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  42. <div id="site">
  43. <a href="http://luajit.org"><span>Lua<span id="logo">JIT</span></span></a>
  44. </div>
  45. <div id="head">
  46. <h1>Installation</h1>
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  49. <ul><li>
  50. <a href="luajit.html">LuaJIT</a>
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  83. </li></ul>
  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 system, CPU 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></td>
  106. <td class="compatos"><a href="#posix">OSX<br>10.3-10.6</a></td>
  107. <td class="compatos"><a href="#posix">*BSD, other</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">GCC 4.x</td>
  121. <td class="compatos compatno">&nbsp;</td>
  122. <td class="compatos">MSVC + SDK v7.0<br>WinSDK v7.0</td>
  123. </tr>
  124. <tr class="odd">
  125. <td class="compatcpu">PPC/e500v2</td>
  126. <td class="compatos">GCC 4.3+</td>
  127. <td class="compatos compatno">&nbsp;</td>
  128. <td class="compatos compatno">&nbsp;</td>
  129. <td class="compatos compatno">&nbsp;</td>
  130. </tr>
  131. </table>
  132. <h2>Configuring LuaJIT</h2>
  133. <p>
  134. The standard configuration should work fine for most installations.
  135. Usually there is no need to tweak the settings. The following files
  136. hold all user-configurable settings:
  137. </p>
  138. <ul>
  139. <li><tt>src/luaconf.h</tt> sets some configuration variables.</li>
  140. <li><tt>Makefile</tt> has settings for <b>installing</b> LuaJIT (POSIX
  141. only).</li>
  142. <li><tt>src/Makefile</tt> has settings for <b>compiling</b> LuaJIT
  143. under POSIX, MinGW or Cygwin.</li>
  144. <li><tt>src/msvcbuild.bat</tt> has settings for compiling LuaJIT with
  145. MSVC or WinSDK.</li>
  146. </ul>
  147. <p>
  148. Please read the instructions given in these files, before changing
  149. any settings.
  150. </p>
  151. <h2 id="posix">POSIX Systems (Linux, OSX, *BSD etc.)</h2>
  152. <h3>Prerequisites</h3>
  153. <p>
  154. Depending on your distribution, you may need to install a package for
  155. GCC, the development headers and/or a complete SDK. E.g. on a current
  156. Debian/Ubuntu, install <tt>libc6-dev</tt> with the package manager.
  157. </p>
  158. <p>
  159. Download the current source package of LuaJIT (pick the .tar.gz),
  160. if you haven't already done so. Move it to a directory of your choice,
  161. open a terminal window and change to this directory. Now unpack the archive
  162. and change to the newly created directory:
  163. </p>
  164. <pre class="code">
  165. tar zxf LuaJIT-2.0.0-beta6.tar.gz
  166. cd LuaJIT-2.0.0-beta6</pre>
  167. <h3>Building LuaJIT</h3>
  168. <p>
  169. The supplied Makefiles try to auto-detect the settings needed for your
  170. operating system and your compiler. They need to be run with GNU Make,
  171. which is probably the default on your system, anyway. Simply run:
  172. </p>
  173. <pre class="code">
  174. make
  175. </pre>
  176. <p>
  177. This always builds a native x86, x64 or PPC binary, depending on the host OS
  178. you're running this command on. Check the section on
  179. <a href="#cross">cross-compilation</a> for more options.
  180. </p>
  181. <p>
  182. By default, modules are only searched under the prefix <tt>/usr/local</tt>.
  183. You can add an extra prefix to the search paths by appending the
  184. <tt>PREFIX</tt> option, e.g.:
  185. </p>
  186. <pre class="code">
  187. make PREFIX=/home/myself/lj2
  188. </pre>
  189. <p>
  190. Note for OSX: <tt>MACOSX_DEPLOYMENT_TARGET</tt> is set to <tt>10.4</tt>
  191. in <tt>src/Makefile</tt>. Change it, if you want to build on an older version.
  192. </p>
  193. <h3>Installing LuaJIT</h3>
  194. <p>
  195. The top-level Makefile installs LuaJIT by default under
  196. <tt>/usr/local</tt>, i.e. the executable ends up in
  197. <tt>/usr/local/bin</tt> and so on. You need root privileges
  198. to write to this path. So, assuming sudo is installed on your system,
  199. run the following command and enter your sudo password:
  200. </p>
  201. <pre class="code">
  202. sudo make install
  203. </pre>
  204. <p>
  205. Otherwise specify the directory prefix as an absolute path, e.g.:
  206. </p>
  207. <pre class="code">
  208. make install PREFIX=/home/myself/lj2
  209. </pre>
  210. <p>
  211. Obviously the prefixes given during build and installation need to be the same.
  212. </p>
  213. <p style="color: #c00000;">
  214. Note: to avoid overwriting a previous version, the beta test releases
  215. only install the LuaJIT executable under the versioned name (i.e.
  216. <tt>luajit-2.0.0-beta6</tt>). You probably want to create a symlink
  217. for convenience, with a command like this:
  218. </p>
  219. <pre class="code" style="color: #c00000;">
  220. sudo ln -sf luajit-2.0.0-beta6&nbsp;/usr/local/bin/luajit
  221. </pre>
  222. <h2 id="windows">Windows Systems</h2>
  223. <h3>Prerequisites</h3>
  224. <p>
  225. Either install one of the open source SDKs
  226. (<a href="http://mingw.org/"><span class="ext">&raquo;</span>&nbsp;MinGW</a> or
  227. <a href="http://www.cygwin.com/"><span class="ext">&raquo;</span>&nbsp;Cygwin</a>), which come with a modified
  228. GCC plus the required development headers.
  229. </p>
  230. <p>
  231. Or install Microsoft's Visual C++ (MSVC). The freely downloadable
  232. <a href="http://www.microsoft.com/Express/VC/"><span class="ext">&raquo;</span>&nbsp;Express Edition</a>
  233. works just fine, but only contains an x86 compiler.
  234. </p>
  235. <p>
  236. The freely downloadable
  237. <a href="http://msdn.microsoft.com/en-us/windowsserver/bb980924.aspx"><span class="ext">&raquo;</span>&nbsp;Windows SDK</a>
  238. only comes with command line tools, but this is all you need to build LuaJIT.
  239. It contains x86 and x64 compilers.
  240. </p>
  241. <p>
  242. Next, download the source package and unpack it using an archive manager
  243. (e.g. the Windows Explorer) to a directory of your choice.
  244. </p>
  245. <h3>Building with MSVC</h3>
  246. <p>
  247. Open a "Visual Studio .NET Command Prompt", <tt>cd</tt> to the
  248. directory where you've unpacked the sources and run these commands:
  249. </p>
  250. <pre class="code">
  251. cd src
  252. msvcbuild
  253. </pre>
  254. <p>
  255. Then follow the installation instructions below.
  256. </p>
  257. <h3>Building with the Windows SDK</h3>
  258. <p>
  259. Open a "Windows SDK Command Shell" and select the x86 compiler:
  260. </p>
  261. <pre class="code">
  262. setenv /release /x86
  263. </pre>
  264. <p>
  265. Or select the x64 compiler:
  266. </p>
  267. <pre class="code">
  268. setenv /release /x64
  269. </pre>
  270. <p>
  271. Then <tt>cd</tt> to the directory where you've unpacked the sources
  272. and run these commands:
  273. </p>
  274. <pre class="code">
  275. cd src
  276. msvcbuild
  277. </pre>
  278. <p>
  279. Then follow the installation instructions below.
  280. </p>
  281. <h3>Building with MinGW or Cygwin</h3>
  282. <p>
  283. Open a command prompt window and make sure the MinGW or Cygwin programs
  284. are in your path. Then <tt>cd</tt> to the directory where
  285. you've unpacked the sources and run this command for MinGW:
  286. </p>
  287. <pre class="code">
  288. mingw32-make
  289. </pre>
  290. <p>
  291. Or this command for Cygwin:
  292. </p>
  293. <pre class="code">
  294. make
  295. </pre>
  296. <p>
  297. Then follow the installation instructions below.
  298. </p>
  299. <h3>Installing LuaJIT</h3>
  300. <p>
  301. Copy <tt>luajit.exe</tt> and <tt>lua51.dll</tt> (built in the <tt>src</tt>
  302. directory) to a newly created directory (any location is ok).
  303. Add <tt>lua</tt> and <tt>lua\jit</tt> directories below it and copy
  304. all Lua files from the <tt>lib</tt> directory of the distribution
  305. to the latter directory.
  306. </p>
  307. <p>
  308. There are no hardcoded
  309. absolute path names &mdash; all modules are loaded relative to the
  310. directory where <tt>luajit.exe</tt> is installed
  311. (see <tt>src/luaconf.h</tt>).
  312. </p>
  313. <h2 id="cross">Cross-compiling LuaJIT</h2>
  314. <p>
  315. The build system has limited support for cross-compilation. For details
  316. check the comments in <tt>src/Makefile</tt>. Here are some popular examples:
  317. </p>
  318. <p>
  319. You can cross-compile to a 32 bit binary on a multilib x64 OS by
  320. installing the multilib development packages (e.g. <tt>libc6-dev-i386</tt>
  321. on Debian/Ubuntu) and running:
  322. </p>
  323. <pre class="code">
  324. make CC="gcc -m32"
  325. </pre>
  326. <p>
  327. You can cross-compile for a Windows target on Debian/Ubuntu by
  328. installing the <tt>mingw32</tt> package and running:
  329. </p>
  330. <pre class="code">
  331. make HOST_CC="gcc -m32" CROSS=i586-mingw32msvc- TARGET_SYS=Windows
  332. </pre>
  333. <p>
  334. You can cross-compile for a PPC/e500v2 target on an x86 or x64 host system
  335. using a standard GNU cross-compile toolchain (Binutils, GCC, EGLIBC).
  336. The <tt>CROSS</tt> prefix may vary depending on the <tt>--target</tt>
  337. of the toolchain:
  338. </p>
  339. <pre class="code">
  340. make HOST_CC="gcc -m32" CROSS=powerpc-e500v2-linux-gnuspe- TARGET=ppcspe
  341. </pre>
  342. <h2 id="embed">Embedding LuaJIT</h2>
  343. <p>
  344. LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua
  345. into your application, you probably don't need to do anything to switch
  346. to LuaJIT, except link with a different library:
  347. </p>
  348. <ul>
  349. <li>It's strongly suggested to build LuaJIT separately using the supplied
  350. build system. Please do <em>not</em> attempt to integrate the individual
  351. source files into your build tree. You'll most likely get the internal build
  352. dependencies wrong or mess up the compiler flags. Treat LuaJIT like any
  353. other external library and link your application with either the dynamic
  354. or static library, depending on your needs.</li>
  355. <li>If you want to load C modules compiled for plain Lua
  356. with <tt>require()</tt>, you need to make sure the public symbols
  357. (e.g. <tt>lua_pushnumber</tt>) are exported, too:
  358. <ul><li>On POSIX systems you can either link to the shared library
  359. or link the static library into your application. In the latter case
  360. you'll need to export all public symbols from your main executable
  361. (e.g. <tt>-Wl,-E</tt> on Linux) and add the external dependencies
  362. (e.g. <tt>-lm -ldl</tt> on Linux).</li>
  363. <li>Since Windows symbols are bound to a specific DLL name, you need to
  364. link to the <tt>lua51.dll</tt> created by the LuaJIT build (do not rename
  365. the DLL). You may link LuaJIT statically on Windows only if you don't
  366. intend to load Lua/C modules at runtime.
  367. </li></ul>
  368. </li>
  369. <li>
  370. If you're building a 64 bit application on OSX which links directly or
  371. indirectly against LuaJIT, you need to link your main executable
  372. with these flags:
  373. <pre class="code">
  374. -pagezero_size 10000 -image_base 100000000
  375. </pre>
  376. Also, it's recommended to <tt>rebase</tt> all (self-compiled) shared libraries
  377. which are loaded at runtime on OSX/x64 (e.g. C extension modules for Lua).
  378. See: <tt>man rebase</tt>
  379. </li>
  380. </ul>
  381. <p>Additional hints for initializing LuaJIT using the C API functions:</p>
  382. <ul>
  383. <li>Here's a
  384. <a href="http://lua-users.org/wiki/SimpleLuaApiExample"><span class="ext">&raquo;</span>&nbsp;simple example</a>
  385. for embedding Lua or LuaJIT into your application.</li>
  386. <li>Make sure you use <tt>luaL_newstate</tt>. Avoid using
  387. <tt>lua_newstate</tt>, since this uses the (slower) default memory
  388. allocator from your system (no support for this on x64).</li>
  389. <li>Make sure you use <tt>luaL_openlibs</tt> and not the old Lua 5.0 style
  390. of calling <tt>luaopen_base</tt> etc. directly.</li>
  391. <li>To change or extend the list of standard libraries to load, copy
  392. <tt>src/lib_init.c</tt> to your project and modify it accordingly.
  393. Make sure the <tt>jit</tt> library is loaded or the JIT compiler
  394. will not be activated.</li>
  395. <li>The <tt>bit.*</tt> module for bitwise operations
  396. is already built-in. There's no need to statically link
  397. <a href="http://bitop.luajit.org/"><span class="ext">&raquo;</span>&nbsp;Lua BitOp</a> to your application.</li>
  398. </ul>
  399. <h2 id="distro">Hints for Distribution Maintainers</h2>
  400. <p>
  401. The LuaJIT build system has extra provisions for the needs of most
  402. POSIX-based distributions. If you're a package maintainer for
  403. a distribution, <em>please</em> make use of these features and
  404. avoid patching, subverting, autotoolizing or messing up the build system
  405. in unspeakable ways.
  406. </p>
  407. <p>
  408. There should be absolutely no need to patch <tt>luaconf.h</tt> or any
  409. of the Makefiles. And please do not hand-pick files for your packages &mdash;
  410. simply use whatever <tt>make install</tt> creates. There's a reason
  411. for all of the files <em>and</em> directories it creates.
  412. </p>
  413. <p>
  414. The build system uses GNU make and auto-detects most settings based on
  415. the host you're building it on. This should work fine for native builds,
  416. even when sandboxed. You may need to pass some of the following flags to
  417. <em>both</em> the <tt>make</tt> and the <tt>make install</tt> command lines
  418. for a regular distribution build:
  419. </p>
  420. <ul>
  421. <li><tt>PREFIX</tt> overrides the installation path and should usually
  422. be set to <tt>/usr</tt>. Setting this also changes the module paths and
  423. the <tt>-rpath</tt> of the shared library.</li>
  424. <li><tt>DESTDIR</tt> is an absolute path which allows you to install
  425. to a shadow tree instead of the root tree of the build system.</li>
  426. <li>Have a look at the top-level <tt>Makefile</tt> and <tt>src/Makefile</tt>
  427. for additional variables to tweak. The following variables <em>may</em> be
  428. overridden, but it's <em>not</em> recommended, except for special needs
  429. like cross-builds:
  430. <tt>BUILDMODE, CC, HOST_CC, STATIC_CC, DYNAMIC_CC, CFLAGS, HOST_CFLAGS,
  431. TARGET_CFLAGS, LDFLAGS, HOST_LDFLAGS, TARGET_LDFLAGS, TARGET_SHLDFLAGS,
  432. LIBS, HOST_LIBS, TARGET_LIBS, CROSS, HOST_SYS, TARGET_SYS</tt></li>
  433. </ul>
  434. <p>
  435. The build system has a special target for an amalgamated build, i.e.
  436. <tt>make amalg</tt>. This compiles the LuaJIT core as one huge C file
  437. and allows GCC to generate faster and shorter code. Alas, this requires
  438. lots of memory during the build. This may be a problem for some users,
  439. that's why it's not enabled by default. But it shouldn't be a problem for
  440. most build farms. It's recommended that binary distributions use this
  441. target for their LuaJIT builds.
  442. </p>
  443. <p>
  444. The tl;dr version of the above:
  445. </p>
  446. <pre class="code">
  447. make amalg PREFIX=/usr && \
  448. make install PREFIX=/usr DESTDIR=/tmp/buildroot
  449. </pre>
  450. <p>
  451. Finally, if you encounter any difficulties, please
  452. <a href="contact.html">contact me</a> first, instead of releasing a broken
  453. package onto unsuspecting users. Because they'll usually gonna complain
  454. to me (the upstream) and not you (the package maintainer), anyway.
  455. </p>
  456. <br class="flush">
  457. </div>
  458. <div id="foot">
  459. <hr class="hide">
  460. Copyright &copy; 2005-2011 Mike Pall
  461. <span class="noprint">
  462. &middot;
  463. <a href="contact.html">Contact</a>
  464. </span>
  465. </div>
  466. </body>
  467. </html>