Merge branch 'master' into v2.1
This commit is contained in:
@@ -286,7 +286,7 @@ void emit_asm(BuildCtx *ctx)
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fprintf(ctx->fp, "\n");
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switch (ctx->mode) {
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case BUILD_elfasm:
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#if !LJ_TARGET_PS3
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#if !(LJ_TARGET_PS3 || LJ_TARGET_PSVITA)
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fprintf(ctx->fp, "\t.section .note.GNU-stack,\"\"," ELFASM_PX "progbits\n");
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#endif
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#if LJ_TARGET_PPCSPE
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@@ -421,7 +421,7 @@ LJLIB_CF(io_popen)
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LJLIB_CF(io_tmpfile)
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{
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IOFileUD *iof = io_file_new(L);
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#if LJ_TARGET_PS3 || LJ_TARGET_PS4
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#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PSVITA
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iof->fp = NULL; errno = ENOSYS;
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#else
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iof->fp = tmpfile();
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11
src/lib_os.c
11
src/lib_os.c
@@ -7,7 +7,6 @@
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*/
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#include <errno.h>
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#include <locale.h>
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#include <time.h>
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#define lib_os_c
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@@ -30,6 +29,10 @@
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#include <stdio.h>
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#endif
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#if !LJ_TARGET_PSVITA
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#include <locale.h>
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#endif
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/* ------------------------------------------------------------------------ */
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#define LJLIB_MODULE_os
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@@ -73,7 +76,7 @@ LJLIB_CF(os_rename)
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LJLIB_CF(os_tmpname)
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{
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#if LJ_TARGET_PS3 || LJ_TARGET_PS4
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#if LJ_TARGET_PS3 || LJ_TARGET_PS4 || LJ_TARGET_PSVITA
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lj_err_caller(L, LJ_ERR_OSUNIQF);
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return 0;
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#else
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@@ -259,6 +262,9 @@ LJLIB_CF(os_difftime)
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LJLIB_CF(os_setlocale)
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{
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#if LJ_TARGET_PSVITA
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lua_pushliteral(L, "C");
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#else
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GCstr *s = lj_lib_optstr(L, 1);
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const char *str = s ? strdata(s) : NULL;
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int opt = lj_lib_checkopt(L, 2, 6,
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@@ -270,6 +276,7 @@ LJLIB_CF(os_setlocale)
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else if (opt == 4) opt = LC_MONETARY;
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else if (opt == 6) opt = LC_ALL;
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lua_pushstring(L, setlocale(opt, str));
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#endif
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return 1;
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}
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@@ -111,6 +111,11 @@
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#define NULL ((void*)0)
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#endif
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#ifdef __psp2__
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#define LJ_TARGET_PSVITA 1
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#define LJ_TARGET_CONSOLE 1
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#endif
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#if _XBOX_VER >= 200
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#define LJ_TARGET_XBOX360 1
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#define LJ_TARGET_CONSOLE 1
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@@ -111,7 +111,7 @@ typedef uintptr_t BloomFilter;
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#define bloomset(b, x) ((b) |= bloombit((x)))
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#define bloomtest(b, x) ((b) & bloombit((x)))
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#if defined(__GNUC__)
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#if defined(__GNUC__) || defined(__psp2__)
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#define LJ_NORET __attribute__((noreturn))
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#define LJ_ALIGN(n) __attribute__((aligned(n)))
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@@ -119,7 +119,7 @@ typedef uintptr_t BloomFilter;
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#define LJ_AINLINE inline __attribute__((always_inline))
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#define LJ_NOINLINE __attribute__((noinline))
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#if defined(__ELF__) || defined(__MACH__)
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#if defined(__ELF__) || defined(__MACH__) || defined(__psp2__)
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#if !((defined(__sun__) && defined(__svr4__)) || defined(__CELLOS_LV2__))
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#define LJ_NOAPI extern __attribute__((visibility("hidden")))
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#endif
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@@ -150,6 +150,9 @@ static LJ_AINLINE uint32_t lj_fls(uint32_t x)
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#if defined(__arm__)
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static LJ_AINLINE uint32_t lj_bswap(uint32_t x)
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{
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#if defined(__psp2__)
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return __builtin_rev(x);
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#else
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uint32_t r;
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#if __ARM_ARCH_6__ || __ARM_ARCH_6J__ || __ARM_ARCH_6T2__ || __ARM_ARCH_6Z__ ||\
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__ARM_ARCH_6ZK__ || __ARM_ARCH_7__ || __ARM_ARCH_7A__ || __ARM_ARCH_7R__
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@@ -163,6 +166,7 @@ static LJ_AINLINE uint32_t lj_bswap(uint32_t x)
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#endif
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return ((r & 0xff00ffffu) >> 8) ^ lj_ror(x, 8);
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#endif
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#endif
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}
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static LJ_AINLINE uint64_t lj_bswap64(uint64_t x)
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93
src/psvitabuild.bat
Normal file
93
src/psvitabuild.bat
Normal file
@@ -0,0 +1,93 @@
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@rem Script to build LuaJIT with the PS Vita SDK.
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@rem Donated to the public domain.
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@rem
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@rem Open a "Visual Studio .NET Command Prompt" (32 bit host compiler)
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@rem Then cd to this directory and run this script.
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@if not defined INCLUDE goto :FAIL
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@if not defined SCE_PSP2_SDK_DIR goto :FAIL
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@setlocal
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@rem ---- Host compiler ----
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@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /D_CRT_SECURE_NO_DEPRECATE
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@set LJLINK=link /nologo
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@set LJMT=mt /nologo
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@set DASMDIR=..\dynasm
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@set DASM=%DASMDIR%\dynasm.lua
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@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
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%LJCOMPILE% host\minilua.c
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@if errorlevel 1 goto :BAD
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%LJLINK% /out:minilua.exe minilua.obj
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@if errorlevel 1 goto :BAD
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if exist minilua.exe.manifest^
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%LJMT% -manifest minilua.exe.manifest -outputresource:minilua.exe
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@rem Check for 32 bit host compiler.
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@minilua
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@if errorlevel 8 goto :FAIL
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@set DASMFLAGS=-D FPU -D HFABI
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minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h vm_arm.dasc
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@if errorlevel 1 goto :BAD
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%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
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@if errorlevel 1 goto :BAD
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%LJLINK% /out:buildvm.exe buildvm*.obj
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@if errorlevel 1 goto :BAD
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if exist buildvm.exe.manifest^
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%LJMT% -manifest buildvm.exe.manifest -outputresource:buildvm.exe
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buildvm -m elfasm -o lj_vm.s
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@if errorlevel 1 goto :BAD
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buildvm -m bcdef -o lj_bcdef.h %ALL_LIB%
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@if errorlevel 1 goto :BAD
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buildvm -m ffdef -o lj_ffdef.h %ALL_LIB%
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@if errorlevel 1 goto :BAD
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buildvm -m libdef -o lj_libdef.h %ALL_LIB%
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@if errorlevel 1 goto :BAD
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buildvm -m recdef -o lj_recdef.h %ALL_LIB%
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@if errorlevel 1 goto :BAD
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buildvm -m vmdef -o jit\vmdef.lua %ALL_LIB%
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@if errorlevel 1 goto :BAD
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buildvm -m folddef -o lj_folddef.h lj_opt_fold.c
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@if errorlevel 1 goto :BAD
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@rem ---- Cross compiler ----
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@set LJCOMPILE="%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2snc" -c -w -DLUAJIT_DISABLE_FFI -DLUAJIT_USE_SYSMALLOC
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@set LJLIB="%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2ld32" -r --output=
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@set INCLUDE=""
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"%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2as" -o lj_vm.o lj_vm.s
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@if "%1" neq "debug" goto :NODEBUG
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@shift
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@set LJCOMPILE=%LJCOMPILE% -g -O0
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@set TARGETLIB=libluajitD.a
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goto :BUILD
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:NODEBUG
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@set LJCOMPILE=%LJCOMPILE% -O2
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@set TARGETLIB=libluajit.a
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:BUILD
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del %TARGETLIB%
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%LJCOMPILE% ljamalg.c
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@if errorlevel 1 goto :BAD
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%LJLIB%%TARGETLIB% ljamalg.o lj_vm.o
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@if errorlevel 1 goto :BAD
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@del *.o *.obj *.manifest minilua.exe buildvm.exe
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@echo.
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@echo === Successfully built LuaJIT for PS Vita ===
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@goto :END
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:BAD
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@echo.
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@echo *******************************************************
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@echo *** Build FAILED -- Please check the error messages ***
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@echo *******************************************************
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@goto :END
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:FAIL
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@echo To run this script you must open a "Visual Studio .NET Command Prompt"
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@echo (32 bit host compiler). The PS Vita SDK must be installed, too.
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:END
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