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  4. <title>Installation</title>
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  41. <div id="site">
  42. <a href="http://luajit.org"><span>Lua<span id="logo">JIT</span></span></a>
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  44. <div id="head">
  45. <h1>Installation</h1>
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  87. </div>
  88. <div id="main">
  89. <p>
  90. LuaJIT is only distributed as a source package. This page explains
  91. how to build and install LuaJIT with different operating systems
  92. and C&nbsp;compilers.
  93. </p>
  94. <p>
  95. For the impatient (on POSIX systems):
  96. </p>
  97. <pre class="code">
  98. make &amp;&amp; sudo make install
  99. </pre>
  100. <p>
  101. LuaJIT currently builds out-of-the box on most systems.
  102. Here's the compatibility matrix for the supported combinations of
  103. operating systems, CPUs and compilers:
  104. </p>
  105. <table class="compat">
  106. <tr class="compathead">
  107. <td class="compatcpu">CPU / OS</td>
  108. <td class="compatos"><a href="#posix">Linux</a> or<br><a href="#android">Android</a></td>
  109. <td class="compatos"><a href="#posix">*BSD, Other</a></td>
  110. <td class="compatos"><a href="#posix">OSX 10.4+</a> or<br><a href="#ios">iOS 3.0+</a></td>
  111. <td class="compatos"><a href="#windows">Windows<br>XP/Vista/7</a></td>
  112. </tr>
  113. <tr class="odd separate">
  114. <td class="compatcpu">x86 (32 bit)</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">GCC 4.x<br>GCC 3.4</td>
  118. <td class="compatos">MSVC, MSVC/EE<br>WinSDK<br>MinGW, Cygwin</td>
  119. </tr>
  120. <tr class="even">
  121. <td class="compatcpu">x64 (64 bit)</td>
  122. <td class="compatos">GCC 4.x</td>
  123. <td class="compatos compatno">&nbsp;</td>
  124. <td class="compatos">GCC 4.x</td>
  125. <td class="compatos">MSVC + SDK v7.0<br>WinSDK v7.0</td>
  126. </tr>
  127. <tr class="odd">
  128. <td class="compatcpu"><a href="#cross2">ARMv5+<br>ARM9E+</a></td>
  129. <td class="compatos">GCC 4.2+</td>
  130. <td class="compatos">GCC 4.2+</td>
  131. <td class="compatos">GCC 4.2+</td>
  132. <td class="compatos compatno">&nbsp;</td>
  133. </tr>
  134. <tr class="even">
  135. <td class="compatcpu"><a href="#cross2">PPC</a></td>
  136. <td class="compatos">GCC 4.3+</td>
  137. <td class="compatos">GCC 4.3+<br>GCC 4.1 (<a href="#cross2">PS3</a>)</td>
  138. <td class="compatos compatno">&nbsp;</td>
  139. <td class="compatos compatno">&nbsp;</td>
  140. </tr>
  141. <tr class="odd">
  142. <td class="compatcpu"><a href="#cross2">PPC/e500v2</a></td>
  143. <td class="compatos">GCC 4.3+</td>
  144. <td class="compatos">GCC 4.3+</td>
  145. <td class="compatos compatno">&nbsp;</td>
  146. <td class="compatos compatno">&nbsp;</td>
  147. </tr>
  148. <tr class="even">
  149. <td class="compatcpu"><a href="#cross2">MIPS</a></td>
  150. <td class="compatos">GCC 4.3+</td>
  151. <td class="compatos">GCC 4.3+</td>
  152. <td class="compatos compatno">&nbsp;</td>
  153. <td class="compatos compatno">&nbsp;</td>
  154. </tr>
  155. </table>
  156. <h2>Configuring LuaJIT</h2>
  157. <p>
  158. The standard configuration should work fine for most installations.
  159. Usually there is no need to tweak the settings. The following files
  160. hold all user-configurable settings:
  161. </p>
  162. <ul>
  163. <li><tt>src/luaconf.h</tt> sets some configuration variables.</li>
  164. <li><tt>Makefile</tt> has settings for <b>installing</b> LuaJIT (POSIX
  165. only).</li>
  166. <li><tt>src/Makefile</tt> has settings for <b>compiling</b> LuaJIT
  167. under POSIX, MinGW or Cygwin.</li>
  168. <li><tt>src/msvcbuild.bat</tt> has settings for compiling LuaJIT with
  169. MSVC or WinSDK.</li>
  170. </ul>
  171. <p>
  172. Please read the instructions given in these files, before changing
  173. any settings.
  174. </p>
  175. <h2 id="posix">POSIX Systems (Linux, OSX, *BSD etc.)</h2>
  176. <h3>Prerequisites</h3>
  177. <p>
  178. Depending on your distribution, you may need to install a package for
  179. GCC, the development headers and/or a complete SDK. E.g. on a current
  180. Debian/Ubuntu, install <tt>libc6-dev</tt> with the package manager.
  181. </p>
  182. <p>
  183. Download the current source package of LuaJIT (pick the .tar.gz),
  184. if you haven't already done so. Move it to a directory of your choice,
  185. open a terminal window and change to this directory. Now unpack the archive
  186. and change to the newly created directory:
  187. </p>
  188. <pre class="code">
  189. tar zxf LuaJIT-2.0.0.tar.gz
  190. cd LuaJIT-2.0.0</pre>
  191. <h3>Building LuaJIT</h3>
  192. <p>
  193. The supplied Makefiles try to auto-detect the settings needed for your
  194. operating system and your compiler. They need to be run with GNU Make,
  195. which is probably the default on your system, anyway. Simply run:
  196. </p>
  197. <pre class="code">
  198. make
  199. </pre>
  200. <p>
  201. This always builds a native x86, x64 or PPC binary, depending on the host OS
  202. you're running this command on. Check the section on
  203. <a href="#cross">cross-compilation</a> for more options.
  204. </p>
  205. <p>
  206. By default, modules are only searched under the prefix <tt>/usr/local</tt>.
  207. You can add an extra prefix to the search paths by appending the
  208. <tt>PREFIX</tt> option, e.g.:
  209. </p>
  210. <pre class="code">
  211. make PREFIX=/home/myself/lj2
  212. </pre>
  213. <p>
  214. Note for OSX: if the <tt>MACOSX_DEPLOYMENT_TARGET</tt> environment
  215. variable is not set, then it's forced to <tt>10.4</tt>.
  216. </p>
  217. <h3>Installing LuaJIT</h3>
  218. <p>
  219. The top-level Makefile installs LuaJIT by default under
  220. <tt>/usr/local</tt>, i.e. the executable ends up in
  221. <tt>/usr/local/bin</tt> and so on. You need root privileges
  222. to write to this path. So, assuming sudo is installed on your system,
  223. run the following command and enter your sudo password:
  224. </p>
  225. <pre class="code">
  226. sudo make install
  227. </pre>
  228. <p>
  229. Otherwise specify the directory prefix as an absolute path, e.g.:
  230. </p>
  231. <pre class="code">
  232. make install PREFIX=/home/myself/lj2
  233. </pre>
  234. <p>
  235. Obviously the prefixes given during build and installation need to be the same.
  236. </p>
  237. <h2 id="windows">Windows Systems</h2>
  238. <h3>Prerequisites</h3>
  239. <p>
  240. Either install one of the open source SDKs
  241. (<a href="http://mingw.org/"><span class="ext">&raquo;</span>&nbsp;MinGW</a> or
  242. <a href="http://www.cygwin.com/"><span class="ext">&raquo;</span>&nbsp;Cygwin</a>), which come with a modified
  243. GCC plus the required development headers.
  244. </p>
  245. <p>
  246. Or install Microsoft's Visual C++ (MSVC). The freely downloadable
  247. <a href="http://www.microsoft.com/Express/VC/"><span class="ext">&raquo;</span>&nbsp;Express Edition</a>
  248. works just fine, but only contains an x86 compiler.
  249. </p>
  250. <p>
  251. The freely downloadable
  252. <a href="http://msdn.microsoft.com/en-us/windowsserver/bb980924.aspx"><span class="ext">&raquo;</span>&nbsp;Windows SDK</a>
  253. only comes with command line tools, but this is all you need to build LuaJIT.
  254. It contains x86 and x64 compilers.
  255. </p>
  256. <p>
  257. Next, download the source package and unpack it using an archive manager
  258. (e.g. the Windows Explorer) to a directory of your choice.
  259. </p>
  260. <h3>Building with MSVC</h3>
  261. <p>
  262. Open a "Visual Studio .NET Command Prompt", <tt>cd</tt> to the
  263. directory where you've unpacked the sources and run these commands:
  264. </p>
  265. <pre class="code">
  266. cd src
  267. msvcbuild
  268. </pre>
  269. <p>
  270. Then follow the installation instructions below.
  271. </p>
  272. <h3>Building with the Windows SDK</h3>
  273. <p>
  274. Open a "Windows SDK Command Shell" and select the x86 compiler:
  275. </p>
  276. <pre class="code">
  277. setenv /release /x86
  278. </pre>
  279. <p>
  280. Or select the x64 compiler:
  281. </p>
  282. <pre class="code">
  283. setenv /release /x64
  284. </pre>
  285. <p>
  286. Then <tt>cd</tt> to the directory where you've unpacked the sources
  287. and run these commands:
  288. </p>
  289. <pre class="code">
  290. cd src
  291. msvcbuild
  292. </pre>
  293. <p>
  294. Then follow the installation instructions below.
  295. </p>
  296. <h3>Building with MinGW or Cygwin</h3>
  297. <p>
  298. Open a command prompt window and make sure the MinGW or Cygwin programs
  299. are in your path. Then <tt>cd</tt> to the directory where
  300. you've unpacked the sources and run this command for MinGW:
  301. </p>
  302. <pre class="code">
  303. mingw32-make
  304. </pre>
  305. <p>
  306. Or this command for Cygwin:
  307. </p>
  308. <pre class="code">
  309. make
  310. </pre>
  311. <p>
  312. Then follow the installation instructions below.
  313. </p>
  314. <h3>Installing LuaJIT</h3>
  315. <p>
  316. Copy <tt>luajit.exe</tt> and <tt>lua51.dll</tt> (built in the <tt>src</tt>
  317. directory) to a newly created directory (any location is ok).
  318. Add <tt>lua</tt> and <tt>lua\jit</tt> directories below it and copy
  319. all Lua files from the <tt>src\jit</tt> directory of the distribution
  320. to the latter directory.
  321. </p>
  322. <p>
  323. There are no hardcoded
  324. absolute path names &mdash; all modules are loaded relative to the
  325. directory where <tt>luajit.exe</tt> is installed
  326. (see <tt>src/luaconf.h</tt>).
  327. </p>
  328. <h2 id="cross">Cross-compiling LuaJIT</h2>
  329. <p>
  330. The GNU Makefile-based build system allows cross-compiling on any host
  331. for any supported target, as long as both architectures have the same
  332. pointer size. If you want to cross-compile to any 32 bit target on an
  333. x64 OS, you need to install the multilib development package (e.g.
  334. <tt>libc6-dev-i386</tt> on Debian/Ubuntu) and build a 32 bit host part
  335. (<tt>HOST_CC="gcc -m32"</tt>).
  336. </p>
  337. <p>
  338. You need to specify <tt>TARGET_SYS</tt> whenever the host OS and the
  339. target OS differ, or you'll get assembler or linker errors. E.g. if
  340. you're compiling on a Windows or OSX host for embedded Linux or Android,
  341. you need to add <tt>TARGET_SYS=Linux</tt> to the examples below. For a
  342. minimal target OS, you may need to disable the built-in allocator in
  343. <tt>src/Makefile</tt> and use <tt>TARGET_SYS=Other</tt>. The examples
  344. below only show some popular targets &mdash; please check the comments
  345. in <tt>src/Makefile</tt> for more details.
  346. </p>
  347. <pre class="code">
  348. # Cross-compile to a 32 bit binary on a multilib x64 OS
  349. make CC="gcc -m32"
  350. # Cross-compile on Debian/Ubuntu for Windows (mingw32 package)
  351. make HOST_CC="gcc -m32" CROSS=i586-mingw32msvc- TARGET_SYS=Windows
  352. </pre>
  353. <p id="cross2">
  354. The <tt>CROSS</tt> prefix allows specifying a standard GNU cross-compile
  355. toolchain (Binutils, GCC and a matching libc). The prefix may vary
  356. depending on the <tt>--target</tt> the toolchain was built for (note the
  357. <tt>CROSS</tt> prefix has a trailing <tt>"-"</tt>). The examples below
  358. use the canonical toolchain triplets for Linux.
  359. </p>
  360. <p>
  361. Since there's often no easy way to detect CPU features at runtime, it's
  362. important to compile with the proper CPU or architecture settings. You
  363. can specify these when building the toolchain yourself. Or add
  364. <tt>-mcpu=...</tt> or <tt>-march=...</tt> to <tt>TARGET_CFLAGS</tt>. For
  365. ARM it's important to have the correct <tt>-mfloat-abi=...</tt> setting,
  366. too. Otherwise LuaJIT may not run at the full performance of your target
  367. CPU.
  368. </p>
  369. <pre class="code">
  370. # ARM soft-float
  371. make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
  372. TARGET_CFLAGS="-mfloat-abi=soft"
  373. # ARM soft-float ABI with VFP (example for Cortex-a8)
  374. make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
  375. TARGET_CFLAGS="-mcpu=cortex-a8 -mfloat-abi=softfp"
  376. # ARM hard-float ABI with VFP (armhf, requires recent toolchain)
  377. make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabihf-
  378. # PPC
  379. make HOST_CC="gcc -m32" CROSS=powerpc-linux-gnu-
  380. # PPC/e500v2 (fast interpreter only)
  381. make HOST_CC="gcc -m32" CROSS=powerpc-e500v2-linux-gnuspe-
  382. # PS3 (fast interpreter only)
  383. make HOST_CC="gcc -m32" CROSS=ppu-lv2-
  384. # MIPS big-endian
  385. make HOST_CC="gcc -m32" CROSS=mips-linux-
  386. # MIPS little-endian
  387. make HOST_CC="gcc -m32" CROSS=mipsel-linux-
  388. </pre>
  389. <p>
  390. 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">&raquo;</span>&nbsp;Android NDK</a>.
  391. The environment variables need to match the install locations and the
  392. desired target platform. E.g. Android&nbsp;4.0 corresponds to ABI level&nbsp;14.
  393. For details check the folder <tt>docs</tt> in the NDK directory.
  394. </p>
  395. <p>
  396. Only a few common variations for the different CPUs, ABIs and platforms
  397. are listed. Please use your own judgement for which combination you want
  398. to build/deploy or which lowest common denominator you want to pick:
  399. </p>
  400. <pre class="code">
  401. # Android/ARM, armeabi (ARMv5TE soft-float), Android 2.2+ (Froyo)
  402. NDK=/opt/android/ndk
  403. NDKABI=8
  404. NDKVER=$NDK/toolchains/arm-linux-androideabi-4.6
  405. NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi-
  406. NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
  407. make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
  408. # Android/ARM, armeabi-v7a (ARMv7 VFP), Android 4.0+ (ICS)
  409. NDK=/opt/android/ndk
  410. NDKABI=14
  411. NDKVER=$NDK/toolchains/arm-linux-androideabi-4.6
  412. NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi-
  413. NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
  414. NDKARCH="-march=armv7-a -mfloat-abi=softfp -Wl,--fix-cortex-a8"
  415. make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF $NDKARCH"
  416. # Android/MIPS, mips (MIPS32R1 hard-float), Android 4.0+ (ICS)
  417. NDK=/opt/android/ndk
  418. NDKABI=14
  419. NDKVER=$NDK/toolchains/mipsel-linux-android-4.6
  420. NDKP=$NDKVER/prebuilt/linux-x86/bin/mipsel-linux-android-
  421. NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-mips"
  422. make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
  423. # Android/x86, x86 (i686 SSE3), Android 4.0+ (ICS)
  424. NDK=/opt/android/ndk
  425. NDKABI=14
  426. NDKVER=$NDK/toolchains/x86-4.6
  427. NDKP=$NDKVER/prebuilt/linux-x86/bin/i686-linux-android-
  428. NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-x86"
  429. make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
  430. </pre>
  431. <p>
  432. 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>.
  433. The environment variables need to match the iOS SDK version:
  434. </p>
  435. <p style="font-size: 8pt;">
  436. Note: <b>the JIT compiler is disabled for iOS</b>, because regular iOS Apps
  437. are not allowed to generate code at runtime. You'll only get the performance
  438. of the LuaJIT interpreter on iOS. This is still faster than plain Lua, but
  439. much slower than the JIT compiler. Please complain to Apple, not me.
  440. Or use Android. :-p
  441. </p>
  442. <pre class="code">
  443. IXCODE=`xcode-select -print-path`
  444. ISDK=$IXCODE/Platforms/iPhoneOS.platform/Developer
  445. ISDKVER=iPhoneOS6.0.sdk
  446. ISDKP=$ISDK/usr/bin/
  447. ISDKF="-arch armv7 -isysroot $ISDK/SDKs/$ISDKVER"
  448. make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
  449. TARGET_SYS=iOS
  450. </pre>
  451. <h2 id="embed">Embedding LuaJIT</h2>
  452. <p>
  453. LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua
  454. into your application, you probably don't need to do anything to switch
  455. to LuaJIT, except link with a different library:
  456. </p>
  457. <ul>
  458. <li>It's strongly suggested to build LuaJIT separately using the supplied
  459. build system. Please do <em>not</em> attempt to integrate the individual
  460. source files into your build tree. You'll most likely get the internal build
  461. dependencies wrong or mess up the compiler flags. Treat LuaJIT like any
  462. other external library and link your application with either the dynamic
  463. or static library, depending on your needs.</li>
  464. <li>If you want to load C modules compiled for plain Lua
  465. with <tt>require()</tt>, you need to make sure the public symbols
  466. (e.g. <tt>lua_pushnumber</tt>) are exported, too:
  467. <ul><li>On POSIX systems you can either link to the shared library
  468. or link the static library into your application. In the latter case
  469. you'll need to export all public symbols from your main executable
  470. (e.g. <tt>-Wl,-E</tt> on Linux) and add the external dependencies
  471. (e.g. <tt>-lm -ldl</tt> on Linux).</li>
  472. <li>Since Windows symbols are bound to a specific DLL name, you need to
  473. link to the <tt>lua51.dll</tt> created by the LuaJIT build (do not rename
  474. the DLL). You may link LuaJIT statically on Windows only if you don't
  475. intend to load Lua/C modules at runtime.
  476. </li></ul>
  477. </li>
  478. <li>
  479. If you're building a 64 bit application on OSX which links directly or
  480. indirectly against LuaJIT, you need to link your main executable
  481. with these flags:
  482. <pre class="code">
  483. -pagezero_size 10000 -image_base 100000000
  484. </pre>
  485. Also, it's recommended to <tt>rebase</tt> all (self-compiled) shared libraries
  486. which are loaded at runtime on OSX/x64 (e.g. C extension modules for Lua).
  487. See: <tt>man rebase</tt>
  488. </li>
  489. </ul>
  490. <p>Additional hints for initializing LuaJIT using the C API functions:</p>
  491. <ul>
  492. <li>Here's a
  493. <a href="http://lua-users.org/wiki/SimpleLuaApiExample"><span class="ext">&raquo;</span>&nbsp;simple example</a>
  494. for embedding Lua or LuaJIT into your application.</li>
  495. <li>Make sure you use <tt>luaL_newstate</tt>. Avoid using
  496. <tt>lua_newstate</tt>, since this uses the (slower) default memory
  497. allocator from your system (no support for this on x64).</li>
  498. <li>Make sure you use <tt>luaL_openlibs</tt> and not the old Lua 5.0 style
  499. of calling <tt>luaopen_base</tt> etc. directly.</li>
  500. <li>To change or extend the list of standard libraries to load, copy
  501. <tt>src/lib_init.c</tt> to your project and modify it accordingly.
  502. Make sure the <tt>jit</tt> library is loaded or the JIT compiler
  503. will not be activated.</li>
  504. <li>The <tt>bit.*</tt> module for bitwise operations
  505. is already built-in. There's no need to statically link
  506. <a href="http://bitop.luajit.org/"><span class="ext">&raquo;</span>&nbsp;Lua BitOp</a> to your application.</li>
  507. </ul>
  508. <h2 id="distro">Hints for Distribution Maintainers</h2>
  509. <p>
  510. The LuaJIT build system has extra provisions for the needs of most
  511. POSIX-based distributions. If you're a package maintainer for
  512. a distribution, <em>please</em> make use of these features and
  513. avoid patching, subverting, autotoolizing or messing up the build system
  514. in unspeakable ways.
  515. </p>
  516. <p>
  517. There should be absolutely no need to patch <tt>luaconf.h</tt> or any
  518. of the Makefiles. And please do not hand-pick files for your packages &mdash;
  519. simply use whatever <tt>make install</tt> creates. There's a reason
  520. for all of the files <em>and</em> directories it creates.
  521. </p>
  522. <p>
  523. The build system uses GNU make and auto-detects most settings based on
  524. the host you're building it on. This should work fine for native builds,
  525. even when sandboxed. You may need to pass some of the following flags to
  526. <em>both</em> the <tt>make</tt> and the <tt>make install</tt> command lines
  527. for a regular distribution build:
  528. </p>
  529. <ul>
  530. <li><tt>PREFIX</tt> overrides the installation path and should usually
  531. be set to <tt>/usr</tt>. Setting this also changes the module paths and
  532. the <tt>-rpath</tt> of the shared library.</li>
  533. <li><tt>DESTDIR</tt> is an absolute path which allows you to install
  534. to a shadow tree instead of the root tree of the build system.</li>
  535. <li>Have a look at the top-level <tt>Makefile</tt> and <tt>src/Makefile</tt>
  536. for additional variables to tweak. The following variables <em>may</em> be
  537. overridden, but it's <em>not</em> recommended, except for special needs
  538. like cross-builds:
  539. <tt>BUILDMODE, CC, HOST_CC, STATIC_CC, DYNAMIC_CC, CFLAGS, HOST_CFLAGS,
  540. TARGET_CFLAGS, LDFLAGS, HOST_LDFLAGS, TARGET_LDFLAGS, TARGET_SHLDFLAGS,
  541. TARGET_FLAGS, LIBS, HOST_LIBS, TARGET_LIBS, CROSS, HOST_SYS, TARGET_SYS
  542. </tt></li>
  543. </ul>
  544. <p>
  545. The build system has a special target for an amalgamated build, i.e.
  546. <tt>make amalg</tt>. This compiles the LuaJIT core as one huge C file
  547. and allows GCC to generate faster and shorter code. Alas, this requires
  548. lots of memory during the build. This may be a problem for some users,
  549. that's why it's not enabled by default. But it shouldn't be a problem for
  550. most build farms. It's recommended that binary distributions use this
  551. target for their LuaJIT builds.
  552. </p>
  553. <p>
  554. The tl;dr version of the above:
  555. </p>
  556. <pre class="code">
  557. make amalg PREFIX=/usr && \
  558. make install PREFIX=/usr DESTDIR=/tmp/buildroot
  559. </pre>
  560. <p>
  561. Finally, if you encounter any difficulties, please
  562. <a href="contact.html">contact me</a> first, instead of releasing a broken
  563. package onto unsuspecting users. Because they'll usually gonna complain
  564. to me (the upstream) and not you (the package maintainer), anyway.
  565. </p>
  566. <br class="flush">
  567. </div>
  568. <div id="foot">
  569. <hr class="hide">
  570. Copyright &copy; 2005-2012 Mike Pall
  571. <span class="noprint">
  572. &middot;
  573. <a href="contact.html">Contact</a>
  574. </span>
  575. </div>
  576. </body>
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