From bd3fe0cac583739bc0d7c4b5c8f301bb350abca0 Mon Sep 17 00:00:00 2001 From: Andy Belle-Isle Date: Fri, 30 Aug 2019 00:19:31 -0400 Subject: Renamed lib to deps so github will ignore it for language stats --- lib/LuaJIT/doc/install.html | 691 -------------------------------------------- 1 file changed, 691 deletions(-) delete mode 100644 lib/LuaJIT/doc/install.html (limited to 'lib/LuaJIT/doc/install.html') diff --git a/lib/LuaJIT/doc/install.html b/lib/LuaJIT/doc/install.html deleted file mode 100644 index 8085573..0000000 --- a/lib/LuaJIT/doc/install.html +++ /dev/null @@ -1,691 +0,0 @@ - - - -Installation - - - - - - - - -
-Lua -
- - -
-

-LuaJIT is only distributed as a source package. This page explains -how to build and install LuaJIT with different operating systems -and C compilers. -

-

-For the impatient (on POSIX systems): -

-
-make && sudo make install
-
-

-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: -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CPU / OSLinux or
Android
*BSD, OtherOSX 10.4+ or
iOS 3.0+
Windows
XP/Vista/7
x86 (32 bit)GCC 4.2+GCC 4.2+XCode 5.0+
Clang
MSVC, MSVC/EE
WinSDK
MinGW, Cygwin
x64 (64 bit)GCC 4.2+GCC 4.2+
ORBIS (PS4)
XCode 5.0+
Clang
MSVC + SDK v7.0
WinSDK v7.0
Durango (Xbox One)
ARMv5+
ARM9E+
GCC 4.2+GCC 4.2+
PSP2 (PS VITA)
XCode 5.0+
Clang
 
ARM64GCC 4.8+ XCode 6.0+
Clang 3.5+
 
PPCGCC 4.3+GCC 4.3+
GCC 4.1 (PS3)
 XEDK (Xbox 360)
MIPS32
MIPS64
GCC 4.3+GCC 4.3+  
- -

Configuring LuaJIT

-

-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: -

- -

-Please read the instructions given in these files, before changing -any settings. -

-

-LuaJIT on x64 currently uses 32 bit GC objects by default. -LJ_GC64 mode may be explicitly enabled: -add XCFLAGS=-DLUAJIT_ENABLE_GC64 to the make command or run -msvcbuild gc64 for MSVC/WinSDK. Please check the note -about the bytecode format -differences, too. -

- -

POSIX Systems (Linux, OSX, *BSD etc.)

-

Prerequisites

-

-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 libc6-dev with the package manager. -

-

-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: -

-
-tar zxf LuaJIT-2.0.5.tar.gz
-cd LuaJIT-2.0.5
-

Building LuaJIT

-

-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: -

-
-make
-
-

-This always builds a native binary, depending on the host OS -you're running this command on. Check the section on -cross-compilation for more options. -

-

-By default, modules are only searched under the prefix /usr/local. -You can add an extra prefix to the search paths by appending the -PREFIX option, e.g.: -

-
-make PREFIX=/home/myself/lj2
-
-

-Note for OSX: if the MACOSX_DEPLOYMENT_TARGET environment -variable is not set, then it's forced to 10.4. -

-

Installing LuaJIT

-

-The top-level Makefile installs LuaJIT by default under -/usr/local, i.e. the executable ends up in -/usr/local/bin 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: -

-
-sudo make install
-
-

-Otherwise specify the directory prefix as an absolute path, e.g.: -

-
-make install PREFIX=/home/myself/lj2
-
-

-Obviously the prefixes given during build and installation need to be the same. -

- -

Windows Systems

-

Prerequisites

-

-Either install one of the open source SDKs -(» MinGW or -» Cygwin), which come with a modified -GCC plus the required development headers. -

-

-Or install Microsoft's Visual C++ (MSVC). The freely downloadable -» Express Edition -works just fine, but only contains an x86 compiler. -

-

-The freely downloadable -» Windows SDK -only comes with command line tools, but this is all you need to build LuaJIT. -It contains x86 and x64 compilers. -

-

-Next, download the source package and unpack it using an archive manager -(e.g. the Windows Explorer) to a directory of your choice. -

-

Building with MSVC

-

-Open a "Visual Studio .NET Command Prompt", cd to the -directory where you've unpacked the sources and run these commands: -

-
-cd src
-msvcbuild
-
-

-Then follow the installation instructions below. -

-

Building with the Windows SDK

-

-Open a "Windows SDK Command Shell" and select the x86 compiler: -

-
-setenv /release /x86
-
-

-Or select the x64 compiler: -

-
-setenv /release /x64
-
-

-Then cd to the directory where you've unpacked the sources -and run these commands: -

-
-cd src
-msvcbuild
-
-

-Then follow the installation instructions below. -

-

Building with MinGW or Cygwin

-

-Open a command prompt window and make sure the MinGW or Cygwin programs -are in your path. Then cd to the directory where -you've unpacked the sources and run this command for MinGW: -

-
-mingw32-make
-
-

-Or this command for Cygwin: -

-
-make
-
-

-Then follow the installation instructions below. -

-

Installing LuaJIT

-

-Copy luajit.exe and lua51.dll (built in the src -directory) to a newly created directory (any location is ok). -Add lua and lua\jit directories below it and copy -all Lua files from the src\jit directory of the distribution -to the latter directory. -

-

-There are no hardcoded -absolute path names — all modules are loaded relative to the -directory where luajit.exe is installed -(see src/luaconf.h). -

- -

Cross-compiling LuaJIT

-

-First, let's clear up some terminology: -

- -

-The GNU Makefile-based build system allows cross-compiling on any host -for any supported target: -

- -

-You need to specify TARGET_SYS whenever the host OS and the -target OS differ, or you'll get assembler or linker errors: -

- -

-Here are some examples where host and target have the same CPU: -

-
-# 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
-
-

-The CROSS prefix allows specifying a standard GNU cross-compile -toolchain (Binutils, GCC and a matching libc). The prefix may vary -depending on the --target the toolchain was built for (note the -CROSS prefix has a trailing "-"). The examples below -use the canonical toolchain triplets for Linux. -

-

-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: - -

-

-Here are some examples for targets with a different CPU than the host: -

-
-# 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-A9)
-make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
-     TARGET_CFLAGS="-mcpu=cortex-a9 -mfloat-abi=softfp"
-
-# ARM hard-float ABI with VFP (armhf, most modern toolchains)
-make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabihf-
-
-# ARM64
-make CROSS=aarch64-linux-
-
-# PPC
-make HOST_CC="gcc -m32" CROSS=powerpc-linux-gnu-
-
-# MIPS32 big-endian
-make HOST_CC="gcc -m32" CROSS=mips-linux-
-# MIPS32 little-endian
-make HOST_CC="gcc -m32" CROSS=mipsel-linux-
-
-# MIPS64 big-endian
-make CROSS=mips-linux- TARGET_CFLAGS="-mips64r2 -mabi=64"
-# MIPS64 little-endian
-make CROSS=mipsel-linux- TARGET_CFLAGS="-mips64r2 -mabi=64"
-
-

-You can cross-compile for Android using the Android NDK. -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 docs in the NDK directory. -

-

-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: -

-
-# Android/ARM, armeabi (ARMv5TE soft-float), Android 2.2+ (Froyo)
-NDK=/opt/android/ndk
-NDKABI=8
-NDKVER=$NDK/toolchains/arm-linux-androideabi-4.9
-NDKP=$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=$NDK/toolchains/arm-linux-androideabi-4.9
-NDKP=$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 $NDKARCH"
-
-# Android/MIPS, mipsel (MIPS32R1 hard-float), Android 4.0+ (ICS)
-NDK=/opt/android/ndk
-NDKABI=14
-NDKVER=$NDK/toolchains/mipsel-linux-android-4.9
-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=$NDK/toolchains/x86-4.9
-NDKP=$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"
-
-

-You can cross-compile for iOS 3.0+ (iPhone/iPad) using the » iOS SDK: -

-

-Note: the JIT compiler is disabled for iOS, 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 -

-
-# iOS/ARM (32 bit)
-ISDKP=$(xcrun --sdk iphoneos --show-sdk-path)
-ICC=$(xcrun --sdk iphoneos --find clang)
-ISDKF="-arch armv7 -isysroot $ISDKP"
-make DEFAULT_CC=clang HOST_CC="clang -m32 -arch i386" \
-     CROSS="$(dirname $ICC)/" TARGET_FLAGS="$ISDKF" TARGET_SYS=iOS
-
-# iOS/ARM64
-ISDKP=$(xcrun --sdk iphoneos --show-sdk-path)
-ICC=$(xcrun --sdk iphoneos --find clang)
-ISDKF="-arch arm64 -isysroot $ISDKP"
-make DEFAULT_CC=clang CROSS="$(dirname $ICC)/" \
-     TARGET_FLAGS="$ISDKF" TARGET_SYS=iOS
-
- -

Cross-compiling for consoles

-

-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. -

-

-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. -

-

-The following commands build a static library libluajit.a, -which can be linked against your game, just like the Lua library. -

-

-To cross-compile for PS3 from a Linux host (requires -32 bit GCC, i.e. multilib Linux/x64) or a Windows host (requires -32 bit MinGW), run this command: -

-
-make HOST_CC="gcc -m32" CROSS=ppu-lv2-
-
-

-To cross-compile for PS4 from a Windows host, -open a "Visual Studio .NET Command Prompt" (64 bit host compiler), -cd to the directory where you've unpacked the sources and -run the following commands: -

-
-cd src
-ps4build
-
-

-To cross-compile for PS Vita from a Windows host, -open a "Visual Studio .NET Command Prompt" (32 bit host compiler), -cd to the directory where you've unpacked the sources and -run the following commands: -

-
-cd src
-psvitabuild
-
-

-To cross-compile for Xbox 360 from a Windows host, -open a "Visual Studio .NET Command Prompt" (32 bit host compiler), -cd to the directory where you've unpacked the sources and run -the following commands: -

-
-cd src
-xedkbuild
-
-

-To cross-compile for Xbox One from a Windows host, -open a "Visual Studio .NET Command Prompt" (64 bit host compiler), -cd to the directory where you've unpacked the sources and run -the following commands: -

-
-cd src
-xb1build
-
- -

Embedding LuaJIT

-

-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: -

- -

Additional hints for initializing LuaJIT using the C API functions:

- - -

Hints for Distribution Maintainers

-

-The LuaJIT build system has extra provisions for the needs of most -POSIX-based distributions. If you're a package maintainer for -a distribution, please make use of these features and -avoid patching, subverting, autotoolizing or messing up the build system -in unspeakable ways. -

-

-There should be absolutely no need to patch luaconf.h or any -of the Makefiles. And please do not hand-pick files for your packages — -simply use whatever make install creates. There's a reason -for all of the files and directories it creates. -

-

-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 -both the make and the make install command lines -for a regular distribution build: -

- -

-The build system has a special target for an amalgamated build, i.e. -make amalg. 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. -

-

-The tl;dr version of the above: -

-
-make amalg PREFIX=/usr && \
-make install PREFIX=/usr DESTDIR=/tmp/buildroot
-
-

-Finally, if you encounter any difficulties, please -contact me 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. -

-
-
- - - -- cgit v1.2.3