your main executable
|
|
(e.g. <tt>-Wl,-E</tt> on Linux) and add the external dependencies
|
|
(e.g. <tt>-lm -ldl</tt> on Linux).</li>
|
|
<li>Since Windows symbols are bound to a specific DLL name, you need to
|
|
link to the <tt>lua51.dll</tt> created by the LuaJIT build (do not rename
|
|
the DLL). You may link LuaJIT statically on Windows only if you don't
|
|
intend to load Lua/C modules at runtime.
|
|
</li></ul>
|
|
</li>
|
|
<li>
|
|
If you're building a 64 bit application on OSX which links directly or
|
|
indirectly against LuaJIT which is not built for <tt>LJ_GC64</tt> mode,
|
|
you need to link your main executable with these flags:
|
|
<pre class="code">
|
|
-pagezero_size 10000 -image_base 100000000
|
|
</pre>
|
|
</li>
|
|
</ul>
|
|
<p>Additional hints for initializing LuaJIT using the C API functions:</p>
|
|
<ul>
|
|
<li>Here's a
|
|
<a href="http://lua-users.org/wiki/SimpleLuaApiExample"><span class="ext">»</span> simple example</a>
|
|
for embedding Lua or LuaJIT into your application.</li>
|
|
<li>Make sure you use <tt>luaL_newstate</tt>. Avoid using
|
|
<tt>lua_newstate</tt>, since this uses the (slower) default memory
|
|
allocator from your system (no support for this on x64).</li>
|
|
<li>Make sure you use <tt>luaL_openlibs</tt> and not the old Lua 5.0 style
|
|
of calling <tt>luaopen_base</tt> etc. directly.</li>
|
|
<li>To change or extend the list of standard libraries to load, copy
|
|
<tt>src/lib_init.c</tt> to your project and modify it accordingly.
|
|
Make sure the <tt>jit</tt> library is loaded or the JIT compiler
|
|
will not be activated.</li>
|
|
<li>The <tt>bit.*</tt> module for bitwise operations
|
|
is already built-in. There's no need to statically link
|
|
<a href="http://bitop.luajit.org/"><span class="ext">»</span> Lua BitOp</a> to your application.</li>
|
|
</ul>
|
|
|
|
<h2 id="distro">Hints for Distribution Maintainers</h2>
|
|
<p>
|
|
The LuaJIT build system has extra provisions for the needs of most
|
|
POSIX-based distributions. If you're a package maintainer for
|
|
a distribution, <em>please</em> make use of these features and
|
|
avoid patching, subverting, autotoolizing or messing up the build system
|
|
in unspeakable ways.
|
|
</p>
|
|
<p>
|
|
There should be absolutely no need to patch <tt>luaconf.h</tt> or any
|
|
of the Makefiles. And please do not hand-pick files for your packages —
|
|
simply use whatever <tt>make install</tt> creates. There's a reason
|
|
for all of the files <em>and</em> directories it creates.
|
|
</p>
|
|
<p>
|
|
The build system uses GNU make and auto-detects most settings based on
|
|
the host you're building it on. This should work fine for native builds,
|
|
even when sandboxed. You may need to pass some of the following flags to
|
|
<em>both</em> the <tt>make</tt> and the <tt>make install</tt> command lines
|
|
for a regular distribution build:
|
|
</p>
|
|
<ul>
|
|
<li><tt>PREFIX</tt> overrides the installation path and should usually
|
|
be set to <tt>/usr</tt>. Setting this also changes the module paths and
|
|
the paths needed to locate the shared library.</li>
|
|
<li><tt>DESTDIR</tt> is an absolute path which allows you to install
|
|
to a shadow tree instead of the root tree of the build system.</li>
|
|
<li><tt>MULTILIB</tt> sets the architecture-specific library path component
|
|
for multilib systems. The default is <tt>lib</tt>.</li>
|
|
<li>Have a look at the top-level <tt>Makefile</tt> and <tt>src/Makefile</tt>
|
|
for additional variables to tweak. The following variables <em>may</em> be
|
|
overridden, but it's <em>not</em> recommended, except for special needs
|
|
like cross-builds:
|
|
<tt>BUILDMODE, CC, HOST_CC, STATIC_CC, DYNAMIC_CC, CFLAGS, HOST_CFLAGS,
|
|
TARGET_CFLAGS, LDFLAGS, HOST_LDFLAGS, TARGET_LDFLAGS, TARGET_SHLDFLAGS,
|
|
TARGET_FLAGS, LIBS, HOST_LIBS, TARGET_LIBS, CROSS, HOST_SYS, TARGET_SYS
|
|
</tt></li>
|
|
</ul>
|
|
<p>
|
|
The build system has a special target for an amalgamated build, i.e.
|
|
<tt>make amalg</tt>. This compiles the LuaJIT core as one huge C file
|
|
and allows GCC to generate faster and shorter code. Alas, this requires
|
|
lots of memory during the build. This may be a problem for some users,
|
|
that's why it's not enabled by default. But it shouldn't be a problem for
|
|
most build farms. It's recommended that binary distributions use this
|
|
target for their LuaJIT builds.
|
|
</p>
|
|
<p>
|
|
The tl;dr version of the above:
|
|
</p>
|
|
<pre class="code">
|
|
make amalg PREFIX=/usr && \
|
|
make install PREFIX=/usr DESTDIR=/tmp/buildroot
|
|
</pre>
|
|
<p>
|
|
Finally, if you encounter any difficulties, please
|
|
<a href="contact.html">contact me</a> first, instead of releasing a broken
|
|
package onto unsuspecting users. Because they'll usually gonna complain
|
|
to me (the upstream) and not you (the package maintainer), anyway.
|
|
</p>
|
|
<br class="flush">
|
|
</div>
|
|
<div id="foot">
|
|
<hr class="hide">
|
|
Copyright © 2005-2017 Mike Pall
|
|
<span class="noprint">
|
|
·
|
|
<a href="contact.html">Contact</a>
|
|
</span>
|
|
</div>
|
|
</body>
|
|
</html>
|