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Add Nintendo Switch port.

Contributed by Swyter and vdweller84.
Mike Pall 3 年之前
父節點
當前提交
7beb3375e3
共有 6 個文件被更改,包括 179 次插入4 次删除
  1. 1 1
      src/lib_io.c
  2. 1 1
      src/lib_os.c
  3. 7 0
      src/lj_arch.h
  4. 2 2
      src/lj_dispatch.h
  5. 9 0
      src/lj_prng.c
  6. 159 0
      src/nxbuild.bat

+ 1 - 1
src/lib_io.c

@@ -439,7 +439,7 @@ LJLIB_CF(io_popen)
 LJLIB_CF(io_tmpfile)
 {
   IOFileUD *iof = io_file_new(L);
-#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA
+#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA || LJ_TARGET_NX
   iof->fp = NULL; errno = ENOSYS;
 #else
   iof->fp = tmpfile();

+ 1 - 1
src/lib_os.c

@@ -76,7 +76,7 @@ LJLIB_CF(os_rename)
 
 LJLIB_CF(os_tmpname)
 {
-#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA
+#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PS5 || LJ_TARGET_PSVITA || LJ_TARGET_NX
   lj_err_caller(L, LJ_ERR_OSUNIQF);
   return 0;
 #else

+ 7 - 0
src/lj_arch.h

@@ -162,6 +162,13 @@
 #define LJ_TARGET_GC64		1
 #endif
 
+#ifdef __NX__
+#define LJ_TARGET_NX		1
+#define LJ_TARGET_CONSOLE	1
+#undef NULL
+#define NULL ((void*)0)
+#endif
+
 #ifdef _UWP
 #define LJ_TARGET_UWP		1
 #if LUAJIT_TARGET == LUAJIT_ARCH_X64

+ 2 - 2
src/lj_dispatch.h

@@ -89,7 +89,7 @@ typedef uint16_t HotCount;
 typedef struct GG_State {
   lua_State L;				/* Main thread. */
   global_State g;			/* Global state. */
-#if LJ_TARGET_ARM
+#if LJ_TARGET_ARM && !LJ_TARGET_NX
   /* Make g reachable via K12 encoded DISPATCH-relative addressing. */
   uint8_t align1[(16-sizeof(global_State))&15];
 #endif
@@ -99,7 +99,7 @@ typedef struct GG_State {
 #if LJ_HASJIT
   jit_State J;				/* JIT state. */
   HotCount hotcount[HOTCOUNT_SIZE];	/* Hot counters. */
-#if LJ_TARGET_ARM
+#if LJ_TARGET_ARM && !LJ_TARGET_NX
   /* Ditto for J. */
   uint8_t align2[(16-sizeof(jit_State)-sizeof(HotCount)*HOTCOUNT_SIZE)&15];
 #endif

+ 9 - 0
src/lj_prng.c

@@ -87,6 +87,10 @@ extern int sys_get_random_number(void *buf, uint64_t len);
 
 extern int sceRandomGetRandomNumber(void *buf, size_t len);
 
+#elif LJ_TARGET_NX
+
+#include <unistd.h>
+
 #elif LJ_TARGET_WINDOWS || LJ_TARGET_XBOXONE
 
 #define WIN32_LEAN_AND_MEAN
@@ -176,6 +180,11 @@ int LJ_FASTCALL lj_prng_seed_secure(PRNGState *rs)
   if (sceRandomGetRandomNumber(rs->u, sizeof(rs->u)) == 0)
     goto ok;
 
+#elif LJ_TARGET_NX
+
+  if (getentropy(rs->u, sizeof(rs->u)) == 0)
+    goto ok;
+
 #elif LJ_TARGET_UWP || LJ_TARGET_XBOXONE
 
   if (BCryptGenRandom(NULL, (PUCHAR)(rs->u), (ULONG)sizeof(rs->u),

+ 159 - 0
src/nxbuild.bat

@@ -0,0 +1,159 @@
+@rem Script to build LuaJIT with NintendoSDK + NX Addon.
+@rem Donated to the public domain by Swyter.
+@rem
+@rem To run this script you must open a "Native Tools Command Prompt for VS".
+@rem
+@rem Either the x86 version for NX32, or x64 for the NX64 target.
+@rem This is because the pointer size of the LuaJIT host tools (buildvm.exe)
+@rem must match the cross-compiled target (32 or 64 bits).
+@rem
+@rem Then cd to this directory and run this script.
+@rem
+@rem Recommended invocation:
+@rem
+@rem nxbuild            # release build, amalgamated
+@rem nxbuild debug      # debug build, amalgamated
+@rem
+@rem Additional command-line options (not generally recommended):
+@rem
+@rem noamalg            # (after debug) non-amalgamated build
+
+@if not defined INCLUDE goto :FAIL
+@if not defined NINTENDO_SDK_ROOT goto :FAIL
+@if not defined PLATFORM goto :FAIL
+
+@if "%platform%" == "x86" goto :DO_NX32
+@if "%platform%" == "x64" goto :DO_NX64
+
+@echo Error: Current host platform is %platform%!
+@echo.
+@goto :FAIL
+
+@setlocal
+
+:DO_NX32
+@set DASC=vm_arm.dasc
+@set DASMFLAGS= -D HFABI -D FPU
+@set DASMTARGET= -D LUAJIT_TARGET=LUAJIT_ARCH_ARM
+@set HOST_PTR_SIZE=4
+goto :BEGIN
+
+:DO_NX64
+@set DASC=vm_arm64.dasc
+@set DASMFLAGS= -D ENDIAN_LE
+@set DASMTARGET= -D LUAJIT_TARGET=LUAJIT_ARCH_ARM64
+@set HOST_PTR_SIZE=8
+
+:BEGIN
+@rem ---- Host compiler ----
+@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /wo4146 /wo4244 /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 lib_buffer.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 that we have the right 32/64 bit host compiler to generate the right virtual machine files.
+@minilua
+@if "%ERRORLEVEL%" == "%HOST_PTR_SIZE%" goto :PASSED_PTR_CHECK
+
+@echo The pointer size of the host in bytes (%HOST_PTR_SIZE%) does not match the expected value (%errorlevel%).
+@echo Check that the script is being ran under the correct x86/x64 VS prompt.
+@goto :BAD
+
+:PASSED_PTR_CHECK
+@set DASMFLAGS=%DASMFLAGS% %DASMTARGET% -D LJ_TARGET_NX -D LUAJIT_OS=LUAJIT_OS_OTHER -D LUAJIT_DISABLE_JIT -D LUAJIT_DISABLE_FFI
+minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h %DASC%
+@if errorlevel 1 goto :BAD
+%LJCOMPILE% /I "." /I %DASMDIR% %DASMTARGET% -D LJ_TARGET_NX -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI 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 ----
+@if "%platform%" neq "x64" goto :NX32_CROSSBUILD
+@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include %DASMTARGET% -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLUAJIT_USE_SYSMALLOC -c
+@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-ar" rc
+@set TARGETLIB_SUFFIX=nx64
+
+%NINTENDO_SDK_ROOT%\Compilers\NX\nx\aarch64\bin\aarch64-nintendo-nx-elf-as -o lj_vm.o lj_vm.s
+goto :DEBUGCHECK
+
+:NX32_CROSSBUILD
+@set LJCOMPILE="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\clang" -Wall -I%NINTENDO_SDK_ROOT%\Include %DASMTARGET% -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLUAJIT_USE_SYSMALLOC -c
+@set LJLIB="%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-ar" rc
+@set TARGETLIB_SUFFIX=nx32
+
+%NINTENDO_SDK_ROOT%\Compilers\NX\nx\armv7l\bin\armv7l-nintendo-nx-eabihf-as -o lj_vm.o lj_vm.s
+:DEBUGCHECK
+
+@if "%1" neq "debug" goto :NODEBUG
+@shift
+@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_DEBUG -g -O0
+@set TARGETLIB=libluajitD_%TARGETLIB_SUFFIX%.a
+goto :BUILD
+:NODEBUG
+@set LJCOMPILE=%LJCOMPILE% -DNN_SDK_BUILD_RELEASE -O3
+@set TARGETLIB=libluajit_%TARGETLIB_SUFFIX%.a
+:BUILD
+del %TARGETLIB%
+@if "%1" neq "noamalg" goto :AMALG
+for %%f in (lj_*.c lib_*.c) do (
+  %LJCOMPILE% %%f
+  @if errorlevel 1 goto :BAD
+)
+
+%LJLIB% %TARGETLIB% lj_*.o lib_*.o
+@if errorlevel 1 goto :BAD
+@goto :NOAMALG
+:AMALG
+%LJCOMPILE% ljamalg.c
+@if errorlevel 1 goto :BAD
+%LJLIB% %TARGETLIB% ljamalg.o lj_vm.o
+@if errorlevel 1 goto :BAD
+:NOAMALG
+
+@del *.o *.obj *.manifest minilua.exe buildvm.exe
+@echo.
+@echo === Successfully built LuaJIT for Nintendo Switch (%TARGETLIB_SUFFIX%) ===
+
+@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 "Native Tools Command Prompt for VS".
+@echo.
+@echo Either the x86 version for NX32, or x64 for the NX64 target.
+@echo This is because the pointer size of the LuaJIT host tools (buildvm.exe)
+@echo must match the cross-compiled target (32 or 64 bits).
+@echo.
+@echo Keep in mind that NintendoSDK + NX Addon must be installed, too.
+:END