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  4. <title>Installation</title>
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  43. <a href="http://luajit.org"><span>Lua<span id="logo">JIT</span></span></a>
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  45. <div id="head">
  46. <h1>Installation</h1>
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  86. </div>
  87. <div id="main">
  88. <p>
  89. LuaJIT is only distributed as a source package. This page explains
  90. how to build and install LuaJIT with different operating systems
  91. and C&nbsp;compilers.
  92. </p>
  93. <p>
  94. For the impatient (on POSIX systems):
  95. </p>
  96. <pre class="code">
  97. make &amp;&amp; sudo make install
  98. </pre>
  99. <p>
  100. LuaJIT currently builds out-of-the box on most systems.
  101. Here's the compatibility matrix for the supported combinations of
  102. operating systems, CPUs and compilers:
  103. </p>
  104. <table class="compat">
  105. <tr class="compathead">
  106. <td class="compatcpu">CPU / OS</td>
  107. <td class="compatos"><a href="#posix">Linux</a> or<br><a href="#android">Android</a></td>
  108. <td class="compatos"><a href="#posix">*BSD, Other</a></td>
  109. <td class="compatos"><a href="#posix">OSX 10.4+</a> or<br><a href="#ios">iOS 3.0+</a></td>
  110. <td class="compatos"><a href="#windows">Windows<br>XP/Vista/7</a></td>
  111. </tr>
  112. <tr class="odd separate">
  113. <td class="compatcpu">x86 (32 bit)</td>
  114. <td class="compatos">GCC 4.x<br>GCC 3.4</td>
  115. <td class="compatos">GCC 4.x<br>GCC 3.4</td>
  116. <td class="compatos">GCC 4.x<br>GCC 3.4</td>
  117. <td class="compatos">MSVC, MSVC/EE<br>WinSDK<br>MinGW, Cygwin</td>
  118. </tr>
  119. <tr class="even">
  120. <td class="compatcpu">x64 (64 bit)</td>
  121. <td class="compatos">GCC 4.x</td>
  122. <td class="compatos compatno">&nbsp;</td>
  123. <td class="compatos">GCC 4.x</td>
  124. <td class="compatos">MSVC + SDK v7.0<br>WinSDK v7.0</td>
  125. </tr>
  126. <tr class="odd">
  127. <td class="compatcpu"><a href="#android">ARMv5+<br>ARM9E+</a></td>
  128. <td class="compatos">GCC 4.2+</td>
  129. <td class="compatos">GCC 4.2+</td>
  130. <td class="compatos">GCC 4.2+</td>
  131. <td class="compatos compatno">&nbsp;</td>
  132. </tr>
  133. <tr class="even">
  134. <td class="compatcpu"><a href="#ppc">PPC</a></td>
  135. <td class="compatos">GCC 4.3+</td>
  136. <td class="compatos">GCC 4.3+</td>
  137. <td class="compatos compatno">&nbsp;</td>
  138. <td class="compatos compatno">&nbsp;</td>
  139. </tr>
  140. <tr class="odd">
  141. <td class="compatcpu"><a href="#ppc">PPC/e500v2</a></td>
  142. <td class="compatos">GCC 4.3+</td>
  143. <td class="compatos">GCC 4.3+</td>
  144. <td class="compatos compatno">&nbsp;</td>
  145. <td class="compatos compatno">&nbsp;</td>
  146. </tr>
  147. <tr class="even">
  148. <td class="compatcpu"><a href="#mips">MIPS</a></td>
  149. <td class="compatos">GCC 4.3+</td>
  150. <td class="compatos">GCC 4.3+</td>
  151. <td class="compatos compatno">&nbsp;</td>
  152. <td class="compatos compatno">&nbsp;</td>
  153. </tr>
  154. </table>
  155. <h2>Configuring LuaJIT</h2>
  156. <p>
  157. The standard configuration should work fine for most installations.
  158. Usually there is no need to tweak the settings. The following files
  159. hold all user-configurable settings:
  160. </p>
  161. <ul>
  162. <li><tt>src/luaconf.h</tt> sets some configuration variables.</li>
  163. <li><tt>Makefile</tt> has settings for <b>installing</b> LuaJIT (POSIX
  164. only).</li>
  165. <li><tt>src/Makefile</tt> has settings for <b>compiling</b> LuaJIT
  166. under POSIX, MinGW or Cygwin.</li>
  167. <li><tt>src/msvcbuild.bat</tt> has settings for compiling LuaJIT with
  168. MSVC or WinSDK.</li>
  169. </ul>
  170. <p>
  171. Please read the instructions given in these files, before changing
  172. any settings.
  173. </p>
  174. <h2 id="posix">POSIX Systems (Linux, OSX, *BSD etc.)</h2>
  175. <h3>Prerequisites</h3>
  176. <p>
  177. Depending on your distribution, you may need to install a package for
  178. GCC, the development headers and/or a complete SDK. E.g. on a current
  179. Debian/Ubuntu, install <tt>libc6-dev</tt> with the package manager.
  180. </p>
  181. <p>
  182. Download the current source package of LuaJIT (pick the .tar.gz),
  183. if you haven't already done so. Move it to a directory of your choice,
  184. open a terminal window and change to this directory. Now unpack the archive
  185. and change to the newly created directory:
  186. </p>
  187. <pre class="code">
  188. tar zxf LuaJIT-2.0.0-beta10.tar.gz
  189. cd LuaJIT-2.0.0-beta10</pre>
  190. <h3>Building LuaJIT</h3>
  191. <p>
  192. The supplied Makefiles try to auto-detect the settings needed for your
  193. operating system and your compiler. They need to be run with GNU Make,
  194. which is probably the default on your system, anyway. Simply run:
  195. </p>
  196. <pre class="code">
  197. make
  198. </pre>
  199. <p>
  200. This always builds a native x86, x64 or PPC binary, depending on the host OS
  201. you're running this command on. Check the section on
  202. <a href="#cross">cross-compilation</a> for more options.
  203. </p>
  204. <p>
  205. By default, modules are only searched under the prefix <tt>/usr/local</tt>.
  206. You can add an extra prefix to the search paths by appending the
  207. <tt>PREFIX</tt> option, e.g.:
  208. </p>
  209. <pre class="code">
  210. make PREFIX=/home/myself/lj2
  211. </pre>
  212. <p>
  213. Note for OSX: if the <tt>MACOSX_DEPLOYMENT_TARGET</tt> environment
  214. variable is not set, then it's forced to <tt>10.4</tt>.
  215. </p>
  216. <h3>Installing LuaJIT</h3>
  217. <p>
  218. The top-level Makefile installs LuaJIT by default under
  219. <tt>/usr/local</tt>, i.e. the executable ends up in
  220. <tt>/usr/local/bin</tt> and so on. You need root privileges
  221. to write to this path. So, assuming sudo is installed on your system,
  222. run the following command and enter your sudo password:
  223. </p>
  224. <pre class="code">
  225. sudo make install
  226. </pre>
  227. <p>
  228. Otherwise specify the directory prefix as an absolute path, e.g.:
  229. </p>
  230. <pre class="code">
  231. make install PREFIX=/home/myself/lj2
  232. </pre>
  233. <p>
  234. Obviously the prefixes given during build and installation need to be the same.
  235. </p>
  236. <p style="color: #c00000;">
  237. Note: to avoid overwriting a previous version, the beta test releases
  238. only install the LuaJIT executable under the versioned name (i.e.
  239. <tt>luajit-2.0.0-beta10</tt>). You probably want to create a symlink
  240. for convenience, with a command like this:
  241. </p>
  242. <pre class="code" style="color: #c00000;">
  243. sudo ln -sf luajit-2.0.0-beta10&nbsp;/usr/local/bin/luajit
  244. </pre>
  245. <h2 id="windows">Windows Systems</h2>
  246. <h3>Prerequisites</h3>
  247. <p>
  248. Either install one of the open source SDKs
  249. (<a href="http://mingw.org/"><span class="ext">&raquo;</span>&nbsp;MinGW</a> or
  250. <a href="http://www.cygwin.com/"><span class="ext">&raquo;</span>&nbsp;Cygwin</a>), which come with a modified
  251. GCC plus the required development headers.
  252. </p>
  253. <p>
  254. Or install Microsoft's Visual C++ (MSVC). The freely downloadable
  255. <a href="http://www.microsoft.com/Express/VC/"><span class="ext">&raquo;</span>&nbsp;Express Edition</a>
  256. works just fine, but only contains an x86 compiler.
  257. </p>
  258. <p>
  259. The freely downloadable
  260. <a href="http://msdn.microsoft.com/en-us/windowsserver/bb980924.aspx"><span class="ext">&raquo;</span>&nbsp;Windows SDK</a>
  261. only comes with command line tools, but this is all you need to build LuaJIT.
  262. It contains x86 and x64 compilers.
  263. </p>
  264. <p>
  265. Next, download the source package and unpack it using an archive manager
  266. (e.g. the Windows Explorer) to a directory of your choice.
  267. </p>
  268. <h3>Building with MSVC</h3>
  269. <p>
  270. Open a "Visual Studio .NET Command Prompt", <tt>cd</tt> to the
  271. directory where you've unpacked the sources and run these commands:
  272. </p>
  273. <pre class="code">
  274. cd src
  275. msvcbuild
  276. </pre>
  277. <p>
  278. Then follow the installation instructions below.
  279. </p>
  280. <h3>Building with the Windows SDK</h3>
  281. <p>
  282. Open a "Windows SDK Command Shell" and select the x86 compiler:
  283. </p>
  284. <pre class="code">
  285. setenv /release /x86
  286. </pre>
  287. <p>
  288. Or select the x64 compiler:
  289. </p>
  290. <pre class="code">
  291. setenv /release /x64
  292. </pre>
  293. <p>
  294. Then <tt>cd</tt> to the directory where you've unpacked the sources
  295. and run these commands:
  296. </p>
  297. <pre class="code">
  298. cd src
  299. msvcbuild
  300. </pre>
  301. <p>
  302. Then follow the installation instructions below.
  303. </p>
  304. <h3>Building with MinGW or Cygwin</h3>
  305. <p>
  306. Open a command prompt window and make sure the MinGW or Cygwin programs
  307. are in your path. Then <tt>cd</tt> to the directory where
  308. you've unpacked the sources and run this command for MinGW:
  309. </p>
  310. <pre class="code">
  311. mingw32-make
  312. </pre>
  313. <p>
  314. Or this command for Cygwin:
  315. </p>
  316. <pre class="code">
  317. make
  318. </pre>
  319. <p>
  320. Then follow the installation instructions below.
  321. </p>
  322. <h3>Installing LuaJIT</h3>
  323. <p>
  324. Copy <tt>luajit.exe</tt> and <tt>lua51.dll</tt> (built in the <tt>src</tt>
  325. directory) to a newly created directory (any location is ok).
  326. Add <tt>lua</tt> and <tt>lua\jit</tt> directories below it and copy
  327. all Lua files from the <tt>lib</tt> directory of the distribution
  328. to the latter directory.
  329. </p>
  330. <p>
  331. There are no hardcoded
  332. absolute path names &mdash; all modules are loaded relative to the
  333. directory where <tt>luajit.exe</tt> is installed
  334. (see <tt>src/luaconf.h</tt>).
  335. </p>
  336. <h2 id="cross">Cross-compiling LuaJIT</h2>
  337. <p>
  338. The build system has limited support for cross-compilation. For details
  339. check the comments in <tt>src/Makefile</tt>. Here are some popular examples:
  340. </p>
  341. <p>
  342. You can cross-compile to a <b>32 bit binary on a multilib x64 OS</b> by
  343. installing the multilib development packages (e.g. <tt>libc6-dev-i386</tt>
  344. on Debian/Ubuntu) and running:
  345. </p>
  346. <pre class="code">
  347. make CC="gcc -m32"
  348. </pre>
  349. <p>
  350. You can cross-compile for a <b>Windows target on Debian/Ubuntu</b> by
  351. installing the <tt>mingw32</tt> package and running:
  352. </p>
  353. <pre class="code">
  354. make HOST_CC="gcc -m32" CROSS=i586-mingw32msvc- TARGET_SYS=Windows
  355. </pre>
  356. <p>
  357. You can cross-compile for an <b>ARM target</b> on an x86 or x64 host
  358. system using a standard GNU cross-compile toolchain (Binutils, GCC,
  359. EGLIBC). The <tt>CROSS</tt> prefix may vary depending on the
  360. <tt>--target</tt> of the toolchain:
  361. </p>
  362. <pre class="code">
  363. make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi-
  364. </pre>
  365. <p>
  366. You can cross-compile for <b id="android">Android (ARM)</b> using the <a href="http://developer.android.com/sdk/ndk/index.html"><span class="ext">&raquo;</span>&nbsp;Android NDK</a>.
  367. The environment variables need to match the install locations and the
  368. desired target platform. E.g. Android&nbsp;2.2 corresponds to ABI level&nbsp;8:
  369. </p>
  370. <pre class="code">
  371. NDK=/opt/android/ndk
  372. NDKABI=8
  373. NDKVER=$NDK/toolchains/arm-linux-androideabi-4.4.3
  374. NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi-
  375. NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
  376. make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
  377. </pre>
  378. <p>
  379. 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">&raquo;</span>&nbsp;iOS SDK</a>.
  380. The environment variables need to match the iOS SDK version:
  381. </p>
  382. <p style="font-size: 8pt;">
  383. Note: <b>the JIT compiler is disabled for iOS</b>, because regular iOS Apps
  384. are not allowed to generate code at runtime. You'll only get the performance
  385. of the LuaJIT interpreter on iOS. This is still faster than plain Lua, but
  386. much slower than the JIT compiler. Please complain to Apple, not me.
  387. Or use Android. :-p
  388. </p>
  389. <pre class="code">
  390. ISDK=/Developer/Platforms/iPhoneOS.platform/Developer
  391. ISDKVER=iPhoneOS4.3.sdk
  392. ISDKP=$ISDK/usr/bin/
  393. ISDKF="-arch armv6 -isysroot $ISDK/SDKs/$ISDKVER"
  394. make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
  395. TARGET_SYS=iOS
  396. </pre>
  397. <p>
  398. You can cross-compile for a <b id="ppc">PPC target</b> or a
  399. <b>PPC/e500v2 target</b> on x86 or x64 host systems using a standard
  400. GNU cross-compile toolchain (Binutils, GCC, EGLIBC).
  401. The <tt>CROSS</tt> prefix may vary depending on the <tt>--target</tt>
  402. of the toolchain:
  403. </p>
  404. <pre class="code">
  405. # PPC
  406. make HOST_CC="gcc -m32" CROSS=powerpc-linux-gnu-
  407. </pre>
  408. <pre class="code">
  409. # PPC/e500v2
  410. make HOST_CC="gcc -m32" CROSS=powerpc-e500v2-linux-gnuspe-
  411. </pre>
  412. <p>
  413. You can cross-compile for a big-endian or little-endian
  414. <b id="mips">MIPS target</b> on x86 or x64 host systems using a standard
  415. GNU cross-compile toolchain (Binutils, GCC, EGLIBC).
  416. The <tt>CROSS</tt> prefix may vary depending on the <tt>--target</tt>
  417. of the toolchain:
  418. </p>
  419. <pre class="code">
  420. # MIPS big-endian
  421. make HOST_CC="gcc -m32" CROSS=mips-linux-
  422. </pre>
  423. <pre class="code">
  424. # MIPS little-endian
  425. make HOST_CC="gcc -m32" CROSS=mipsel-linux-
  426. </pre>
  427. <p>
  428. Whenever the <b>host OS and the target OS differ</b>, you need to specify
  429. <tt>TARGET_SYS</tt> or you'll get assembler or linker errors. E.g. if
  430. you're compiling on a Windows or OSX host for embedded Linux or Android,
  431. you need to add <tt>TARGET_SYS=Linux</tt> to the examples above. For a
  432. minimal target OS, you may need to disable the built-in allocator in
  433. <tt>src/Makefile</tt> and use <tt>TARGET_SYS=Other</tt>.
  434. </p>
  435. <h2 id="embed">Embedding LuaJIT</h2>
  436. <p>
  437. LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua
  438. into your application, you probably don't need to do anything to switch
  439. to LuaJIT, except link with a different library:
  440. </p>
  441. <ul>
  442. <li>It's strongly suggested to build LuaJIT separately using the supplied
  443. build system. Please do <em>not</em> attempt to integrate the individual
  444. source files into your build tree. You'll most likely get the internal build
  445. dependencies wrong or mess up the compiler flags. Treat LuaJIT like any
  446. other external library and link your application with either the dynamic
  447. or static library, depending on your needs.</li>
  448. <li>If you want to load C modules compiled for plain Lua
  449. with <tt>require()</tt>, you need to make sure the public symbols
  450. (e.g. <tt>lua_pushnumber</tt>) are exported, too:
  451. <ul><li>On POSIX systems you can either link to the shared library
  452. or link the static library into your application. In the latter case
  453. you'll need to export all public symbols from your main executable
  454. (e.g. <tt>-Wl,-E</tt> on Linux) and add the external dependencies
  455. (e.g. <tt>-lm -ldl</tt> on Linux).</li>
  456. <li>Since Windows symbols are bound to a specific DLL name, you need to
  457. link to the <tt>lua51.dll</tt> created by the LuaJIT build (do not rename
  458. the DLL). You may link LuaJIT statically on Windows only if you don't
  459. intend to load Lua/C modules at runtime.
  460. </li></ul>
  461. </li>
  462. <li>
  463. If you're building a 64 bit application on OSX which links directly or
  464. indirectly against LuaJIT, you need to link your main executable
  465. with these flags:
  466. <pre class="code">
  467. -pagezero_size 10000 -image_base 100000000
  468. </pre>
  469. Also, it's recommended to <tt>rebase</tt> all (self-compiled) shared libraries
  470. which are loaded at runtime on OSX/x64 (e.g. C extension modules for Lua).
  471. See: <tt>man rebase</tt>
  472. </li>
  473. </ul>
  474. <p>Additional hints for initializing LuaJIT using the C API functions:</p>
  475. <ul>
  476. <li>Here's a
  477. <a href="http://lua-users.org/wiki/SimpleLuaApiExample"><span class="ext">&raquo;</span>&nbsp;simple example</a>
  478. for embedding Lua or LuaJIT into your application.</li>
  479. <li>Make sure you use <tt>luaL_newstate</tt>. Avoid using
  480. <tt>lua_newstate</tt>, since this uses the (slower) default memory
  481. allocator from your system (no support for this on x64).</li>
  482. <li>Make sure you use <tt>luaL_openlibs</tt> and not the old Lua 5.0 style
  483. of calling <tt>luaopen_base</tt> etc. directly.</li>
  484. <li>To change or extend the list of standard libraries to load, copy
  485. <tt>src/lib_init.c</tt> to your project and modify it accordingly.
  486. Make sure the <tt>jit</tt> library is loaded or the JIT compiler
  487. will not be activated.</li>
  488. <li>The <tt>bit.*</tt> module for bitwise operations
  489. is already built-in. There's no need to statically link
  490. <a href="http://bitop.luajit.org/"><span class="ext">&raquo;</span>&nbsp;Lua BitOp</a> to your application.</li>
  491. </ul>
  492. <h2 id="distro">Hints for Distribution Maintainers</h2>
  493. <p>
  494. The LuaJIT build system has extra provisions for the needs of most
  495. POSIX-based distributions. If you're a package maintainer for
  496. a distribution, <em>please</em> make use of these features and
  497. avoid patching, subverting, autotoolizing or messing up the build system
  498. in unspeakable ways.
  499. </p>
  500. <p>
  501. There should be absolutely no need to patch <tt>luaconf.h</tt> or any
  502. of the Makefiles. And please do not hand-pick files for your packages &mdash;
  503. simply use whatever <tt>make install</tt> creates. There's a reason
  504. for all of the files <em>and</em> directories it creates.
  505. </p>
  506. <p>
  507. The build system uses GNU make and auto-detects most settings based on
  508. the host you're building it on. This should work fine for native builds,
  509. even when sandboxed. You may need to pass some of the following flags to
  510. <em>both</em> the <tt>make</tt> and the <tt>make install</tt> command lines
  511. for a regular distribution build:
  512. </p>
  513. <ul>
  514. <li><tt>PREFIX</tt> overrides the installation path and should usually
  515. be set to <tt>/usr</tt>. Setting this also changes the module paths and
  516. the <tt>-rpath</tt> of the shared library.</li>
  517. <li><tt>DESTDIR</tt> is an absolute path which allows you to install
  518. to a shadow tree instead of the root tree of the build system.</li>
  519. <li>Have a look at the top-level <tt>Makefile</tt> and <tt>src/Makefile</tt>
  520. for additional variables to tweak. The following variables <em>may</em> be
  521. overridden, but it's <em>not</em> recommended, except for special needs
  522. like cross-builds:
  523. <tt>BUILDMODE, CC, HOST_CC, STATIC_CC, DYNAMIC_CC, CFLAGS, HOST_CFLAGS,
  524. TARGET_CFLAGS, LDFLAGS, HOST_LDFLAGS, TARGET_LDFLAGS, TARGET_SHLDFLAGS,
  525. TARGET_FLAGS, LIBS, HOST_LIBS, TARGET_LIBS, CROSS, HOST_SYS, TARGET_SYS
  526. </tt></li>
  527. </ul>
  528. <p>
  529. The build system has a special target for an amalgamated build, i.e.
  530. <tt>make amalg</tt>. This compiles the LuaJIT core as one huge C file
  531. and allows GCC to generate faster and shorter code. Alas, this requires
  532. lots of memory during the build. This may be a problem for some users,
  533. that's why it's not enabled by default. But it shouldn't be a problem for
  534. most build farms. It's recommended that binary distributions use this
  535. target for their LuaJIT builds.
  536. </p>
  537. <p>
  538. The tl;dr version of the above:
  539. </p>
  540. <pre class="code">
  541. make amalg PREFIX=/usr && \
  542. make install PREFIX=/usr DESTDIR=/tmp/buildroot
  543. </pre>
  544. <p>
  545. Finally, if you encounter any difficulties, please
  546. <a href="contact.html">contact me</a> first, instead of releasing a broken
  547. package onto unsuspecting users. Because they'll usually gonna complain
  548. to me (the upstream) and not you (the package maintainer), anyway.
  549. </p>
  550. <br class="flush">
  551. </div>
  552. <div id="foot">
  553. <hr class="hide">
  554. Copyright &copy; 2005-2012 Mike Pall
  555. <span class="noprint">
  556. &middot;
  557. <a href="contact.html">Contact</a>
  558. </span>
  559. </div>
  560. </body>
  561. </html>