Add PS4 port.
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41 <div id="site">
42 <a href="http://luajit.org"><span>Lua<span id="logo">JIT</span></span></a>
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45 <h1>Installation</h1>
46 </div>
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87 </div>
88 <div id="main">
89 <p>
90 LuaJIT is only distributed as a source package. This page explains
91 how to build and install LuaJIT with different operating systems
92 and C&nbsp;compilers.
93 </p>
94 <p>
95 For the impatient (on POSIX systems):
96 </p>
97 <pre class="code">
98 make &amp;&amp; sudo make install
99 </pre>
101 LuaJIT currently builds out-of-the box on most systems.
102 Here's the compatibility matrix for the supported combinations of
103 operating systems, CPUs and compilers:
104 </p>
105 <table class="compat">
106 <tr class="compathead">
107 <td class="compatcpu">CPU / OS</td>
108 <td class="compatos"><a href="#posix">Linux</a> or<br><a href="#android">Android</a></td>
109 <td class="compatos"><a href="#posix">*BSD, Other</a></td>
110 <td class="compatos"><a href="#posix">OSX 10.4+</a> or<br><a href="#ios">iOS 3.0+</a></td>
111 <td class="compatos"><a href="#windows">Windows<br>XP/Vista/7</a></td>
112 </tr>
113 <tr class="odd separate">
114 <td class="compatcpu">x86 (32 bit)</td>
115 <td class="compatos">GCC 4.x<br>GCC 3.4</td>
116 <td class="compatos">GCC 4.x<br>GCC 3.4</td>
117 <td class="compatos">GCC 4.x<br>GCC 3.4</td>
118 <td class="compatos">MSVC, MSVC/EE<br>WinSDK<br>MinGW, Cygwin</td>
119 </tr>
120 <tr class="even">
121 <td class="compatcpu">x64 (64 bit)</td>
122 <td class="compatos">GCC 4.x</td>
123 <td class="compatos">ORBIS (<a href="#ps4">PS4</a>)</td>
124 <td class="compatos">GCC 4.x</td>
125 <td class="compatos">MSVC + SDK v7.0<br>WinSDK v7.0</td>
126 </tr>
127 <tr class="odd">
128 <td class="compatcpu"><a href="#cross2">ARMv5+<br>ARM9E+</a></td>
129 <td class="compatos">GCC 4.2+</td>
130 <td class="compatos">GCC 4.2+</td>
131 <td class="compatos">GCC 4.2+</td>
132 <td class="compatos compatno">&nbsp;</td>
133 </tr>
134 <tr class="even">
135 <td class="compatcpu"><a href="#cross2">PPC</a></td>
136 <td class="compatos">GCC 4.3+</td>
137 <td class="compatos">GCC 4.3+<br>GCC 4.1 (<a href="#ps3">PS3</a>)</td>
138 <td class="compatos compatno">&nbsp;</td>
139 <td class="compatos">XEDK (<a href="#xbox360">Xbox 360</a>)</td>
140 </tr>
141 <tr class="odd">
142 <td class="compatcpu"><a href="#cross2">PPC/e500v2</a></td>
143 <td class="compatos">GCC 4.3+</td>
144 <td class="compatos">GCC 4.3+</td>
145 <td class="compatos compatno">&nbsp;</td>
146 <td class="compatos compatno">&nbsp;</td>
147 </tr>
148 <tr class="even">
149 <td class="compatcpu"><a href="#cross2">MIPS</a></td>
150 <td class="compatos">GCC 4.3+</td>
151 <td class="compatos">GCC 4.3+</td>
152 <td class="compatos compatno">&nbsp;</td>
153 <td class="compatos compatno">&nbsp;</td>
154 </tr>
155 </table>
157 <h2>Configuring LuaJIT</h2>
159 The standard configuration should work fine for most installations.
160 Usually there is no need to tweak the settings. The following files
161 hold all user-configurable settings:
162 </p>
163 <ul>
164 <li><tt>src/luaconf.h</tt> sets some configuration variables.</li>
165 <li><tt>Makefile</tt> has settings for <b>installing</b> LuaJIT (POSIX
166 only).</li>
167 <li><tt>src/Makefile</tt> has settings for <b>compiling</b> LuaJIT
168 under POSIX, MinGW or Cygwin.</li>
169 <li><tt>src/msvcbuild.bat</tt> has settings for compiling LuaJIT with
170 MSVC or WinSDK.</li>
171 </ul>
173 Please read the instructions given in these files, before changing
174 any settings.
175 </p>
177 <h2 id="posix">POSIX Systems (Linux, OSX, *BSD etc.)</h2>
178 <h3>Prerequisites</h3>
180 Depending on your distribution, you may need to install a package for
181 GCC, the development headers and/or a complete SDK. E.g. on a current
182 Debian/Ubuntu, install <tt>libc6-dev</tt> with the package manager.
183 </p>
185 Download the current source package of LuaJIT (pick the .tar.gz),
186 if you haven't already done so. Move it to a directory of your choice,
187 open a terminal window and change to this directory. Now unpack the archive
188 and change to the newly created directory:
189 </p>
190 <pre class="code">
191 tar zxf LuaJIT-2.0.2.tar.gz
192 cd LuaJIT-2.0.2</pre>
193 <h3>Building LuaJIT</h3>
195 The supplied Makefiles try to auto-detect the settings needed for your
196 operating system and your compiler. They need to be run with GNU Make,
197 which is probably the default on your system, anyway. Simply run:
198 </p>
199 <pre class="code">
200 make
201 </pre>
203 This always builds a native x86, x64 or PPC binary, depending on the host OS
204 you're running this command on. Check the section on
205 <a href="#cross">cross-compilation</a> for more options.
206 </p>
208 By default, modules are only searched under the prefix <tt>/usr/local</tt>.
209 You can add an extra prefix to the search paths by appending the
210 <tt>PREFIX</tt> option, e.g.:
211 </p>
212 <pre class="code">
213 make PREFIX=/home/myself/lj2
214 </pre>
216 Note for OSX: if the <tt>MACOSX_DEPLOYMENT_TARGET</tt> environment
217 variable is not set, then it's forced to <tt>10.4</tt>.
218 </p>
219 <h3>Installing LuaJIT</h3>
221 The top-level Makefile installs LuaJIT by default under
222 <tt>/usr/local</tt>, i.e. the executable ends up in
223 <tt>/usr/local/bin</tt> and so on. You need root privileges
224 to write to this path. So, assuming sudo is installed on your system,
225 run the following command and enter your sudo password:
226 </p>
227 <pre class="code">
228 sudo make install
229 </pre>
231 Otherwise specify the directory prefix as an absolute path, e.g.:
232 </p>
233 <pre class="code">
234 make install PREFIX=/home/myself/lj2
235 </pre>
237 Obviously the prefixes given during build and installation need to be the same.
238 </p>
240 <h2 id="windows">Windows Systems</h2>
241 <h3>Prerequisites</h3>
243 Either install one of the open source SDKs
244 (<a href="http://mingw.org/"><span class="ext">&raquo;</span>&nbsp;MinGW</a> or
245 <a href="http://www.cygwin.com/"><span class="ext">&raquo;</span>&nbsp;Cygwin</a>), which come with a modified
246 GCC plus the required development headers.
247 </p>
249 Or install Microsoft's Visual C++ (MSVC). The freely downloadable
250 <a href="http://www.microsoft.com/Express/VC/"><span class="ext">&raquo;</span>&nbsp;Express Edition</a>
251 works just fine, but only contains an x86 compiler.
252 </p>
254 The freely downloadable
255 <a href="http://msdn.microsoft.com/en-us/windowsserver/bb980924.aspx"><span class="ext">&raquo;</span>&nbsp;Windows SDK</a>
256 only comes with command line tools, but this is all you need to build LuaJIT.
257 It contains x86 and x64 compilers.
258 </p>
260 Next, download the source package and unpack it using an archive manager
261 (e.g. the Windows Explorer) to a directory of your choice.
262 </p>
263 <h3>Building with MSVC</h3>
265 Open a "Visual Studio .NET Command Prompt", <tt>cd</tt> to the
266 directory where you've unpacked the sources and run these commands:
267 </p>
268 <pre class="code">
269 cd src
270 msvcbuild
271 </pre>
273 Then follow the installation instructions below.
274 </p>
275 <h3>Building with the Windows SDK</h3>
277 Open a "Windows SDK Command Shell" and select the x86 compiler:
278 </p>
279 <pre class="code">
280 setenv /release /x86
281 </pre>
283 Or select the x64 compiler:
284 </p>
285 <pre class="code">
286 setenv /release /x64
287 </pre>
289 Then <tt>cd</tt> to the directory where you've unpacked the sources
290 and run these commands:
291 </p>
292 <pre class="code">
293 cd src
294 msvcbuild
295 </pre>
297 Then follow the installation instructions below.
298 </p>
299 <h3>Building with MinGW or Cygwin</h3>
301 Open a command prompt window and make sure the MinGW or Cygwin programs
302 are in your path. Then <tt>cd</tt> to the directory where
303 you've unpacked the sources and run this command for MinGW:
304 </p>
305 <pre class="code">
306 mingw32-make
307 </pre>
309 Or this command for Cygwin:
310 </p>
311 <pre class="code">
312 make
313 </pre>
315 Then follow the installation instructions below.
316 </p>
317 <h3>Installing LuaJIT</h3>
319 Copy <tt>luajit.exe</tt> and <tt>lua51.dll</tt> (built in the <tt>src</tt>
320 directory) to a newly created directory (any location is ok).
321 Add <tt>lua</tt> and <tt>lua\jit</tt> directories below it and copy
322 all Lua files from the <tt>src\jit</tt> directory of the distribution
323 to the latter directory.
324 </p>
326 There are no hardcoded
327 absolute path names &mdash; all modules are loaded relative to the
328 directory where <tt>luajit.exe</tt> is installed
329 (see <tt>src/luaconf.h</tt>).
330 </p>
332 <h2 id="cross">Cross-compiling LuaJIT</h2>
334 The GNU Makefile-based build system allows cross-compiling on any host
335 for any supported target, as long as both architectures have the same
336 pointer size. If you want to cross-compile to any 32 bit target on an
337 x64 OS, you need to install the multilib development package (e.g.
338 <tt>libc6-dev-i386</tt> on Debian/Ubuntu) and build a 32 bit host part
339 (<tt>HOST_CC="gcc -m32"</tt>).
340 </p>
342 You need to specify <tt>TARGET_SYS</tt> whenever the host OS and the
343 target OS differ, or you'll get assembler or linker errors. E.g. if
344 you're compiling on a Windows or OSX host for embedded Linux or Android,
345 you need to add <tt>TARGET_SYS=Linux</tt> to the examples below. For a
346 minimal target OS, you may need to disable the built-in allocator in
347 <tt>src/Makefile</tt> and use <tt>TARGET_SYS=Other</tt>. The examples
348 below only show some popular targets &mdash; please check the comments
349 in <tt>src/Makefile</tt> for more details.
350 </p>
351 <pre class="code">
352 # Cross-compile to a 32 bit binary on a multilib x64 OS
353 make CC="gcc -m32"
355 # Cross-compile on Debian/Ubuntu for Windows (mingw32 package)
356 make HOST_CC="gcc -m32" CROSS=i586-mingw32msvc- TARGET_SYS=Windows
357 </pre>
358 <p id="cross2">
359 The <tt>CROSS</tt> prefix allows specifying a standard GNU cross-compile
360 toolchain (Binutils, GCC and a matching libc). The prefix may vary
361 depending on the <tt>--target</tt> the toolchain was built for (note the
362 <tt>CROSS</tt> prefix has a trailing <tt>"-"</tt>). The examples below
363 use the canonical toolchain triplets for Linux.
364 </p>
366 Since there's often no easy way to detect CPU features at runtime, it's
367 important to compile with the proper CPU or architecture settings. You
368 can specify these when building the toolchain yourself. Or add
369 <tt>-mcpu=...</tt> or <tt>-march=...</tt> to <tt>TARGET_CFLAGS</tt>. For
370 ARM it's important to have the correct <tt>-mfloat-abi=...</tt> setting,
371 too. Otherwise LuaJIT may not run at the full performance of your target
372 CPU.
373 </p>
374 <pre class="code">
375 # ARM soft-float
376 make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
377 TARGET_CFLAGS="-mfloat-abi=soft"
379 # ARM soft-float ABI with VFP (example for Cortex-A8)
380 make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
381 TARGET_CFLAGS="-mcpu=cortex-a8 -mfloat-abi=softfp"
383 # ARM hard-float ABI with VFP (armhf, requires recent toolchain)
384 make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabihf-
386 # PPC
387 make HOST_CC="gcc -m32" CROSS=powerpc-linux-gnu-
388 # PPC/e500v2 (fast interpreter only)
389 make HOST_CC="gcc -m32" CROSS=powerpc-e500v2-linux-gnuspe-
391 # MIPS big-endian
392 make HOST_CC="gcc -m32" CROSS=mips-linux-
393 # MIPS little-endian
394 make HOST_CC="gcc -m32" CROSS=mipsel-linux-
395 </pre>
397 You can cross-compile for <b id="android">Android</b> using the <a href="http://developer.android.com/sdk/ndk/index.html"><span class="ext">&raquo;</span>&nbsp;Android NDK</a>.
398 The environment variables need to match the install locations and the
399 desired target platform. E.g. Android&nbsp;4.0 corresponds to ABI level&nbsp;14.
400 For details check the folder <tt>docs</tt> in the NDK directory.
401 </p>
403 Only a few common variations for the different CPUs, ABIs and platforms
404 are listed. Please use your own judgement for which combination you want
405 to build/deploy or which lowest common denominator you want to pick:
406 </p>
407 <pre class="code">
408 # Android/ARM, armeabi (ARMv5TE soft-float), Android 2.2+ (Froyo)
409 NDK=/opt/android/ndk
410 NDKABI=8
411 NDKVER=$NDK/toolchains/arm-linux-androideabi-4.6
412 NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi-
413 NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
414 make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
416 # Android/ARM, armeabi-v7a (ARMv7 VFP), Android 4.0+ (ICS)
417 NDK=/opt/android/ndk
418 NDKABI=14
419 NDKVER=$NDK/toolchains/arm-linux-androideabi-4.6
420 NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi-
421 NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
422 NDKARCH="-march=armv7-a -mfloat-abi=softfp -Wl,--fix-cortex-a8"
423 make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF $NDKARCH"
425 # Android/MIPS, mips (MIPS32R1 hard-float), Android 4.0+ (ICS)
426 NDK=/opt/android/ndk
427 NDKABI=14
428 NDKVER=$NDK/toolchains/mipsel-linux-android-4.6
429 NDKP=$NDKVER/prebuilt/linux-x86/bin/mipsel-linux-android-
430 NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-mips"
431 make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
433 # Android/x86, x86 (i686 SSE3), Android 4.0+ (ICS)
434 NDK=/opt/android/ndk
435 NDKABI=14
436 NDKVER=$NDK/toolchains/x86-4.6
437 NDKP=$NDKVER/prebuilt/linux-x86/bin/i686-linux-android-
438 NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-x86"
439 make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
440 </pre>
442 You can cross-compile for <b id="ios">iOS 3.0+</b> (iPhone/iPad) using the <a href="http://developer.apple.com/devcenter/ios/index.action"><span class="ext">&raquo;</span>&nbsp;iOS SDK</a>.
443 The environment variables need to match the iOS SDK version:
444 </p>
445 <p style="font-size: 8pt;">
446 Note: <b>the JIT compiler is disabled for iOS</b>, because regular iOS Apps
447 are not allowed to generate code at runtime. You'll only get the performance
448 of the LuaJIT interpreter on iOS. This is still faster than plain Lua, but
449 much slower than the JIT compiler. Please complain to Apple, not me.
450 Or use Android. :-p
451 </p>
452 <pre class="code">
453 IXCODE=`xcode-select -print-path`
454 ISDK=$IXCODE/Platforms/iPhoneOS.platform/Developer
455 ISDKVER=iPhoneOS6.0.sdk
456 ISDKP=$ISDK/usr/bin/
457 ISDKF="-arch armv7 -isysroot $ISDK/SDKs/$ISDKVER"
458 make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
459 TARGET_SYS=iOS
460 </pre>
462 You can cross-compile for <b id="ps3">PS3</b> using the PS3&nbsp;SDK from
463 a Linux host or a Windows host (requires 32&nbsp;bit MinGW (GCC) on the host,
464 too). Due to restrictions on consoles, the JIT compiler is disabled and
465 only the fast interpreter is built:
466 </p>
467 <pre class="code">
468 make HOST_CC="gcc -m32" CROSS=ppu-lv2-
469 </pre>
471 You can cross-compile for <b id="ps4">PS4</b> from a Windows host using
472 the PS4&nbsp;SDK (ORBIS) plus 64&nbsp;bit MSVC. Due to restrictions on
473 consoles, the JIT compiler is disabled and only the fast interpreter
474 is built.
475 </p>
477 Open a "Visual Studio .NET Command Prompt" (64&nbsp;bit host compiler),
478 <tt>cd</tt> to the directory where you've unpacked the sources and run
479 the following commands. This builds a static library <tt>libluajit.a</tt>,
480 which can be linked against your game, just like the Lua library.
481 </p>
482 <pre class="code">
483 cd src
484 ps4build
485 </pre>
487 You can cross-compile for <b id="xbox360">Xbox 360</b> using the
488 Xbox&nbsp;360 SDK (MSVC + XEDK). Due to restrictions on consoles, the
489 JIT compiler is disabled and only the fast interpreter is built.
490 </p>
492 Open a "Visual Studio .NET Command Prompt" (32&nbsp;bit host compiler),
493 <tt>cd</tt> to the directory where you've unpacked the sources and run
494 the following commands. This builds a static library <tt>luajit20.lib</tt>,
495 which can be linked against your game, just like the Lua library.
496 </p>
497 <pre class="code">
498 cd src
499 xedkbuild
500 </pre>
502 <h2 id="embed">Embedding LuaJIT</h2>
504 LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua
505 into your application, you probably don't need to do anything to switch
506 to LuaJIT, except link with a different library:
507 </p>
508 <ul>
509 <li>It's strongly suggested to build LuaJIT separately using the supplied
510 build system. Please do <em>not</em> attempt to integrate the individual
511 source files into your build tree. You'll most likely get the internal build
512 dependencies wrong or mess up the compiler flags. Treat LuaJIT like any
513 other external library and link your application with either the dynamic
514 or static library, depending on your needs.</li>
515 <li>If you want to load C modules compiled for plain Lua
516 with <tt>require()</tt>, you need to make sure the public symbols
517 (e.g. <tt>lua_pushnumber</tt>) are exported, too:
518 <ul><li>On POSIX systems you can either link to the shared library
519 or link the static library into your application. In the latter case
520 you'll need to export all public symbols from your main executable
521 (e.g. <tt>-Wl,-E</tt> on Linux) and add the external dependencies
522 (e.g. <tt>-lm -ldl</tt> on Linux).</li>
523 <li>Since Windows symbols are bound to a specific DLL name, you need to
524 link to the <tt>lua51.dll</tt> created by the LuaJIT build (do not rename
525 the DLL). You may link LuaJIT statically on Windows only if you don't
526 intend to load Lua/C modules at runtime.
527 </li></ul>
528 </li>
529 <li>
530 If you're building a 64 bit application on OSX which links directly or
531 indirectly against LuaJIT, you need to link your main executable
532 with these flags:
533 <pre class="code">
534 -pagezero_size 10000 -image_base 100000000
535 </pre>
536 Also, it's recommended to <tt>rebase</tt> all (self-compiled) shared libraries
537 which are loaded at runtime on OSX/x64 (e.g. C extension modules for Lua).
538 See: <tt>man rebase</tt>
539 </li>
540 </ul>
541 <p>Additional hints for initializing LuaJIT using the C API functions:</p>
542 <ul>
543 <li>Here's a
544 <a href="http://lua-users.org/wiki/SimpleLuaApiExample"><span class="ext">&raquo;</span>&nbsp;simple example</a>
545 for embedding Lua or LuaJIT into your application.</li>
546 <li>Make sure you use <tt>luaL_newstate</tt>. Avoid using
547 <tt>lua_newstate</tt>, since this uses the (slower) default memory
548 allocator from your system (no support for this on x64).</li>
549 <li>Make sure you use <tt>luaL_openlibs</tt> and not the old Lua 5.0 style
550 of calling <tt>luaopen_base</tt> etc. directly.</li>
551 <li>To change or extend the list of standard libraries to load, copy
552 <tt>src/lib_init.c</tt> to your project and modify it accordingly.
553 Make sure the <tt>jit</tt> library is loaded or the JIT compiler
554 will not be activated.</li>
555 <li>The <tt>bit.*</tt> module for bitwise operations
556 is already built-in. There's no need to statically link
557 <a href="http://bitop.luajit.org/"><span class="ext">&raquo;</span>&nbsp;Lua BitOp</a> to your application.</li>
558 </ul>
560 <h2 id="distro">Hints for Distribution Maintainers</h2>
562 The LuaJIT build system has extra provisions for the needs of most
563 POSIX-based distributions. If you're a package maintainer for
564 a distribution, <em>please</em> make use of these features and
565 avoid patching, subverting, autotoolizing or messing up the build system
566 in unspeakable ways.
567 </p>
569 There should be absolutely no need to patch <tt>luaconf.h</tt> or any
570 of the Makefiles. And please do not hand-pick files for your packages &mdash;
571 simply use whatever <tt>make install</tt> creates. There's a reason
572 for all of the files <em>and</em> directories it creates.
573 </p>
575 The build system uses GNU make and auto-detects most settings based on
576 the host you're building it on. This should work fine for native builds,
577 even when sandboxed. You may need to pass some of the following flags to
578 <em>both</em> the <tt>make</tt> and the <tt>make install</tt> command lines
579 for a regular distribution build:
580 </p>
581 <ul>
582 <li><tt>PREFIX</tt> overrides the installation path and should usually
583 be set to <tt>/usr</tt>. Setting this also changes the module paths and
584 the paths needed to locate the shared library.</li>
585 <li><tt>DESTDIR</tt> is an absolute path which allows you to install
586 to a shadow tree instead of the root tree of the build system.</li>
587 <li><tt>MULTILIB</tt> sets the architecture-specific library path component
588 for multilib systems. The default is <tt>lib</tt>.</li>
589 <li>Have a look at the top-level <tt>Makefile</tt> and <tt>src/Makefile</tt>
590 for additional variables to tweak. The following variables <em>may</em> be
591 overridden, but it's <em>not</em> recommended, except for special needs
592 like cross-builds:
593 <tt>BUILDMODE, CC, HOST_CC, STATIC_CC, DYNAMIC_CC, CFLAGS, HOST_CFLAGS,
594 TARGET_CFLAGS, LDFLAGS, HOST_LDFLAGS, TARGET_LDFLAGS, TARGET_SHLDFLAGS,
595 TARGET_FLAGS, LIBS, HOST_LIBS, TARGET_LIBS, CROSS, HOST_SYS, TARGET_SYS
596 </tt></li>
597 </ul>
599 The build system has a special target for an amalgamated build, i.e.
600 <tt>make amalg</tt>. This compiles the LuaJIT core as one huge C file
601 and allows GCC to generate faster and shorter code. Alas, this requires
602 lots of memory during the build. This may be a problem for some users,
603 that's why it's not enabled by default. But it shouldn't be a problem for
604 most build farms. It's recommended that binary distributions use this
605 target for their LuaJIT builds.
606 </p>
608 The tl;dr version of the above:
609 </p>
610 <pre class="code">
611 make amalg PREFIX=/usr && \
612 make install PREFIX=/usr DESTDIR=/tmp/buildroot
613 </pre>
615 Finally, if you encounter any difficulties, please
616 <a href="contact.html">contact me</a> first, instead of releasing a broken
617 package onto unsuspecting users. Because they'll usually gonna complain
618 to me (the upstream) and not you (the package maintainer), anyway.
619 </p>
620 <br class="flush">
621 </div>
622 <div id="foot">
623 <hr class="hide">
624 Copyright &copy; 2005-2014 Mike Pall
625 <span class="noprint">
626 &middot;
627 <a href="contact.html">Contact</a>
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