Update docs for PPC port. Clarify and extend install instructions.
This commit is contained in:
155
doc/install.html
155
doc/install.html
@@ -11,16 +11,20 @@
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<style type="text/css">
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table.compat {
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line-height: 1.2;
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width: 40em;
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width: 47em;
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}
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tr.compathead td {
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font-weight: bold;
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}
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td {
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border-left: 1px solid #bfcfff;
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border-right: 1px solid #bfcfff;
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}
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td.compatos {
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width: 40%;
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width: 25%;
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}
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td.compatcc {
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width: 30%;
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width: 25%;
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vertical-align: top;
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}
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</style>
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@@ -68,35 +72,40 @@ For the impatient (on POSIX systems):
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make && sudo make install
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</pre>
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<p>
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LuaJIT currently builds out-of-the box on most x86 or x64 systems.
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LuaJIT currently builds out-of-the box on most systems.
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Here's the compatibility matrix for the supported combinations of
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operating system, CPU and compilers:
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</p>
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<table class="compat">
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<tr class="compathead">
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<td class="compatos">Operating system</td>
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<td class="compatos">OS / CPU</td>
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<td class="compatcc">x86 (32 bit)</td>
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<td class="compatcc">x64 (64 bit)</td>
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<td class="compatcc">PPC/e500v2</td>
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</tr>
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<tr class="odd separate">
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<td class="compatos">Linux</td>
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<td class="compatos"><a href="#posix">Linux</a></td>
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<td class="compatcc">GCC 4.x<br>GCC 3.4</td>
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<td class="compatcc">GCC 4.x</td>
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<td class="compatcc">GCC 4.3+</td>
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</tr>
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<tr class="even">
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<td class="compatos">Windows 98/XP/Vista/7</td>
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<td class="compatos"><a href="#windows">Windows<br>98/XP/Vista/7</a></td>
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<td class="compatcc">MSVC (EE)<br>Windows SDK<br>MinGW (GCC)<br>Cygwin (GCC)</td>
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<td class="compatcc">MSVC + SDK v7.0<br>Windows SDK v7.0</td>
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<td class="compatcc"> </td>
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</tr>
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<tr class="odd">
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<td class="compatos">OSX 10.3-10.6</td>
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<td class="compatos"><a href="#posix">OSX 10.3-10.6</a></td>
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<td class="compatcc">GCC 4.x<br>GCC 3.4</td>
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<td class="compatcc">GCC 4.x</td>
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<td class="compatcc"> </td>
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</tr>
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<tr class="even">
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<td class="compatos">*BSD, other</td>
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<td class="compatos"><a href="#posix">*BSD, other</a></td>
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<td class="compatcc">GCC 4.x<br>GCC 3.4</td>
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<td class="compatcc">(not supported)</td>
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<td class="compatcc"> </td>
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</tr>
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</table>
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@@ -147,10 +156,12 @@ which is probably the default on your system, anyway. Simply run:
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make
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</pre>
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<p>
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This always builds a native x86 or x64 binary, depending on your OS.
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This always builds a native x86, x64 or PPC binary, depending on the host OS
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you're running this command on. Check the section on
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<a href="#cross">cross-compilation</a> for more options.
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</p>
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<p>
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By default modules are only searched under the prefix <tt>/usr/local</tt>.
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By default, modules are only searched under the prefix <tt>/usr/local</tt>.
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You can add an extra prefix to the search paths by appending the
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<tt>PREFIX</tt> option, e.g.:
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</p>
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@@ -283,7 +294,7 @@ directory where <tt>luajit.exe</tt> is installed
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(see <tt>src/luaconf.h</tt>).
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</p>
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<h2>Cross-compiling LuaJIT</h2>
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<h2 id="cross">Cross-compiling LuaJIT</h2>
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<p>
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The build system has limited support for cross-compilation. For details
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check the comments in <tt>src/Makefile</tt>. Here are some popular examples:
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@@ -303,36 +314,130 @@ installing the <tt>mingw32</tt> package and running:
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<pre class="code">
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make HOST_CC="gcc -m32" CROSS=i586-mingw32msvc- TARGET_SYS=Windows
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</pre>
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<p>
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You can cross-compile for a PPC/e500v2 target on an x86 or x64 host system
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using a standard GNU cross-compile toolchain (Binutils, GCC, EGLIBC).
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The <tt>CROSS</tt> prefix may vary depending on the <tt>--target</tt>
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of the toolchain:
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</p>
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<pre class="code">
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make HOST_CC="gcc -m32" CROSS=powerpc-e500v2-linux-gnuspe- TARGET=ppcspe
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</pre>
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<h2>Embedding LuaJIT</h2>
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<h2 id="embed">Embedding LuaJIT</h2>
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<p>
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LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua
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into your application, you probably don't need to do anything to switch
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to LuaJIT, except link with a different library. Additional hints:
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to LuaJIT, except link with a different library:
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</p>
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<ul>
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<li>It's strongly suggested to build LuaJIT separately using the supplied
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build system. Please do <em>not</em> attempt to integrate the individual
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source files into your build tree. You'll most likely get the internal build
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dependencies wrong or mess up the compiler flags. Treat LuaJIT like any
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other external library and link your application with either the dynamic
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or static library, depending on your needs.</li>
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<li>If you want to load C modules compiled for plain Lua
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with <tt>require()</tt>, you need to make sure the public symbols
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(e.g. <tt>lua_pushnumber</tt>) are exported, too:
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<ul><li>On POSIX systems you can either link to the shared library
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or link the static library into your application. In the latter case
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you'll need to export all public symbols from your main executable
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(e.g. <tt>-Wl,-E</tt> on Linux) and add the external dependencies
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(e.g. <tt>-lm -ldl</tt> on Linux).</li>
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<li>Since Windows symbols are bound to a specific DLL name, you need to
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link to the <tt>lua51.dll</tt> created by the LuaJIT build (do not rename
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the DLL). You may link LuaJIT statically on Windows only if you don't
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intend to load Lua/C modules at runtime.
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</li></ul>
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</li>
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<li>
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If you're building a 64 bit application on OSX which links directly or
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indirectly against LuaJIT, you need to link your main executable
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with these flags:
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<pre class="code">
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-pagezero_size 10000 -image_base 100000000
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</pre>
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Also, it's recommended to <tt>rebase</tt> all (self-compiled) shared libraries
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which are loaded at runtime on OSX/x64 (e.g. C extension modules for Lua).
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See: <tt>man rebase</tt>
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</li>
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</ul>
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<p>Additional hints for initializing LuaJIT using the C API functions:</p>
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<ul>
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<li>Here's a
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<a href="http://lua-users.org/wiki/SimpleLuaApiExample"><span class="ext">»</span> simple example</a>
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for embedding Lua or LuaJIT into your application.</li>
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<li>Make sure you use <tt>luaL_newstate</tt>. Avoid using
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<tt>lua_newstate</tt>, since this uses the (slower) default memory
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allocator from your system (no support for this on x64).</tt></li>
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<li>Make sure you use <tt>luaL_openlibs</tt> and not the old Lua 5.0 style
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of calling <tt>luaopen_base</tt> etc. directly.</li>
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<li>To change which standard libraries to load, copy <tt>src/lib_init.c</tt>
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to your project and modify it accordingly. Make sure the <tt>jit</tt>
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library is loaded or the JIT compiler will not be activated.</li>
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<li>Here's a
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<a href="http://lua-users.org/wiki/SimpleLuaApiExample"><span class="ext">»</span> simple example</a>.</li>
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<li>To change or extend the list of standard libraries to load, copy
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<tt>src/lib_init.c</tt> to your project and modify it accordingly.
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Make sure the <tt>jit</tt> library is loaded or the JIT compiler
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will not be activated.</li>
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<li>The <tt>bit.*</tt> module for bitwise operations
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is already built-in. There's no need to statically link
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<a href="http://bitop.luajit.org/"><span class="ext">»</span> Lua BitOp</a> to your application.</li>
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</ul>
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<h2 id="distro">Hints for Distribution Maintainers</h2>
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<p>
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The LuaJIT build system has extra provisions for the needs of most
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POSIX-based distributions. If you're a package maintainer for
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a distribution, <em>please</em> make use of these features and
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avoid patching, subverting, autotoolizing or messing up the build system
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in unspeakable ways.
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</p>
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<p>
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There should be absolutely no need to patch <tt>luaconf.h</tt> or any
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of the Makefiles. And please do not hand-pick files for your packages —
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simply use whatever <tt>make install</tt> creates. There's a reason
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for all of the files <em>and</em> directories it creates.
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</p>
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<p>
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The build system uses GNU make and autodetects most settings based on
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the host you're building it on. This should work fine for native builds,
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even when sandboxed. You may need to pass some of the following flags to
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<em>both</em> the <tt>make</tt> and the <tt>make install</tt> command lines
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for a regular distribution build:
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</p>
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<ul>
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<li><tt>PREFIX</tt> overrides the installation path and should usually
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be set to <tt>/usr</tt>. Setting this also changes the module paths and
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the <tt>-rpath</tt> of the shared library.</li>
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<li><tt>DESTDIR</tt> is an absolute path which allows you to install
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to a shadow tree instead of the root tree of the build system.</li>
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<li>Have a look at the top-level <tt>Makefile</tt> and <tt>src/Makefile</tt>
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for additional variables to tweak. The following variables <em>may</em> be
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overriden, but it's <em>not</em> recommended, except for special needs
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like cross-builds:
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<tt>BUILDMODE, CC, HOST_CC, STATIC_CC, DYNAMIC_CC, CFLAGS, HOST_CFLAGS,
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TARGET_CFLAGS, LDFLAGS, HOST_LDFLAGS, TARGET_LDFLAGS, TARGET_SHLDFLAGS,
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LIBS, HOST_LIBS, TARGET_LIBS, CROSS, HOST_SYS, TARGET_SYS</tt></li>
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</ul>
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<p>
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64 bit applications on OSX must be linked with these options
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(only the main executable):
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The build system has a special target for an amalgamated build, i.e.
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<tt>make amalg</tt>. This compiles the LuaJIT core as one huge C file
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and allows GCC to generate faster and shorter code. Alas, this requires
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lots of memory during the build. This may be a problem for some users,
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that's why it's not enabled by default. But it shouldn't be a problem for
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most build farms. It's recommended that binary distributions use this
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target for their LuaJIT builds.
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</p>
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<p>
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The tl;dr version of the above:
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</p>
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<pre class="code">
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-pagezero_size 10000 -image_base 100000000
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make amalg PREFIX=/usr && \
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make install PREFIX=/usr DESTDIR=/tmp/buildroot
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</pre>
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<p>
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It's recommended to <tt>rebase</tt> all (self-compiled) shared libraries
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which are loaded at runtime on OSX/x64 (e.g. C extension modules for Lua).
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See: <tt>man rebase</tt>
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Finally, if you encounter any difficulties, please
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<a href="contact.html">contact me</a> first, instead of releasing a broken
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package onto unsuspecting users. Because they'll usually gonna complain
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to me (the upstream) and not you (the package maintainer), anyway.
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</p>
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<br class="flush">
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</div>
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