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41 <div id="site">
42 <a href="http://luajit.org"><span>Lua<span id="logo">JIT</span></span></a>
43 </div>
44 <div id="head">
45 <h1>Installation</h1>
46 </div>
47 <div id="nav">
48 <ul><li>
49 <a href="luajit.html">LuaJIT</a>
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89 </div>
90 <div id="main">
91 <p>
92 LuaJIT is only distributed as a source package. This page explains
93 how to build and install LuaJIT with different operating systems
94 and C&nbsp;compilers.
95 </p>
96 <p>
97 For the impatient (on POSIX systems):
98 </p>
99 <pre class="code">
100 make &amp;&amp; sudo make install
101 </pre>
103 LuaJIT currently builds out-of-the box on most systems.
104 Here's the compatibility matrix for the supported combinations of
105 operating systems, CPUs and compilers:
106 </p>
107 <table class="compat">
108 <tr class="compathead">
109 <td class="compatcpu">CPU / OS</td>
110 <td class="compatos"><a href="#posix">Linux</a> or<br><a href="#android">Android</a></td>
111 <td class="compatos"><a href="#posix">*BSD, Other</a></td>
112 <td class="compatos"><a href="#posix">OSX 10.4+</a> or<br><a href="#ios">iOS 3.0+</a></td>
113 <td class="compatos"><a href="#windows">Windows<br>XP/Vista/7</a></td>
114 </tr>
115 <tr class="odd separate">
116 <td class="compatcpu">x86 (32 bit)</td>
117 <td class="compatos">GCC 4.x<br>GCC 3.4</td>
118 <td class="compatos">GCC 4.x<br>GCC 3.4</td>
119 <td class="compatos">GCC 4.x<br>GCC 3.4</td>
120 <td class="compatos">MSVC, MSVC/EE<br>WinSDK<br>MinGW, Cygwin</td>
121 </tr>
122 <tr class="even">
123 <td class="compatcpu">x64 (64 bit)</td>
124 <td class="compatos">GCC 4.x</td>
125 <td class="compatos">ORBIS (<a href="#ps4">PS4</a>)</td>
126 <td class="compatos">GCC 4.x</td>
127 <td class="compatos">MSVC + SDK v7.0<br>WinSDK v7.0</td>
128 </tr>
129 <tr class="odd">
130 <td class="compatcpu"><a href="#cross2">ARMv5+<br>ARM9E+</a></td>
131 <td class="compatos">GCC 4.2+</td>
132 <td class="compatos">GCC 4.2+<br>PSP2 (<a href="#psvita">PS VITA</a>)</td>
133 <td class="compatos">GCC 4.2+</td>
134 <td class="compatos compatno">&nbsp;</td>
135 </tr>
136 <tr class="even">
137 <td class="compatcpu"><a href="#cross2">PPC</a></td>
138 <td class="compatos">GCC 4.3+</td>
139 <td class="compatos">GCC 4.3+<br>GCC 4.1 (<a href="#ps3">PS3</a>)</td>
140 <td class="compatos compatno">&nbsp;</td>
141 <td class="compatos">XEDK (<a href="#xbox360">Xbox 360</a>)</td>
142 </tr>
143 <tr class="odd">
144 <td class="compatcpu"><a href="#cross2">PPC/e500v2</a></td>
145 <td class="compatos">GCC 4.3+</td>
146 <td class="compatos">GCC 4.3+</td>
147 <td class="compatos compatno">&nbsp;</td>
148 <td class="compatos compatno">&nbsp;</td>
149 </tr>
150 <tr class="even">
151 <td class="compatcpu"><a href="#cross2">MIPS</a></td>
152 <td class="compatos">GCC 4.3+</td>
153 <td class="compatos">GCC 4.3+</td>
154 <td class="compatos compatno">&nbsp;</td>
155 <td class="compatos compatno">&nbsp;</td>
156 </tr>
157 </table>
159 <h2>Configuring LuaJIT</h2>
161 The standard configuration should work fine for most installations.
162 Usually there is no need to tweak the settings. The following files
163 hold all user-configurable settings:
164 </p>
165 <ul>
166 <li><tt>src/luaconf.h</tt> sets some configuration variables.</li>
167 <li><tt>Makefile</tt> has settings for <b>installing</b> LuaJIT (POSIX
168 only).</li>
169 <li><tt>src/Makefile</tt> has settings for <b>compiling</b> LuaJIT
170 under POSIX, MinGW or Cygwin.</li>
171 <li><tt>src/msvcbuild.bat</tt> has settings for compiling LuaJIT with
172 MSVC or WinSDK.</li>
173 </ul>
175 Please read the instructions given in these files, before changing
176 any settings.
177 </p>
179 <h2 id="posix">POSIX Systems (Linux, OSX, *BSD etc.)</h2>
180 <h3>Prerequisites</h3>
182 Depending on your distribution, you may need to install a package for
183 GCC, the development headers and/or a complete SDK. E.g. on a current
184 Debian/Ubuntu, install <tt>libc6-dev</tt> with the package manager.
185 </p>
187 Download the current source package of LuaJIT (pick the .tar.gz),
188 if you haven't already done so. Move it to a directory of your choice,
189 open a terminal window and change to this directory. Now unpack the archive
190 and change to the newly created directory:
191 </p>
192 <pre class="code">
193 tar zxf LuaJIT-2.0.3.tar.gz
194 cd LuaJIT-2.0.3</pre>
195 <h3>Building LuaJIT</h3>
197 The supplied Makefiles try to auto-detect the settings needed for your
198 operating system and your compiler. They need to be run with GNU Make,
199 which is probably the default on your system, anyway. Simply run:
200 </p>
201 <pre class="code">
202 make
203 </pre>
205 This always builds a native x86, x64 or PPC binary, depending on the host OS
206 you're running this command on. Check the section on
207 <a href="#cross">cross-compilation</a> for more options.
208 </p>
210 By default, modules are only searched under the prefix <tt>/usr/local</tt>.
211 You can add an extra prefix to the search paths by appending the
212 <tt>PREFIX</tt> option, e.g.:
213 </p>
214 <pre class="code">
215 make PREFIX=/home/myself/lj2
216 </pre>
218 Note for OSX: if the <tt>MACOSX_DEPLOYMENT_TARGET</tt> environment
219 variable is not set, then it's forced to <tt>10.4</tt>.
220 </p>
221 <h3>Installing LuaJIT</h3>
223 The top-level Makefile installs LuaJIT by default under
224 <tt>/usr/local</tt>, i.e. the executable ends up in
225 <tt>/usr/local/bin</tt> and so on. You need root privileges
226 to write to this path. So, assuming sudo is installed on your system,
227 run the following command and enter your sudo password:
228 </p>
229 <pre class="code">
230 sudo make install
231 </pre>
233 Otherwise specify the directory prefix as an absolute path, e.g.:
234 </p>
235 <pre class="code">
236 make install PREFIX=/home/myself/lj2
237 </pre>
239 Obviously the prefixes given during build and installation need to be the same.
240 </p>
242 <h2 id="windows">Windows Systems</h2>
243 <h3>Prerequisites</h3>
245 Either install one of the open source SDKs
246 (<a href="http://mingw.org/"><span class="ext">&raquo;</span>&nbsp;MinGW</a> or
247 <a href="http://www.cygwin.com/"><span class="ext">&raquo;</span>&nbsp;Cygwin</a>), which come with a modified
248 GCC plus the required development headers.
249 </p>
251 Or install Microsoft's Visual C++ (MSVC). The freely downloadable
252 <a href="http://www.microsoft.com/Express/VC/"><span class="ext">&raquo;</span>&nbsp;Express Edition</a>
253 works just fine, but only contains an x86 compiler.
254 </p>
256 The freely downloadable
257 <a href="http://msdn.microsoft.com/en-us/windowsserver/bb980924.aspx"><span class="ext">&raquo;</span>&nbsp;Windows SDK</a>
258 only comes with command line tools, but this is all you need to build LuaJIT.
259 It contains x86 and x64 compilers.
260 </p>
262 Next, download the source package and unpack it using an archive manager
263 (e.g. the Windows Explorer) to a directory of your choice.
264 </p>
265 <h3>Building with MSVC</h3>
267 Open a "Visual Studio .NET Command Prompt", <tt>cd</tt> to the
268 directory where you've unpacked the sources and run these commands:
269 </p>
270 <pre class="code">
271 cd src
272 msvcbuild
273 </pre>
275 Then follow the installation instructions below.
276 </p>
277 <h3>Building with the Windows SDK</h3>
279 Open a "Windows SDK Command Shell" and select the x86 compiler:
280 </p>
281 <pre class="code">
282 setenv /release /x86
283 </pre>
285 Or select the x64 compiler:
286 </p>
287 <pre class="code">
288 setenv /release /x64
289 </pre>
291 Then <tt>cd</tt> to the directory where you've unpacked the sources
292 and run these commands:
293 </p>
294 <pre class="code">
295 cd src
296 msvcbuild
297 </pre>
299 Then follow the installation instructions below.
300 </p>
301 <h3>Building with MinGW or Cygwin</h3>
303 Open a command prompt window and make sure the MinGW or Cygwin programs
304 are in your path. Then <tt>cd</tt> to the directory where
305 you've unpacked the sources and run this command for MinGW:
306 </p>
307 <pre class="code">
308 mingw32-make
309 </pre>
311 Or this command for Cygwin:
312 </p>
313 <pre class="code">
314 make
315 </pre>
317 Then follow the installation instructions below.
318 </p>
319 <h3>Installing LuaJIT</h3>
321 Copy <tt>luajit.exe</tt> and <tt>lua51.dll</tt> (built in the <tt>src</tt>
322 directory) to a newly created directory (any location is ok).
323 Add <tt>lua</tt> and <tt>lua\jit</tt> directories below it and copy
324 all Lua files from the <tt>src\jit</tt> directory of the distribution
325 to the latter directory.
326 </p>
328 There are no hardcoded
329 absolute path names &mdash; all modules are loaded relative to the
330 directory where <tt>luajit.exe</tt> is installed
331 (see <tt>src/luaconf.h</tt>).
332 </p>
334 <h2 id="cross">Cross-compiling LuaJIT</h2>
336 The GNU Makefile-based build system allows cross-compiling on any host
337 for any supported target, as long as both architectures have the same
338 pointer size. If you want to cross-compile to any 32 bit target on an
339 x64 OS, you need to install the multilib development package (e.g.
340 <tt>libc6-dev-i386</tt> on Debian/Ubuntu) and build a 32 bit host part
341 (<tt>HOST_CC="gcc -m32"</tt>).
342 </p>
344 You need to specify <tt>TARGET_SYS</tt> whenever the host OS and the
345 target OS differ, or you'll get assembler or linker errors. E.g. if
346 you're compiling on a Windows or OSX host for embedded Linux or Android,
347 you need to add <tt>TARGET_SYS=Linux</tt> to the examples below. For a
348 minimal target OS, you may need to disable the built-in allocator in
349 <tt>src/Makefile</tt> and use <tt>TARGET_SYS=Other</tt>. The examples
350 below only show some popular targets &mdash; please check the comments
351 in <tt>src/Makefile</tt> for more details.
352 </p>
353 <pre class="code">
354 # Cross-compile to a 32 bit binary on a multilib x64 OS
355 make CC="gcc -m32"
357 # Cross-compile on Debian/Ubuntu for Windows (mingw32 package)
358 make HOST_CC="gcc -m32" CROSS=i586-mingw32msvc- TARGET_SYS=Windows
359 </pre>
360 <p id="cross2">
361 The <tt>CROSS</tt> prefix allows specifying a standard GNU cross-compile
362 toolchain (Binutils, GCC and a matching libc). The prefix may vary
363 depending on the <tt>--target</tt> the toolchain was built for (note the
364 <tt>CROSS</tt> prefix has a trailing <tt>"-"</tt>). The examples below
365 use the canonical toolchain triplets for Linux.
366 </p>
368 Since there's often no easy way to detect CPU features at runtime, it's
369 important to compile with the proper CPU or architecture settings. You
370 can specify these when building the toolchain yourself. Or add
371 <tt>-mcpu=...</tt> or <tt>-march=...</tt> to <tt>TARGET_CFLAGS</tt>. For
372 ARM it's important to have the correct <tt>-mfloat-abi=...</tt> setting,
373 too. Otherwise LuaJIT may not run at the full performance of your target
374 CPU.
375 </p>
376 <pre class="code">
377 # ARM soft-float
378 make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
379 TARGET_CFLAGS="-mfloat-abi=soft"
381 # ARM soft-float ABI with VFP (example for Cortex-A8)
382 make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
383 TARGET_CFLAGS="-mcpu=cortex-a8 -mfloat-abi=softfp"
385 # ARM hard-float ABI with VFP (armhf, requires recent toolchain)
386 make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabihf-
388 # PPC
389 make HOST_CC="gcc -m32" CROSS=powerpc-linux-gnu-
390 # PPC/e500v2 (fast interpreter only)
391 make HOST_CC="gcc -m32" CROSS=powerpc-e500v2-linux-gnuspe-
393 # MIPS big-endian
394 make HOST_CC="gcc -m32" CROSS=mips-linux-
395 # MIPS little-endian
396 make HOST_CC="gcc -m32" CROSS=mipsel-linux-
397 </pre>
399 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>.
400 The environment variables need to match the install locations and the
401 desired target platform. E.g. Android&nbsp;4.0 corresponds to ABI level&nbsp;14.
402 For details check the folder <tt>docs</tt> in the NDK directory.
403 </p>
405 Only a few common variations for the different CPUs, ABIs and platforms
406 are listed. Please use your own judgement for which combination you want
407 to build/deploy or which lowest common denominator you want to pick:
408 </p>
409 <pre class="code">
410 # Android/ARM, armeabi (ARMv5TE soft-float), Android 2.2+ (Froyo)
411 NDK=/opt/android/ndk
412 NDKABI=8
413 NDKVER=$NDK/toolchains/arm-linux-androideabi-4.6
414 NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi-
415 NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
416 make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
418 # Android/ARM, armeabi-v7a (ARMv7 VFP), Android 4.0+ (ICS)
419 NDK=/opt/android/ndk
420 NDKABI=14
421 NDKVER=$NDK/toolchains/arm-linux-androideabi-4.6
422 NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi-
423 NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm"
424 NDKARCH="-march=armv7-a -mfloat-abi=softfp -Wl,--fix-cortex-a8"
425 make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF $NDKARCH"
427 # Android/MIPS, mips (MIPS32R1 hard-float), Android 4.0+ (ICS)
428 NDK=/opt/android/ndk
429 NDKABI=14
430 NDKVER=$NDK/toolchains/mipsel-linux-android-4.6
431 NDKP=$NDKVER/prebuilt/linux-x86/bin/mipsel-linux-android-
432 NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-mips"
433 make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
435 # Android/x86, x86 (i686 SSE3), Android 4.0+ (ICS)
436 NDK=/opt/android/ndk
437 NDKABI=14
438 NDKVER=$NDK/toolchains/x86-4.6
439 NDKP=$NDKVER/prebuilt/linux-x86/bin/i686-linux-android-
440 NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-x86"
441 make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF"
442 </pre>
444 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>.
445 The environment variables need to match the iOS SDK version:
446 </p>
447 <p style="font-size: 8pt;">
448 Note: <b>the JIT compiler is disabled for iOS</b>, because regular iOS Apps
449 are not allowed to generate code at runtime. You'll only get the performance
450 of the LuaJIT interpreter on iOS. This is still faster than plain Lua, but
451 much slower than the JIT compiler. Please complain to Apple, not me.
452 Or use Android. :-p
453 </p>
454 <pre class="code">
455 IXCODE=`xcode-select -print-path`
456 ISDK=$IXCODE/Platforms/iPhoneOS.platform/Developer
457 ISDKVER=iPhoneOS6.0.sdk
458 ISDKP=$ISDK/usr/bin/
459 ISDKF="-arch armv7 -isysroot $ISDK/SDKs/$ISDKVER"
460 make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \
461 TARGET_SYS=iOS
462 </pre>
464 <h3 id="consoles">Cross-compiling for consoles</h3>
466 Building LuaJIT for consoles requires both a supported host compiler
467 (x86 or x64) and a cross-compiler (to PPC or ARM) from the official
468 console SDK.
469 </p>
471 Due to restrictions on consoles, the JIT compiler is disabled and only
472 the fast interpreter is built. This is still faster than plain Lua,
473 but much slower than the JIT compiler. The FFI is disabled, too, since
474 it's not very useful in such an environment.
475 </p>
477 The following commands build a static library <tt>libluajit.a</tt>,
478 which can be linked against your game, just like the Lua library.
479 </p>
481 To cross-compile for <b id="ps3">PS3</b> from a Linux host (requires
482 32&nbsp;bit GCC, i.e. multilib Linux/x64) or a Windows host (requires
483 32&nbsp;bit MinGW), run this command:
484 </p>
485 <pre class="code">
486 make HOST_CC="gcc -m32" CROSS=ppu-lv2-
487 </pre>
489 To cross-compile for <b id="ps4">PS4</b> from a Windows host,
490 open a "Visual Studio .NET Command Prompt" (64&nbsp;bit host compiler),
491 <tt>cd</tt> to the directory where you've unpacked the sources and
492 run the following commands:
493 </p>
494 <pre class="code">
495 cd src
496 ps4build
497 </pre>
499 To cross-compile for <b id="psvita">PS Vita</b> from a Windows host,
500 open a "Visual Studio .NET Command Prompt" (32&nbsp;bit host compiler),
501 <tt>cd</tt> to the directory where you've unpacked the sources and
502 run the following commands:
503 </p>
504 <pre class="code">
505 cd src
506 psvitabuild
507 </pre>
509 To cross-compile for <b id="xbox360">Xbox 360</b> from a Windows host,
510 open a "Visual Studio .NET Command Prompt" (32&nbsp;bit host compiler),
511 <tt>cd</tt> to the directory where you've unpacked the sources and run
512 the following commands:
513 </p>
514 <pre class="code">
515 cd src
516 xedkbuild
517 </pre>
519 <h2 id="embed">Embedding LuaJIT</h2>
521 LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua
522 into your application, you probably don't need to do anything to switch
523 to LuaJIT, except link with a different library:
524 </p>
525 <ul>
526 <li>It's strongly suggested to build LuaJIT separately using the supplied
527 build system. Please do <em>not</em> attempt to integrate the individual
528 source files into your build tree. You'll most likely get the internal build
529 dependencies wrong or mess up the compiler flags. Treat LuaJIT like any
530 other external library and link your application with either the dynamic
531 or static library, depending on your needs.</li>
532 <li>If you want to load C modules compiled for plain Lua
533 with <tt>require()</tt>, you need to make sure the public symbols
534 (e.g. <tt>lua_pushnumber</tt>) are exported, too:
535 <ul><li>On POSIX systems you can either link to the shared library
536 or link the static library into your application. In the latter case
537 you'll need to export all public symbols from your main executable
538 (e.g. <tt>-Wl,-E</tt> on Linux) and add the external dependencies
539 (e.g. <tt>-lm -ldl</tt> on Linux).</li>
540 <li>Since Windows symbols are bound to a specific DLL name, you need to
541 link to the <tt>lua51.dll</tt> created by the LuaJIT build (do not rename
542 the DLL). You may link LuaJIT statically on Windows only if you don't
543 intend to load Lua/C modules at runtime.
544 </li></ul>
545 </li>
546 <li>
547 If you're building a 64 bit application on OSX which links directly or
548 indirectly against LuaJIT, you need to link your main executable
549 with these flags:
550 <pre class="code">
551 -pagezero_size 10000 -image_base 100000000
552 </pre>
553 Also, it's recommended to <tt>rebase</tt> all (self-compiled) shared libraries
554 which are loaded at runtime on OSX/x64 (e.g. C extension modules for Lua).
555 See: <tt>man rebase</tt>
556 </li>
557 </ul>
558 <p>Additional hints for initializing LuaJIT using the C API functions:</p>
559 <ul>
560 <li>Here's a
561 <a href="http://lua-users.org/wiki/SimpleLuaApiExample"><span class="ext">&raquo;</span>&nbsp;simple example</a>
562 for embedding Lua or LuaJIT into your application.</li>
563 <li>Make sure you use <tt>luaL_newstate</tt>. Avoid using
564 <tt>lua_newstate</tt>, since this uses the (slower) default memory
565 allocator from your system (no support for this on x64).</li>
566 <li>Make sure you use <tt>luaL_openlibs</tt> and not the old Lua 5.0 style
567 of calling <tt>luaopen_base</tt> etc. directly.</li>
568 <li>To change or extend the list of standard libraries to load, copy
569 <tt>src/lib_init.c</tt> to your project and modify it accordingly.
570 Make sure the <tt>jit</tt> library is loaded or the JIT compiler
571 will not be activated.</li>
572 <li>The <tt>bit.*</tt> module for bitwise operations
573 is already built-in. There's no need to statically link
574 <a href="http://bitop.luajit.org/"><span class="ext">&raquo;</span>&nbsp;Lua BitOp</a> to your application.</li>
575 </ul>
577 <h2 id="distro">Hints for Distribution Maintainers</h2>
579 The LuaJIT build system has extra provisions for the needs of most
580 POSIX-based distributions. If you're a package maintainer for
581 a distribution, <em>please</em> make use of these features and
582 avoid patching, subverting, autotoolizing or messing up the build system
583 in unspeakable ways.
584 </p>
586 There should be absolutely no need to patch <tt>luaconf.h</tt> or any
587 of the Makefiles. And please do not hand-pick files for your packages &mdash;
588 simply use whatever <tt>make install</tt> creates. There's a reason
589 for all of the files <em>and</em> directories it creates.
590 </p>
592 The build system uses GNU make and auto-detects most settings based on
593 the host you're building it on. This should work fine for native builds,
594 even when sandboxed. You may need to pass some of the following flags to
595 <em>both</em> the <tt>make</tt> and the <tt>make install</tt> command lines
596 for a regular distribution build:
597 </p>
598 <ul>
599 <li><tt>PREFIX</tt> overrides the installation path and should usually
600 be set to <tt>/usr</tt>. Setting this also changes the module paths and
601 the paths needed to locate the shared library.</li>
602 <li><tt>DESTDIR</tt> is an absolute path which allows you to install
603 to a shadow tree instead of the root tree of the build system.</li>
604 <li><tt>MULTILIB</tt> sets the architecture-specific library path component
605 for multilib systems. The default is <tt>lib</tt>.</li>
606 <li>Have a look at the top-level <tt>Makefile</tt> and <tt>src/Makefile</tt>
607 for additional variables to tweak. The following variables <em>may</em> be
608 overridden, but it's <em>not</em> recommended, except for special needs
609 like cross-builds:
610 <tt>BUILDMODE, CC, HOST_CC, STATIC_CC, DYNAMIC_CC, CFLAGS, HOST_CFLAGS,
611 TARGET_CFLAGS, LDFLAGS, HOST_LDFLAGS, TARGET_LDFLAGS, TARGET_SHLDFLAGS,
612 TARGET_FLAGS, LIBS, HOST_LIBS, TARGET_LIBS, CROSS, HOST_SYS, TARGET_SYS
613 </tt></li>
614 </ul>
616 The build system has a special target for an amalgamated build, i.e.
617 <tt>make amalg</tt>. This compiles the LuaJIT core as one huge C file
618 and allows GCC to generate faster and shorter code. Alas, this requires
619 lots of memory during the build. This may be a problem for some users,
620 that's why it's not enabled by default. But it shouldn't be a problem for
621 most build farms. It's recommended that binary distributions use this
622 target for their LuaJIT builds.
623 </p>
625 The tl;dr version of the above:
626 </p>
627 <pre class="code">
628 make amalg PREFIX=/usr && \
629 make install PREFIX=/usr DESTDIR=/tmp/buildroot
630 </pre>
632 Finally, if you encounter any difficulties, please
633 <a href="contact.html">contact me</a> first, instead of releasing a broken
634 package onto unsuspecting users. Because they'll usually gonna complain
635 to me (the upstream) and not you (the package maintainer), anyway.
636 </p>
637 <br class="flush">
638 </div>
639 <div id="foot">
640 <hr class="hide">
641 Copyright &copy; 2005-2014 Mike Pall
642 <span class="noprint">
643 &middot;
644 <a href="contact.html">Contact</a>
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