Thanks to Anton Stenmark.
<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+<br>PSP2 (<a href="#psvita">PS VITA</a>)</td>
<td class="compatos">GCC 4.2+</td>
<td class="compatos compatno"> </td>
</tr>
make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
TARGET_SYS=iOS
</pre>
+
+<h3 id="consoles">Cross-compiling for consoles</h3>
<p>
-You can cross-compile for <b id="ps3">PS3</b> using the PS3 SDK from
-a Linux host or a Windows host (requires 32 bit MinGW (GCC) on the host,
-too). Due to restrictions on consoles, the JIT compiler is disabled and
-only the fast interpreter is built:
+Building LuaJIT for consoles requires both a supported host compiler
+(x86 or x64) and a cross-compiler (to PPC or ARM) from the official
+console SDK.
</p>
-<pre class="code">
-make HOST_CC="gcc -m32" CROSS=ppu-lv2-
-</pre>
<p>
-You can cross-compile for <b id="ps4">PS4</b> from a Windows host using
-the PS4 SDK (ORBIS) plus 64 bit MSVC. Due to restrictions on
-consoles, the JIT compiler is disabled and only the fast interpreter
-is built.
+Due to restrictions on consoles, the JIT compiler is disabled and only
+the fast interpreter is built. This is still faster than plain Lua,
+but much slower than the JIT compiler. The FFI is disabled, too, since
+it's not very useful in such an environment.
</p>
<p>
-Open a "Visual Studio .NET Command Prompt" (64 bit host compiler),
-<tt>cd</tt> to the directory where you've unpacked the sources and run
-the following commands. This builds a static library <tt>libluajit.a</tt>,
+The following commands build a static library <tt>libluajit.a</tt>,
which can be linked against your game, just like the Lua library.
</p>
+<p>
+To cross-compile for <b id="ps3">PS3</b> from a Linux host (requires
+32 bit GCC, i.e. multilib Linux/x64) or a Windows host (requires
+32 bit MinGW), run this command:
+</p>
+<pre class="code">
+make HOST_CC="gcc -m32" CROSS=ppu-lv2-
+</pre>
+<p>
+To cross-compile for <b id="ps4">PS4</b> from a Windows host,
+open a "Visual Studio .NET Command Prompt" (64 bit host compiler),
+<tt>cd</tt> to the directory where you've unpacked the sources and
+run the following commands:
+</p>
<pre class="code">
cd src
ps4build
</pre>
<p>
-You can cross-compile for <b id="xbox360">Xbox 360</b> using the
-Xbox 360 SDK (MSVC + XEDK). Due to restrictions on consoles, the
-JIT compiler is disabled and only the fast interpreter is built.
+To cross-compile for <b id="psvita">PS Vita</b> from a Windows host,
+open a "Visual Studio .NET Command Prompt" (32 bit host compiler),
+<tt>cd</tt> to the directory where you've unpacked the sources and
+run the following commands:
</p>
+<pre class="code">
+cd src
+psvitabuild
+</pre>
<p>
-Open a "Visual Studio .NET Command Prompt" (32 bit host compiler),
+To cross-compile for <b id="xbox360">Xbox 360</b> from a Windows host,
+open a "Visual Studio .NET Command Prompt" (32 bit host compiler),
<tt>cd</tt> to the directory where you've unpacked the sources and run
-the following commands. This builds a static library <tt>luajit20.lib</tt>,
-which can be linked against your game, just like the Lua library.
+the following commands:
</p>
<pre class="code">
cd src
table.os2 td {
color: #ffa040;
}
+table.os3 td {
+ color: #40ffff;
+}
table.compiler td {
color: #2080ff;
background: #62bf41;
<tr><td>Windows</td><td>Linux</td><td>BSD</td><td>OSX</td><td>POSIX</td></tr>
</table>
<table class="feature os os2">
-<tr><td><span style="font-size:90%;">Embedded</span></td><td>Android</td><td>iOS</td><td>PS3</td><td>PS4</td><td>Xbox 360</td></tr>
+<tr><td><span style="font-size:90%;">Embedded</span></td><td>Android</td><td>iOS</td></tr>
+</table>
+<table class="feature os os3">
+<tr><td>PS3</td><td>PS4</td><td>PS Vita</td><td>Xbox 360</td></tr>
</table>
<table class="feature compiler">
<tr><td>GCC</td><td>CLANG<br>LLVM</td><td>MSVC</td></tr>
fprintf(ctx->fp, "\n");
switch (ctx->mode) {
case BUILD_elfasm:
-#if !LJ_TARGET_PS3
+#if !(LJ_TARGET_PS3 || LJ_TARGET_PSVITA)
fprintf(ctx->fp, "\t.section .note.GNU-stack,\"\"," ELFASM_PX "progbits\n");
#endif
#if LJ_TARGET_PPCSPE
LJLIB_CF(io_tmpfile)
{
IOFileUD *iof = io_file_new(L);
-#if LJ_TARGET_PS3 || LJ_TARGET_PS4
+#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PSVITA
iof->fp = NULL; errno = ENOSYS;
#else
iof->fp = tmpfile();
*/
#include <errno.h>
-#include <locale.h>
#include <time.h>
#define lib_os_c
#include <stdio.h>
#endif
+#if !LJ_TARGET_PSVITA
+#include <locale.h>
+#endif
+
/* ------------------------------------------------------------------------ */
#define LJLIB_MODULE_os
LJLIB_CF(os_tmpname)
{
-#if LJ_TARGET_PS3 || LJ_TARGET_PS4
+#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PSVITA
lj_err_caller(L, LJ_ERR_OSUNIQF);
return 0;
#else
LJLIB_CF(os_setlocale)
{
+#if LJ_TARGET_PSVITA
+ lua_pushliteral(L, "C");
+#else
GCstr *s = lj_lib_optstr(L, 1);
const char *str = s ? strdata(s) : NULL;
int opt = lj_lib_checkopt(L, 2, 6,
else if (opt == 4) opt = LC_MONETARY;
else if (opt == 6) opt = LC_ALL;
lua_pushstring(L, setlocale(opt, str));
+#endif
return 1;
}
#define NULL ((void*)0)
#endif
+#ifdef __psp2__
+#define LJ_TARGET_PSVITA 1
+#define LJ_TARGET_CONSOLE 1
+#endif
+
#if _XBOX_VER >= 200
#define LJ_TARGET_XBOX360 1
#define LJ_TARGET_CONSOLE 1
#define bloomset(b, x) ((b) |= bloombit((x)))
#define bloomtest(b, x) ((b) & bloombit((x)))
-#if defined(__GNUC__)
+#if defined(__GNUC__) || defined(__psp2__)
#define LJ_NORET __attribute__((noreturn))
#define LJ_ALIGN(n) __attribute__((aligned(n)))
#define LJ_AINLINE inline __attribute__((always_inline))
#define LJ_NOINLINE __attribute__((noinline))
-#if defined(__ELF__) || defined(__MACH__)
+#if defined(__ELF__) || defined(__MACH__) || defined(__psp2__)
#if !((defined(__sun__) && defined(__svr4__)) || defined(__CELLOS_LV2__))
#define LJ_NOAPI extern __attribute__((visibility("hidden")))
#endif
#if defined(__arm__)
static LJ_AINLINE uint32_t lj_bswap(uint32_t x)
{
+#if defined(__psp2__)
+ return __builtin_rev(x);
+#else
uint32_t r;
#if __ARM_ARCH_6__ || __ARM_ARCH_6J__ || __ARM_ARCH_6T2__ || __ARM_ARCH_6Z__ ||\
__ARM_ARCH_6ZK__ || __ARM_ARCH_7__ || __ARM_ARCH_7A__ || __ARM_ARCH_7R__
#endif
return ((r & 0xff00ffffu) >> 8) ^ lj_ror(x, 8);
#endif
+#endif
}
static LJ_AINLINE uint64_t lj_bswap64(uint64_t x)
--- /dev/null
+@rem Script to build LuaJIT with the PS Vita SDK.\r
+@rem Donated to the public domain.\r
+@rem\r
+@rem Open a "Visual Studio .NET Command Prompt" (32 bit host compiler)\r
+@rem Then cd to this directory and run this script.\r
+\r
+@if not defined INCLUDE goto :FAIL\r
+@if not defined SCE_PSP2_SDK_DIR goto :FAIL\r
+\r
+@setlocal\r
+@rem ---- Host compiler ----\r
+@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /D_CRT_SECURE_NO_DEPRECATE\r
+@set LJLINK=link /nologo\r
+@set LJMT=mt /nologo\r
+@set DASMDIR=..\dynasm\r
+@set DASM=%DASMDIR%\dynasm.lua\r
+@set ALL_LIB=lib_base.c lib_math.c lib_bit.c lib_string.c lib_table.c lib_io.c lib_os.c lib_package.c lib_debug.c lib_jit.c lib_ffi.c\r
+\r
+%LJCOMPILE% host\minilua.c\r
+@if errorlevel 1 goto :BAD\r
+%LJLINK% /out:minilua.exe minilua.obj\r
+@if errorlevel 1 goto :BAD\r
+if exist minilua.exe.manifest^\r
+ %LJMT% -manifest minilua.exe.manifest -outputresource:minilua.exe\r
+\r
+@rem Check for 32 bit host compiler.\r
+@minilua\r
+@if errorlevel 8 goto :FAIL\r
+\r
+@set DASMFLAGS=-D FPU -D HFABI\r
+minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h vm_arm.dasc\r
+@if errorlevel 1 goto :BAD\r
+\r
+%LJCOMPILE% /I "." /I %DASMDIR% -DLUAJIT_TARGET=LUAJIT_ARCH_ARM -DLUAJIT_OS=LUAJIT_OS_OTHER -DLUAJIT_DISABLE_JIT -DLUAJIT_DISABLE_FFI -DLJ_TARGET_PSVITA=1 host\buildvm*.c\r
+@if errorlevel 1 goto :BAD\r
+%LJLINK% /out:buildvm.exe buildvm*.obj\r
+@if errorlevel 1 goto :BAD\r
+if exist buildvm.exe.manifest^\r
+ %LJMT% -manifest buildvm.exe.manifest -outputresource:buildvm.exe\r
+\r
+buildvm -m elfasm -o lj_vm.s\r
+@if errorlevel 1 goto :BAD\r
+buildvm -m bcdef -o lj_bcdef.h %ALL_LIB%\r
+@if errorlevel 1 goto :BAD\r
+buildvm -m ffdef -o lj_ffdef.h %ALL_LIB%\r
+@if errorlevel 1 goto :BAD\r
+buildvm -m libdef -o lj_libdef.h %ALL_LIB%\r
+@if errorlevel 1 goto :BAD\r
+buildvm -m recdef -o lj_recdef.h %ALL_LIB%\r
+@if errorlevel 1 goto :BAD\r
+buildvm -m vmdef -o jit\vmdef.lua %ALL_LIB%\r
+@if errorlevel 1 goto :BAD\r
+buildvm -m folddef -o lj_folddef.h lj_opt_fold.c\r
+@if errorlevel 1 goto :BAD\r
+\r
+@rem ---- Cross compiler ----\r
+@set LJCOMPILE="%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2snc" -c -w -DLUAJIT_DISABLE_FFI -DLUAJIT_USE_SYSMALLOC\r
+@set LJLIB="%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2ld32" -r --output=\r
+@set INCLUDE=""\r
+\r
+"%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2as" -o lj_vm.o lj_vm.s\r
+\r
+@if "%1" neq "debug" goto :NODEBUG\r
+@shift\r
+@set LJCOMPILE=%LJCOMPILE% -g -O0\r
+@set TARGETLIB=libluajitD.a\r
+goto :BUILD\r
+:NODEBUG\r
+@set LJCOMPILE=%LJCOMPILE% -O2\r
+@set TARGETLIB=libluajit.a\r
+:BUILD\r
+del %TARGETLIB%\r
+\r
+%LJCOMPILE% ljamalg.c\r
+@if errorlevel 1 goto :BAD\r
+%LJLIB%%TARGETLIB% ljamalg.o lj_vm.o\r
+@if errorlevel 1 goto :BAD\r
+\r
+@del *.o *.obj *.manifest minilua.exe buildvm.exe\r
+@echo.\r
+@echo === Successfully built LuaJIT for PS Vita ===\r
+\r
+@goto :END\r
+:BAD\r
+@echo.\r
+@echo *******************************************************\r
+@echo *** Build FAILED -- Please check the error messages ***\r
+@echo *******************************************************\a\r
+@goto :END\r
+:FAIL\r
+@echo To run this script you must open a "Visual Studio .NET Command Prompt"\r
+@echo (32 bit host compiler). The PS Vita SDK must be installed, too.\r
+:END\r