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  4. <title>Installation</title>
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  42. <div id="site">
  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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  84. </div>
  85. <div id="main">
  86. <p>
  87. LuaJIT is only distributed as a source package. This page explains
  88. how to build and install LuaJIT with different operating systems
  89. and C&nbsp;compilers.
  90. </p>
  91. <p>
  92. For the impatient (on POSIX systems):
  93. </p>
  94. <pre class="code">
  95. make &amp;&amp; sudo make install
  96. </pre>
  97. <p>
  98. LuaJIT currently builds out-of-the box on most systems.
  99. Here's the compatibility matrix for the supported combinations of
  100. operating systems, CPUs and compilers:
  101. </p>
  102. <table class="compat">
  103. <tr class="compathead">
  104. <td class="compatcpu">CPU / OS</td>
  105. <td class="compatos"><a href="#posix">Linux</a> or<br><a href="#android">Android</a></td>
  106. <td class="compatos"><a href="#posix">*BSD, Other</a></td>
  107. <td class="compatos"><a href="#posix">OSX 10.3+</a> or<br><a href="#ios">iOS 3.0+</a></td>
  108. <td class="compatos"><a href="#windows">Windows<br>98/XP/Vista/7</a></td>
  109. </tr>
  110. <tr class="odd separate">
  111. <td class="compatcpu">x86 (32 bit)</td>
  112. <td class="compatos">GCC 4.x<br>GCC 3.4</td>
  113. <td class="compatos">GCC 4.x<br>GCC 3.4</td>
  114. <td class="compatos">GCC 4.x<br>GCC 3.4</td>
  115. <td class="compatos">MSVC, MSVC/EE<br>WinSDK<br>MinGW, Cygwin</td>
  116. </tr>
  117. <tr class="even">
  118. <td class="compatcpu">x64 (64 bit)</td>
  119. <td class="compatos">GCC 4.x</td>
  120. <td class="compatos compatno">&nbsp;</td>
  121. <td class="compatos">GCC 4.x</td>
  122. <td class="compatos">MSVC + SDK v7.0<br>WinSDK v7.0</td>
  123. </tr>
  124. <tr class="odd">
  125. <td class="compatcpu"><a href="#android">ARMv5+<br>ARM9E+</a></td>
  126. <td class="compatos">GCC 4.2+</td>
  127. <td class="compatos">GCC 4.2+</td>
  128. <td class="compatos">GCC 4.2+</td>
  129. <td class="compatos compatno">&nbsp;</td>
  130. </tr>
  131. <tr class="even">
  132. <td class="compatcpu"><a href="#ppc">PPC</a></td>
  133. <td class="compatos">GCC 4.3+</td>
  134. <td class="compatos">GCC 4.3+</td>
  135. <td class="compatos compatno">&nbsp;</td>
  136. <td class="compatos compatno">&nbsp;</td>
  137. </tr>
  138. <tr class="odd">
  139. <td class="compatcpu"><a href="#ppc">PPC/e500v2</a></td>
  140. <td class="compatos">GCC 4.3+</td>
  141. <td class="compatos">GCC 4.3+</td>
  142. <td class="compatos compatno">&nbsp;</td>
  143. <td class="compatos compatno">&nbsp;</td>
  144. </tr>
  145. </table>
  146. <h2>Configuring LuaJIT</h2>
  147. <p>
  148. The standard configuration should work fine for most installations.
  149. Usually there is no need to tweak the settings. The following files
  150. hold all user-configurable settings:
  151. </p>
  152. <ul>
  153. <li><tt>src/luaconf.h</tt> sets some configuration variables.</li>
  154. <li><tt>Makefile</tt> has settings for <b>installing</b> LuaJIT (POSIX
  155. only).</li>
  156. <li><tt>src/Makefile</tt> has settings for <b>compiling</b> LuaJIT
  157. under POSIX, MinGW or Cygwin.</li>
  158. <li><tt>src/msvcbuild.bat</tt> has settings for compiling LuaJIT with
  159. MSVC or WinSDK.</li>
  160. </ul>
  161. <p>
  162. Please read the instructions given in these files, before changing
  163. any settings.
  164. </p>
  165. <h2 id="posix">POSIX Systems (Linux, OSX, *BSD etc.)</h2>
  166. <h3>Prerequisites</h3>
  167. <p>
  168. Depending on your distribution, you may need to install a package for
  169. GCC, the development headers and/or a complete SDK. E.g. on a current
  170. Debian/Ubuntu, install <tt>libc6-dev</tt> with the package manager.
  171. </p>
  172. <p>
  173. Download the current source package of LuaJIT (pick the .tar.gz),
  174. if you haven't already done so. Move it to a directory of your choice,
  175. open a terminal window and change to this directory. Now unpack the archive
  176. and change to the newly created directory:
  177. </p>
  178. <pre class="code">
  179. tar zxf LuaJIT-2.0.0-beta8.tar.gz
  180. cd LuaJIT-2.0.0-beta8</pre>
  181. <h3>Building LuaJIT</h3>
  182. <p>
  183. The supplied Makefiles try to auto-detect the settings needed for your
  184. operating system and your compiler. They need to be run with GNU Make,
  185. which is probably the default on your system, anyway. Simply run:
  186. </p>
  187. <pre class="code">
  188. make
  189. </pre>
  190. <p>
  191. This always builds a native x86, x64 or PPC binary, depending on the host OS
  192. you're running this command on. Check the section on
  193. <a href="#cross">cross-compilation</a> for more options.
  194. </p>
  195. <p>
  196. By default, modules are only searched under the prefix <tt>/usr/local</tt>.
  197. You can add an extra prefix to the search paths by appending the
  198. <tt>PREFIX</tt> option, e.g.:
  199. </p>
  200. <pre class="code">
  201. make PREFIX=/home/myself/lj2
  202. </pre>
  203. <p>
  204. Note for OSX: <tt>MACOSX_DEPLOYMENT_TARGET</tt> is set to <tt>10.4</tt>
  205. in <tt>src/Makefile</tt>. Change it, if you want to build on an older version.
  206. </p>
  207. <h3>Installing LuaJIT</h3>
  208. <p>
  209. The top-level Makefile installs LuaJIT by default under
  210. <tt>/usr/local</tt>, i.e. the executable ends up in
  211. <tt>/usr/local/bin</tt> and so on. You need root privileges
  212. to write to this path. So, assuming sudo is installed on your system,
  213. run the following command and enter your sudo password:
  214. </p>
  215. <pre class="code">
  216. sudo make install
  217. </pre>
  218. <p>
  219. Otherwise specify the directory prefix as an absolute path, e.g.:
  220. </p>
  221. <pre class="code">
  222. make install PREFIX=/home/myself/lj2
  223. </pre>
  224. <p>
  225. Obviously the prefixes given during build and installation need to be the same.
  226. </p>
  227. <p style="color: #c00000;">
  228. Note: to avoid overwriting a previous version, the beta test releases
  229. only install the LuaJIT executable under the versioned name (i.e.
  230. <tt>luajit-2.0.0-beta8</tt>). You probably want to create a symlink
  231. for convenience, with a command like this:
  232. </p>
  233. <pre class="code" style="color: #c00000;">
  234. sudo ln -sf luajit-2.0.0-beta8&nbsp;/usr/local/bin/luajit
  235. </pre>
  236. <h2 id="windows">Windows Systems</h2>
  237. <h3>Prerequisites</h3>
  238. <p>
  239. Either install one of the open source SDKs
  240. (<a href="http://mingw.org/"><span class="ext">&raquo;</span>&nbsp;MinGW</a> or
  241. <a href="http://www.cygwin.com/"><span class="ext">&raquo;</span>&nbsp;Cygwin</a>), which come with a modified
  242. GCC plus the required development headers.
  243. </p>
  244. <p>
  245. Or install Microsoft's Visual C++ (MSVC). The freely downloadable
  246. <a href="http://www.microsoft.com/Express/VC/"><span class="ext">&raquo;</span>&nbsp;Express Edition</a>
  247. works just fine, but only contains an x86 compiler.
  248. </p>
  249. <p>
  250. The freely downloadable
  251. <a href="http://msdn.microsoft.com/en-us/windowsserver/bb980924.aspx"><span class="ext">&raquo;</span>&nbsp;Windows SDK</a>
  252. only comes with command line tools, but this is all you need to build LuaJIT.
  253. It contains x86 and x64 compilers.
  254. </p>
  255. <p>
  256. Next, download the source package and unpack it using an archive manager
  257. (e.g. the Windows Explorer) to a directory of your choice.
  258. </p>
  259. <h3>Building with MSVC</h3>
  260. <p>
  261. Open a "Visual Studio .NET Command Prompt", <tt>cd</tt> to the
  262. directory where you've unpacked the sources and run these commands:
  263. </p>
  264. <pre class="code">
  265. cd src
  266. msvcbuild
  267. </pre>
  268. <p>
  269. Then follow the installation instructions below.
  270. </p>
  271. <h3>Building with the Windows SDK</h3>
  272. <p>
  273. Open a "Windows SDK Command Shell" and select the x86 compiler:
  274. </p>
  275. <pre class="code">
  276. setenv /release /x86
  277. </pre>
  278. <p>
  279. Or select the x64 compiler:
  280. </p>
  281. <pre class="code">
  282. setenv /release /x64
  283. </pre>
  284. <p>
  285. Then <tt>cd</tt> to the directory where you've unpacked the sources
  286. and run these commands:
  287. </p>
  288. <pre class="code">
  289. cd src
  290. msvcbuild
  291. </pre>
  292. <p>
  293. Then follow the installation instructions below.
  294. </p>
  295. <h3>Building with MinGW or Cygwin</h3>
  296. <p>
  297. Open a command prompt window and make sure the MinGW or Cygwin programs
  298. are in your path. Then <tt>cd</tt> to the directory where
  299. you've unpacked the sources and run this command for MinGW:
  300. </p>
  301. <pre class="code">
  302. mingw32-make
  303. </pre>
  304. <p>
  305. Or this command for Cygwin:
  306. </p>
  307. <pre class="code">
  308. make
  309. </pre>
  310. <p>
  311. Then follow the installation instructions below.
  312. </p>
  313. <h3>Installing LuaJIT</h3>
  314. <p>
  315. Copy <tt>luajit.exe</tt> and <tt>lua51.dll</tt> (built in the <tt>src</tt>
  316. directory) to a newly created directory (any location is ok).
  317. Add <tt>lua</tt> and <tt>lua\jit</tt> directories below it and copy
  318. all Lua files from the <tt>lib</tt> directory of the distribution
  319. to the latter directory.
  320. </p>
  321. <p>
  322. There are no hardcoded
  323. absolute path names &mdash; all modules are loaded relative to the
  324. directory where <tt>luajit.exe</tt> is installed
  325. (see <tt>src/luaconf.h</tt>).
  326. </p>
  327. <h2 id="cross">Cross-compiling LuaJIT</h2>
  328. <p>
  329. The build system has limited support for cross-compilation. For details
  330. check the comments in <tt>src/Makefile</tt>. Here are some popular examples:
  331. </p>
  332. <p>
  333. You can cross-compile to a <b>32 bit binary on a multilib x64 OS</b> by
  334. installing the multilib development packages (e.g. <tt>libc6-dev-i386</tt>
  335. on Debian/Ubuntu) and running:
  336. </p>
  337. <pre class="code">
  338. make CC="gcc -m32"
  339. </pre>
  340. <p>
  341. You can cross-compile for a <b>Windows target on Debian/Ubuntu</b> by
  342. installing the <tt>mingw32</tt> package and running:
  343. </p>
  344. <pre class="code">
  345. make HOST_CC="gcc -m32" CROSS=i586-mingw32msvc- TARGET_SYS=Windows
  346. </pre>
  347. <p>
  348. You can cross-compile for an <b>ARM target</b> on an x86 or x64 host
  349. system using a standard GNU cross-compile toolchain (Binutils, GCC,
  350. EGLIBC). The <tt>CROSS</tt> prefix may vary depending on the
  351. <tt>--target</tt> of the toolchain:
  352. </p>
  353. <pre class="code">
  354. make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- TARGET=arm
  355. </pre>
  356. <p>
  357. 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>.
  358. The environment variables need to match the install locations and the
  359. desired target platform. E.g. Android&nbsp;2.2 corresponds to ABI level&nbsp;8:
  360. </p>
  361. <pre class="code">
  362. NDK=/opt/android/ndk
  363. NDKABI=8
  364. NDKVER=$NDK/toolchains/arm-linux-androideabi-4.4.3
  365. NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi-
  366. NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
  367. make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF" TARGET=arm
  368. </pre>
  369. <p>
  370. 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>.
  371. The environment variables need to match the iOS SDK version:
  372. </p>
  373. <p style="font-size: 8pt;">
  374. Note: <b>the JIT compiler is disabled for iOS</b>, because regular iOS Apps
  375. are not allowed to generate code at runtime. You'll only get the performance
  376. of the LuaJIT interpreter on iOS. This is still faster than plain Lua, but
  377. much slower than the JIT compiler. Please complain to Apple, not me.
  378. Or use Android. :-p
  379. </p>
  380. <pre class="code">
  381. ISDK=/Developer/Platforms/iPhoneOS.platform/Developer
  382. ISDKVER=iPhoneOS4.3.sdk
  383. ISDKP=$ISDK/usr/bin/
  384. ISDKF="-arch armv6 -isysroot $ISDK/SDKs/$ISDKVER"
  385. make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
  386. TARGET=arm TARGET_SYS=iOS
  387. </pre>
  388. <p>
  389. You can cross-compile for a <b id="ppc">PPC target</b> or a
  390. <b>PPC/e500v2 target</b> on x86 or x64 host systems using a standard
  391. GNU cross-compile toolchain (Binutils, GCC, EGLIBC).
  392. The <tt>CROSS</tt> prefix may vary depending on the <tt>--target</tt>
  393. of the toolchain:
  394. </p>
  395. <pre class="code">
  396. # PPC
  397. make HOST_CC="gcc -m32" CROSS=powerpc-linux-gnu- TARGET=ppc
  398. </pre>
  399. <pre class="code">
  400. # PPC/e500v2
  401. make HOST_CC="gcc -m32" CROSS=powerpc-e500v2-linux-gnuspe- TARGET=ppcspe
  402. </pre>
  403. <p>
  404. Whenever the <b>host OS and the target OS differ</b>, you need to specify
  405. <tt>TARGET_SYS</tt> or you'll get assembler or linker errors. E.g. if
  406. you're compiling on a Windows or OSX host for embedded Linux or Android,
  407. you need to add <tt>TARGET_SYS=Linux</tt> to the examples above. For a
  408. minimal target OS, you may need to disable the built-in allocator in
  409. <tt>src/Makefile</tt> and use <tt>TARGET_SYS=Other</tt>.
  410. </p>
  411. <h2 id="embed">Embedding LuaJIT</h2>
  412. <p>
  413. LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua
  414. into your application, you probably don't need to do anything to switch
  415. to LuaJIT, except link with a different library:
  416. </p>
  417. <ul>
  418. <li>It's strongly suggested to build LuaJIT separately using the supplied
  419. build system. Please do <em>not</em> attempt to integrate the individual
  420. source files into your build tree. You'll most likely get the internal build
  421. dependencies wrong or mess up the compiler flags. Treat LuaJIT like any
  422. other external library and link your application with either the dynamic
  423. or static library, depending on your needs.</li>
  424. <li>If you want to load C modules compiled for plain Lua
  425. with <tt>require()</tt>, you need to make sure the public symbols
  426. (e.g. <tt>lua_pushnumber</tt>) are exported, too:
  427. <ul><li>On POSIX systems you can either link to the shared library
  428. or link the static library into your application. In the latter case
  429. you'll need to export all public symbols from your main executable
  430. (e.g. <tt>-Wl,-E</tt> on Linux) and add the external dependencies
  431. (e.g. <tt>-lm -ldl</tt> on Linux).</li>
  432. <li>Since Windows symbols are bound to a specific DLL name, you need to
  433. link to the <tt>lua51.dll</tt> created by the LuaJIT build (do not rename
  434. the DLL). You may link LuaJIT statically on Windows only if you don't
  435. intend to load Lua/C modules at runtime.
  436. </li></ul>
  437. </li>
  438. <li>
  439. If you're building a 64 bit application on OSX which links directly or
  440. indirectly against LuaJIT, you need to link your main executable
  441. with these flags:
  442. <pre class="code">
  443. -pagezero_size 10000 -image_base 100000000
  444. </pre>
  445. Also, it's recommended to <tt>rebase</tt> all (self-compiled) shared libraries
  446. which are loaded at runtime on OSX/x64 (e.g. C extension modules for Lua).
  447. See: <tt>man rebase</tt>
  448. </li>
  449. </ul>
  450. <p>Additional hints for initializing LuaJIT using the C API functions:</p>
  451. <ul>
  452. <li>Here's a
  453. <a href="http://lua-users.org/wiki/SimpleLuaApiExample"><span class="ext">&raquo;</span>&nbsp;simple example</a>
  454. for embedding Lua or LuaJIT into your application.</li>
  455. <li>Make sure you use <tt>luaL_newstate</tt>. Avoid using
  456. <tt>lua_newstate</tt>, since this uses the (slower) default memory
  457. allocator from your system (no support for this on x64).</li>
  458. <li>Make sure you use <tt>luaL_openlibs</tt> and not the old Lua 5.0 style
  459. of calling <tt>luaopen_base</tt> etc. directly.</li>
  460. <li>To change or extend the list of standard libraries to load, copy
  461. <tt>src/lib_init.c</tt> to your project and modify it accordingly.
  462. Make sure the <tt>jit</tt> library is loaded or the JIT compiler
  463. will not be activated.</li>
  464. <li>The <tt>bit.*</tt> module for bitwise operations
  465. is already built-in. There's no need to statically link
  466. <a href="http://bitop.luajit.org/"><span class="ext">&raquo;</span>&nbsp;Lua BitOp</a> to your application.</li>
  467. </ul>
  468. <h2 id="distro">Hints for Distribution Maintainers</h2>
  469. <p>
  470. The LuaJIT build system has extra provisions for the needs of most
  471. POSIX-based distributions. If you're a package maintainer for
  472. a distribution, <em>please</em> make use of these features and
  473. avoid patching, subverting, autotoolizing or messing up the build system
  474. in unspeakable ways.
  475. </p>
  476. <p>
  477. There should be absolutely no need to patch <tt>luaconf.h</tt> or any
  478. of the Makefiles. And please do not hand-pick files for your packages &mdash;
  479. simply use whatever <tt>make install</tt> creates. There's a reason
  480. for all of the files <em>and</em> directories it creates.
  481. </p>
  482. <p>
  483. The build system uses GNU make and auto-detects most settings based on
  484. the host you're building it on. This should work fine for native builds,
  485. even when sandboxed. You may need to pass some of the following flags to
  486. <em>both</em> the <tt>make</tt> and the <tt>make install</tt> command lines
  487. for a regular distribution build:
  488. </p>
  489. <ul>
  490. <li><tt>PREFIX</tt> overrides the installation path and should usually
  491. be set to <tt>/usr</tt>. Setting this also changes the module paths and
  492. the <tt>-rpath</tt> of the shared library.</li>
  493. <li><tt>DESTDIR</tt> is an absolute path which allows you to install
  494. to a shadow tree instead of the root tree of the build system.</li>
  495. <li>Have a look at the top-level <tt>Makefile</tt> and <tt>src/Makefile</tt>
  496. for additional variables to tweak. The following variables <em>may</em> be
  497. overridden, but it's <em>not</em> recommended, except for special needs
  498. like cross-builds:
  499. <tt>BUILDMODE, CC, HOST_CC, STATIC_CC, DYNAMIC_CC, CFLAGS, HOST_CFLAGS,
  500. TARGET_CFLAGS, LDFLAGS, HOST_LDFLAGS, TARGET_LDFLAGS, TARGET_SHLDFLAGS,
  501. TARGET_FLAGS, LIBS, HOST_LIBS, TARGET_LIBS, CROSS, HOST_SYS, TARGET_SYS
  502. </tt></li>
  503. </ul>
  504. <p>
  505. The build system has a special target for an amalgamated build, i.e.
  506. <tt>make amalg</tt>. This compiles the LuaJIT core as one huge C file
  507. and allows GCC to generate faster and shorter code. Alas, this requires
  508. lots of memory during the build. This may be a problem for some users,
  509. that's why it's not enabled by default. But it shouldn't be a problem for
  510. most build farms. It's recommended that binary distributions use this
  511. target for their LuaJIT builds.
  512. </p>
  513. <p>
  514. The tl;dr version of the above:
  515. </p>
  516. <pre class="code">
  517. make amalg PREFIX=/usr && \
  518. make install PREFIX=/usr DESTDIR=/tmp/buildroot
  519. </pre>
  520. <p>
  521. Finally, if you encounter any difficulties, please
  522. <a href="contact.html">contact me</a> first, instead of releasing a broken
  523. package onto unsuspecting users. Because they'll usually gonna complain
  524. to me (the upstream) and not you (the package maintainer), anyway.
  525. </p>
  526. <br class="flush">
  527. </div>
  528. <div id="foot">
  529. <hr class="hide">
  530. Copyright &copy; 2005-2011 Mike Pall
  531. <span class="noprint">
  532. &middot;
  533. <a href="contact.html">Contact</a>
  534. </span>
  535. </div>
  536. </body>
  537. </html>