Merge branch 'master' into v2.1

This commit is contained in:
Mike Pall
2014-04-27 00:10:34 +02:00
8 changed files with 158 additions and 28 deletions

View File

@@ -286,7 +286,7 @@ void emit_asm(BuildCtx *ctx)
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

View File

@@ -421,7 +421,7 @@ LJLIB_CF(io_popen)
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();

View File

@@ -7,7 +7,6 @@
*/
#include <errno.h>
#include <locale.h>
#include <time.h>
#define lib_os_c
@@ -30,6 +29,10 @@
#include <stdio.h>
#endif
#if !LJ_TARGET_PSVITA
#include <locale.h>
#endif
/* ------------------------------------------------------------------------ */
#define LJLIB_MODULE_os
@@ -73,7 +76,7 @@ LJLIB_CF(os_rename)
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
@@ -259,6 +262,9 @@ LJLIB_CF(os_difftime)
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,
@@ -270,6 +276,7 @@ LJLIB_CF(os_setlocale)
else if (opt == 4) opt = LC_MONETARY;
else if (opt == 6) opt = LC_ALL;
lua_pushstring(L, setlocale(opt, str));
#endif
return 1;
}

View File

@@ -111,6 +111,11 @@
#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

View File

@@ -111,7 +111,7 @@ typedef uintptr_t BloomFilter;
#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)))
@@ -119,7 +119,7 @@ typedef uintptr_t BloomFilter;
#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
@@ -150,6 +150,9 @@ static LJ_AINLINE uint32_t lj_fls(uint32_t x)
#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__
@@ -163,6 +166,7 @@ static LJ_AINLINE uint32_t lj_bswap(uint32_t x)
#endif
return ((r & 0xff00ffffu) >> 8) ^ lj_ror(x, 8);
#endif
#endif
}
static LJ_AINLINE uint64_t lj_bswap64(uint64_t x)

93
src/psvitabuild.bat Normal file
View File

@@ -0,0 +1,93 @@
@rem Script to build LuaJIT with the PS Vita SDK.
@rem Donated to the public domain.
@rem
@rem Open a "Visual Studio .NET Command Prompt" (32 bit host compiler)
@rem Then cd to this directory and run this script.
@if not defined INCLUDE goto :FAIL
@if not defined SCE_PSP2_SDK_DIR goto :FAIL
@setlocal
@rem ---- Host compiler ----
@set LJCOMPILE=cl /nologo /c /MD /O2 /W3 /D_CRT_SECURE_NO_DEPRECATE
@set LJLINK=link /nologo
@set LJMT=mt /nologo
@set DASMDIR=..\dynasm
@set DASM=%DASMDIR%\dynasm.lua
@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
%LJCOMPILE% host\minilua.c
@if errorlevel 1 goto :BAD
%LJLINK% /out:minilua.exe minilua.obj
@if errorlevel 1 goto :BAD
if exist minilua.exe.manifest^
%LJMT% -manifest minilua.exe.manifest -outputresource:minilua.exe
@rem Check for 32 bit host compiler.
@minilua
@if errorlevel 8 goto :FAIL
@set DASMFLAGS=-D FPU -D HFABI
minilua %DASM% -LN %DASMFLAGS% -o host\buildvm_arch.h vm_arm.dasc
@if errorlevel 1 goto :BAD
%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
@if errorlevel 1 goto :BAD
%LJLINK% /out:buildvm.exe buildvm*.obj
@if errorlevel 1 goto :BAD
if exist buildvm.exe.manifest^
%LJMT% -manifest buildvm.exe.manifest -outputresource:buildvm.exe
buildvm -m elfasm -o lj_vm.s
@if errorlevel 1 goto :BAD
buildvm -m bcdef -o lj_bcdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m ffdef -o lj_ffdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m libdef -o lj_libdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m recdef -o lj_recdef.h %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m vmdef -o jit\vmdef.lua %ALL_LIB%
@if errorlevel 1 goto :BAD
buildvm -m folddef -o lj_folddef.h lj_opt_fold.c
@if errorlevel 1 goto :BAD
@rem ---- Cross compiler ----
@set LJCOMPILE="%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2snc" -c -w -DLUAJIT_DISABLE_FFI -DLUAJIT_USE_SYSMALLOC
@set LJLIB="%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2ld32" -r --output=
@set INCLUDE=""
"%SCE_PSP2_SDK_DIR%\host_tools\build\bin\psp2as" -o lj_vm.o lj_vm.s
@if "%1" neq "debug" goto :NODEBUG
@shift
@set LJCOMPILE=%LJCOMPILE% -g -O0
@set TARGETLIB=libluajitD.a
goto :BUILD
:NODEBUG
@set LJCOMPILE=%LJCOMPILE% -O2
@set TARGETLIB=libluajit.a
:BUILD
del %TARGETLIB%
%LJCOMPILE% ljamalg.c
@if errorlevel 1 goto :BAD
%LJLIB%%TARGETLIB% ljamalg.o lj_vm.o
@if errorlevel 1 goto :BAD
@del *.o *.obj *.manifest minilua.exe buildvm.exe
@echo.
@echo === Successfully built LuaJIT for PS Vita ===
@goto :END
:BAD
@echo.
@echo *******************************************************
@echo *** Build FAILED -- Please check the error messages ***
@echo *******************************************************
@goto :END
:FAIL
@echo To run this script you must open a "Visual Studio .NET Command Prompt"
@echo (32 bit host compiler). The PS Vita SDK must be installed, too.
:END