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- <div id="site">
- <a href="http://luajit.org"><span>Lua<span id="logo">JIT</span></span></a>
- </div>
- <div id="head">
- <h1>Installation</h1>
- </div>
- <div id="nav">
- <ul><li>
- <a href="luajit.html">LuaJIT</a>
- <ul><li>
- <a href="http://luajit.org/download.html">Download <span class="ext">»</span></a>
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- </li></ul>
- </div>
- <div id="main">
- <p>
- LuaJIT is only distributed as a source package. This page explains
- how to build and install LuaJIT with different operating systems
- and C compilers.
- </p>
- <p>
- For the impatient (on POSIX systems):
- </p>
- <pre class="code">
- make && sudo make install
- </pre>
- <p>
- LuaJIT currently builds out-of-the box on most systems.
- Here's the compatibility matrix for the supported combinations of
- operating systems, CPUs and compilers:
- </p>
- <table class="compat">
- <tr class="compathead">
- <td class="compatcpu">CPU / OS</td>
- <td class="compatos"><a href="#posix">Linux</a> or<br><a href="#android">Android</a></td>
- <td class="compatos"><a href="#posix">*BSD, Other</a></td>
- <td class="compatos"><a href="#posix">OSX 10.4+</a> or<br><a href="#ios">iOS 3.0+</a></td>
- <td class="compatos"><a href="#windows">Windows<br>XP/Vista/7</a></td>
- </tr>
- <tr class="odd separate">
- <td class="compatcpu">x86 (32 bit)</td>
- <td class="compatos">GCC 4.x<br>GCC 3.4</td>
- <td class="compatos">GCC 4.x<br>GCC 3.4</td>
- <td class="compatos">GCC 4.x<br>GCC 3.4</td>
- <td class="compatos">MSVC, MSVC/EE<br>WinSDK<br>MinGW, Cygwin</td>
- </tr>
- <tr class="even">
- <td class="compatcpu">x64 (64 bit)</td>
- <td class="compatos">GCC 4.x</td>
- <td class="compatos compatno"> </td>
- <td class="compatos">GCC 4.x</td>
- <td class="compatos">MSVC + SDK v7.0<br>WinSDK v7.0</td>
- </tr>
- <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+</td>
- <td class="compatos compatno"> </td>
- </tr>
- <tr class="even">
- <td class="compatcpu"><a href="#cross2">PPC</a></td>
- <td class="compatos">GCC 4.3+</td>
- <td class="compatos">GCC 4.3+<br>GCC 4.1 (<a href="#cross2">PS3</a>)</td>
- <td class="compatos compatno"> </td>
- <td class="compatos compatno"> </td>
- </tr>
- <tr class="odd">
- <td class="compatcpu"><a href="#cross2">PPC/e500v2</a></td>
- <td class="compatos">GCC 4.3+</td>
- <td class="compatos">GCC 4.3+</td>
- <td class="compatos compatno"> </td>
- <td class="compatos compatno"> </td>
- </tr>
- <tr class="even">
- <td class="compatcpu"><a href="#cross2">MIPS</a></td>
- <td class="compatos">GCC 4.3+</td>
- <td class="compatos">GCC 4.3+</td>
- <td class="compatos compatno"> </td>
- <td class="compatos compatno"> </td>
- </tr>
- </table>
- <h2>Configuring LuaJIT</h2>
- <p>
- The standard configuration should work fine for most installations.
- Usually there is no need to tweak the settings. The following files
- hold all user-configurable settings:
- </p>
- <ul>
- <li><tt>src/luaconf.h</tt> sets some configuration variables.</li>
- <li><tt>Makefile</tt> has settings for <b>installing</b> LuaJIT (POSIX
- only).</li>
- <li><tt>src/Makefile</tt> has settings for <b>compiling</b> LuaJIT
- under POSIX, MinGW or Cygwin.</li>
- <li><tt>src/msvcbuild.bat</tt> has settings for compiling LuaJIT with
- MSVC or WinSDK.</li>
- </ul>
- <p>
- Please read the instructions given in these files, before changing
- any settings.
- </p>
- <h2 id="posix">POSIX Systems (Linux, OSX, *BSD etc.)</h2>
- <h3>Prerequisites</h3>
- <p>
- Depending on your distribution, you may need to install a package for
- GCC, the development headers and/or a complete SDK. E.g. on a current
- Debian/Ubuntu, install <tt>libc6-dev</tt> with the package manager.
- </p>
- <p>
- Download the current source package of LuaJIT (pick the .tar.gz),
- if you haven't already done so. Move it to a directory of your choice,
- open a terminal window and change to this directory. Now unpack the archive
- and change to the newly created directory:
- </p>
- <pre class="code">
- tar zxf LuaJIT-2.0.0.tar.gz
- cd LuaJIT-2.0.0</pre>
- <h3>Building LuaJIT</h3>
- <p>
- The supplied Makefiles try to auto-detect the settings needed for your
- operating system and your compiler. They need to be run with GNU Make,
- which is probably the default on your system, anyway. Simply run:
- </p>
- <pre class="code">
- make
- </pre>
- <p>
- This always builds a native x86, x64 or PPC binary, depending on the host OS
- you're running this command on. Check the section on
- <a href="#cross">cross-compilation</a> for more options.
- </p>
- <p>
- By default, modules are only searched under the prefix <tt>/usr/local</tt>.
- You can add an extra prefix to the search paths by appending the
- <tt>PREFIX</tt> option, e.g.:
- </p>
- <pre class="code">
- make PREFIX=/home/myself/lj2
- </pre>
- <p>
- Note for OSX: if the <tt>MACOSX_DEPLOYMENT_TARGET</tt> environment
- variable is not set, then it's forced to <tt>10.4</tt>.
- </p>
- <h3>Installing LuaJIT</h3>
- <p>
- The top-level Makefile installs LuaJIT by default under
- <tt>/usr/local</tt>, i.e. the executable ends up in
- <tt>/usr/local/bin</tt> and so on. You need root privileges
- to write to this path. So, assuming sudo is installed on your system,
- run the following command and enter your sudo password:
- </p>
- <pre class="code">
- sudo make install
- </pre>
- <p>
- Otherwise specify the directory prefix as an absolute path, e.g.:
- </p>
- <pre class="code">
- make install PREFIX=/home/myself/lj2
- </pre>
- <p>
- Obviously the prefixes given during build and installation need to be the same.
- </p>
- <h2 id="windows">Windows Systems</h2>
- <h3>Prerequisites</h3>
- <p>
- Either install one of the open source SDKs
- (<a href="http://mingw.org/"><span class="ext">»</span> MinGW</a> or
- <a href="http://www.cygwin.com/"><span class="ext">»</span> Cygwin</a>), which come with a modified
- GCC plus the required development headers.
- </p>
- <p>
- Or install Microsoft's Visual C++ (MSVC). The freely downloadable
- <a href="http://www.microsoft.com/Express/VC/"><span class="ext">»</span> Express Edition</a>
- works just fine, but only contains an x86 compiler.
- </p>
- <p>
- The freely downloadable
- <a href="http://msdn.microsoft.com/en-us/windowsserver/bb980924.aspx"><span class="ext">»</span> Windows SDK</a>
- only comes with command line tools, but this is all you need to build LuaJIT.
- It contains x86 and x64 compilers.
- </p>
- <p>
- Next, download the source package and unpack it using an archive manager
- (e.g. the Windows Explorer) to a directory of your choice.
- </p>
- <h3>Building with MSVC</h3>
- <p>
- Open a "Visual Studio .NET Command Prompt", <tt>cd</tt> to the
- directory where you've unpacked the sources and run these commands:
- </p>
- <pre class="code">
- cd src
- msvcbuild
- </pre>
- <p>
- Then follow the installation instructions below.
- </p>
- <h3>Building with the Windows SDK</h3>
- <p>
- Open a "Windows SDK Command Shell" and select the x86 compiler:
- </p>
- <pre class="code">
- setenv /release /x86
- </pre>
- <p>
- Or select the x64 compiler:
- </p>
- <pre class="code">
- setenv /release /x64
- </pre>
- <p>
- Then <tt>cd</tt> to the directory where you've unpacked the sources
- and run these commands:
- </p>
- <pre class="code">
- cd src
- msvcbuild
- </pre>
- <p>
- Then follow the installation instructions below.
- </p>
- <h3>Building with MinGW or Cygwin</h3>
- <p>
- Open a command prompt window and make sure the MinGW or Cygwin programs
- are in your path. Then <tt>cd</tt> to the directory where
- you've unpacked the sources and run this command for MinGW:
- </p>
- <pre class="code">
- mingw32-make
- </pre>
- <p>
- Or this command for Cygwin:
- </p>
- <pre class="code">
- make
- </pre>
- <p>
- Then follow the installation instructions below.
- </p>
- <h3>Installing LuaJIT</h3>
- <p>
- Copy <tt>luajit.exe</tt> and <tt>lua51.dll</tt> (built in the <tt>src</tt>
- directory) to a newly created directory (any location is ok).
- Add <tt>lua</tt> and <tt>lua\jit</tt> directories below it and copy
- all Lua files from the <tt>src\jit</tt> directory of the distribution
- to the latter directory.
- </p>
- <p>
- There are no hardcoded
- absolute path names — all modules are loaded relative to the
- directory where <tt>luajit.exe</tt> is installed
- (see <tt>src/luaconf.h</tt>).
- </p>
- <h2 id="cross">Cross-compiling LuaJIT</h2>
- <p>
- The GNU Makefile-based build system allows cross-compiling on any host
- for any supported target, as long as both architectures have the same
- pointer size. If you want to cross-compile to any 32 bit target on an
- x64 OS, you need to install the multilib development package (e.g.
- <tt>libc6-dev-i386</tt> on Debian/Ubuntu) and build a 32 bit host part
- (<tt>HOST_CC="gcc -m32"</tt>).
- </p>
- <p>
- You need to specify <tt>TARGET_SYS</tt> whenever the host OS and the
- target OS differ, or you'll get assembler or linker errors. E.g. if
- you're compiling on a Windows or OSX host for embedded Linux or Android,
- you need to add <tt>TARGET_SYS=Linux</tt> to the examples below. For a
- minimal target OS, you may need to disable the built-in allocator in
- <tt>src/Makefile</tt> and use <tt>TARGET_SYS=Other</tt>. The examples
- below only show some popular targets — please check the comments
- in <tt>src/Makefile</tt> for more details.
- </p>
- <pre class="code">
- # Cross-compile to a 32 bit binary on a multilib x64 OS
- make CC="gcc -m32"
- # Cross-compile on Debian/Ubuntu for Windows (mingw32 package)
- make HOST_CC="gcc -m32" CROSS=i586-mingw32msvc- TARGET_SYS=Windows
- </pre>
- <p id="cross2">
- The <tt>CROSS</tt> prefix allows specifying a standard GNU cross-compile
- toolchain (Binutils, GCC and a matching libc). The prefix may vary
- depending on the <tt>--target</tt> the toolchain was built for (note the
- <tt>CROSS</tt> prefix has a trailing <tt>"-"</tt>). The examples below
- use the canonical toolchain triplets for Linux.
- </p>
- <p>
- Since there's often no easy way to detect CPU features at runtime, it's
- important to compile with the proper CPU or architecture settings. You
- can specify these when building the toolchain yourself. Or add
- <tt>-mcpu=...</tt> or <tt>-march=...</tt> to <tt>TARGET_CFLAGS</tt>. For
- ARM it's important to have the correct <tt>-mfloat-abi=...</tt> setting,
- too. Otherwise LuaJIT may not run at the full performance of your target
- CPU.
- </p>
- <pre class="code">
- # ARM soft-float
- make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
- TARGET_CFLAGS="-mfloat-abi=soft"
- # ARM soft-float ABI with VFP (example for Cortex-a8)
- make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
- TARGET_CFLAGS="-mcpu=cortex-a8 -mfloat-abi=softfp"
- # ARM hard-float ABI with VFP (armhf, requires recent toolchain)
- make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabihf-
- # PPC
- make HOST_CC="gcc -m32" CROSS=powerpc-linux-gnu-
- # PPC/e500v2 (fast interpreter only)
- make HOST_CC="gcc -m32" CROSS=powerpc-e500v2-linux-gnuspe-
- # PS3 (fast interpreter only)
- make HOST_CC="gcc -m32" CROSS=ppu-lv2-
- # MIPS big-endian
- make HOST_CC="gcc -m32" CROSS=mips-linux-
- # MIPS little-endian
- make HOST_CC="gcc -m32" CROSS=mipsel-linux-
- </pre>
- <p>
- You can cross-compile for <b id="android">Android</b> using the <a href="http://developer.android.com/sdk/ndk/index.html"><span class="ext">»</span> Android NDK</a>.
- The environment variables need to match the install locations and the
- desired target platform. E.g. Android 4.0 corresponds to ABI level 14.
- For details check the folder <tt>docs</tt> in the NDK directory.
- </p>
- <p>
- Only a few common variations for the different CPUs, ABIs and platforms
- are listed. Please use your own judgement for which combination you want
- to build/deploy or which lowest common denominator you want to pick:
- </p>
- <pre class="code">
- # Android/ARM, armeabi (ARMv5TE soft-float), Android 2.2+ (Froyo)
- NDK=/opt/android/ndk
- NDKABI=8
- NDKVER=$NDK/toolchains/arm-linux-androideabi-4.6
- NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi-
- NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
- make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
- # Android/ARM, armeabi-v7a (ARMv7 VFP), Android 4.0+ (ICS)
- NDK=/opt/android/ndk
- NDKABI=14
- NDKVER=$NDK/toolchains/arm-linux-androideabi-4.6
- NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi-
- NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
- NDKARCH="-march=armv7-a -mfloat-abi=softfp -Wl,--fix-cortex-a8"
- make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF $NDKARCH"
- # Android/MIPS, mips (MIPS32R1 hard-float), Android 4.0+ (ICS)
- NDK=/opt/android/ndk
- NDKABI=14
- NDKVER=$NDK/toolchains/mipsel-linux-android-4.6
- NDKP=$NDKVER/prebuilt/linux-x86/bin/mipsel-linux-android-
- NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-mips"
- make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
- # Android/x86, x86 (i686 SSE3), Android 4.0+ (ICS)
- NDK=/opt/android/ndk
- NDKABI=14
- NDKVER=$NDK/toolchains/x86-4.6
- NDKP=$NDKVER/prebuilt/linux-x86/bin/i686-linux-android-
- NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-x86"
- make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
- </pre>
- <p>
- 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">»</span> iOS SDK</a>.
- The environment variables need to match the iOS SDK version:
- </p>
- <p style="font-size: 8pt;">
- Note: <b>the JIT compiler is disabled for iOS</b>, because regular iOS Apps
- are not allowed to generate code at runtime. You'll only get the performance
- of the LuaJIT interpreter on iOS. This is still faster than plain Lua, but
- much slower than the JIT compiler. Please complain to Apple, not me.
- Or use Android. :-p
- </p>
- <pre class="code">
- IXCODE=`xcode-select -print-path`
- ISDK=$IXCODE/Platforms/iPhoneOS.platform/Developer
- ISDKVER=iPhoneOS6.0.sdk
- ISDKP=$ISDK/usr/bin/
- ISDKF="-arch armv7 -isysroot $ISDK/SDKs/$ISDKVER"
- make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
- TARGET_SYS=iOS
- </pre>
- <h2 id="embed">Embedding LuaJIT</h2>
- <p>
- LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua
- into your application, you probably don't need to do anything to switch
- to LuaJIT, except link with a different library:
- </p>
- <ul>
- <li>It's strongly suggested to build LuaJIT separately using the supplied
- build system. Please do <em>not</em> attempt to integrate the individual
- source files into your build tree. You'll most likely get the internal build
- dependencies wrong or mess up the compiler flags. Treat LuaJIT like any
- other external library and link your application with either the dynamic
- or static library, depending on your needs.</li>
- <li>If you want to load C modules compiled for plain Lua
- with <tt>require()</tt>, you need to make sure the public symbols
- (e.g. <tt>lua_pushnumber</tt>) are exported, too:
- <ul><li>On POSIX systems you can either link to the shared library
- or link the static library into your application. In the latter case
- you'll need to export all public symbols from your main executable
- (e.g. <tt>-Wl,-E</tt> on Linux) and add the external dependencies
- (e.g. <tt>-lm -ldl</tt> on Linux).</li>
- <li>Since Windows symbols are bound to a specific DLL name, you need to
- link to the <tt>lua51.dll</tt> created by the LuaJIT build (do not rename
- the DLL). You may link LuaJIT statically on Windows only if you don't
- intend to load Lua/C modules at runtime.
- </li></ul>
- </li>
- <li>
- If you're building a 64 bit application on OSX which links directly or
- indirectly against LuaJIT, you need to link your main executable
- with these flags:
- <pre class="code">
- -pagezero_size 10000 -image_base 100000000
- </pre>
- Also, it's recommended to <tt>rebase</tt> all (self-compiled) shared libraries
- which are loaded at runtime on OSX/x64 (e.g. C extension modules for Lua).
- See: <tt>man rebase</tt>
- </li>
- </ul>
- <p>Additional hints for initializing LuaJIT using the C API functions:</p>
- <ul>
- <li>Here's a
- <a href="http://lua-users.org/wiki/SimpleLuaApiExample"><span class="ext">»</span> simple example</a>
- for embedding Lua or LuaJIT into your application.</li>
- <li>Make sure you use <tt>luaL_newstate</tt>. Avoid using
- <tt>lua_newstate</tt>, since this uses the (slower) default memory
- allocator from your system (no support for this on x64).</li>
- <li>Make sure you use <tt>luaL_openlibs</tt> and not the old Lua 5.0 style
- of calling <tt>luaopen_base</tt> etc. directly.</li>
- <li>To change or extend the list of standard libraries to load, copy
- <tt>src/lib_init.c</tt> to your project and modify it accordingly.
- Make sure the <tt>jit</tt> library is loaded or the JIT compiler
- will not be activated.</li>
- <li>The <tt>bit.*</tt> module for bitwise operations
- is already built-in. There's no need to statically link
- <a href="http://bitop.luajit.org/"><span class="ext">»</span> Lua BitOp</a> to your application.</li>
- </ul>
- <h2 id="distro">Hints for Distribution Maintainers</h2>
- <p>
- The LuaJIT build system has extra provisions for the needs of most
- POSIX-based distributions. If you're a package maintainer for
- a distribution, <em>please</em> make use of these features and
- avoid patching, subverting, autotoolizing or messing up the build system
- in unspeakable ways.
- </p>
- <p>
- There should be absolutely no need to patch <tt>luaconf.h</tt> or any
- of the Makefiles. And please do not hand-pick files for your packages —
- simply use whatever <tt>make install</tt> creates. There's a reason
- for all of the files <em>and</em> directories it creates.
- </p>
- <p>
- The build system uses GNU make and auto-detects most settings based on
- the host you're building it on. This should work fine for native builds,
- even when sandboxed. You may need to pass some of the following flags to
- <em>both</em> the <tt>make</tt> and the <tt>make install</tt> command lines
- for a regular distribution build:
- </p>
- <ul>
- <li><tt>PREFIX</tt> overrides the installation path and should usually
- be set to <tt>/usr</tt>. Setting this also changes the module paths and
- the <tt>-rpath</tt> of the shared library.</li>
- <li><tt>DESTDIR</tt> is an absolute path which allows you to install
- to a shadow tree instead of the root tree of the build system.</li>
- <li>Have a look at the top-level <tt>Makefile</tt> and <tt>src/Makefile</tt>
- for additional variables to tweak. The following variables <em>may</em> be
- overridden, but it's <em>not</em> recommended, except for special needs
- like cross-builds:
- <tt>BUILDMODE, CC, HOST_CC, STATIC_CC, DYNAMIC_CC, CFLAGS, HOST_CFLAGS,
- TARGET_CFLAGS, LDFLAGS, HOST_LDFLAGS, TARGET_LDFLAGS, TARGET_SHLDFLAGS,
- TARGET_FLAGS, LIBS, HOST_LIBS, TARGET_LIBS, CROSS, HOST_SYS, TARGET_SYS
- </tt></li>
- </ul>
- <p>
- The build system has a special target for an amalgamated build, i.e.
- <tt>make amalg</tt>. This compiles the LuaJIT core as one huge C file
- and allows GCC to generate faster and shorter code. Alas, this requires
- lots of memory during the build. This may be a problem for some users,
- that's why it's not enabled by default. But it shouldn't be a problem for
- most build farms. It's recommended that binary distributions use this
- target for their LuaJIT builds.
- </p>
- <p>
- The tl;dr version of the above:
- </p>
- <pre class="code">
- make amalg PREFIX=/usr && \
- make install PREFIX=/usr DESTDIR=/tmp/buildroot
- </pre>
- <p>
- Finally, if you encounter any difficulties, please
- <a href="contact.html">contact me</a> first, instead of releasing a broken
- package onto unsuspecting users. Because they'll usually gonna complain
- to me (the upstream) and not you (the package maintainer), anyway.
- </p>
- <br class="flush">
- </div>
- <div id="foot">
- <hr class="hide">
- Copyright © 2005-2012 Mike Pall
- <span class="noprint">
- ·
- <a href="contact.html">Contact</a>
- </span>
- </div>
- </body>
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