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Merge branch 'master' into v2.1

Mike Pall 11 år sedan
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e26dc8a215
8 ändrade filer med 158 tillägg och 28 borttagningar
  1. 36 21
      doc/install.html
  2. 7 1
      doc/luajit.html
  3. 1 1
      src/host/buildvm_asm.c
  4. 1 1
      src/lib_io.c
  5. 9 2
      src/lib_os.c
  6. 5 0
      src/lj_arch.h
  7. 6 2
      src/lj_def.h
  8. 93 0
      src/psvitabuild.bat

+ 36 - 21
doc/install.html

@@ -129,7 +129,7 @@ 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>
@@ -460,41 +460,56 @@ 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

+ 7 - 1
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;
@@ -160,7 +163,10 @@ 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>

+ 1 - 1
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

+ 1 - 1
src/lib_io.c

@@ -421,7 +421,7 @@ 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();

+ 9 - 2
src/lib_os.c

@@ -7,7 +7,6 @@
 */
 
 #include <errno.h>
-#include <locale.h>
 #include <time.h>
 
 #define lib_os_c
@@ -30,6 +29,10 @@
 #include <stdio.h>
 #endif
 
+#if !LJ_TARGET_PSVITA
+#include <locale.h>
+#endif
+
 /* ------------------------------------------------------------------------ */
 
 #define LJLIB_MODULE_os
@@ -73,7 +76,7 @@ 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
@@ -259,6 +262,9 @@ 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,
@@ -270,6 +276,7 @@ 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;
 }
 

+ 5 - 0
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

+ 6 - 2
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)

+ 93 - 0
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