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+<!DOCTYPE html>
+<html>
+<head>
+<title>Installation</title>
+<meta charset="utf-8">
+<meta name="Copyright" content="Copyright (C) 2005-2022">
+<meta name="Language" content="en">
+<link rel="stylesheet" type="text/css" href="bluequad.css" media="screen">
+<link rel="stylesheet" type="text/css" href="bluequad-print.css" media="print">
+<style type="text/css">
+table.compat {
+ line-height: 1.2;
+ font-size: 80%;
+}
+table.compat td {
+ border: 1px solid #bfcfff;
+ height: 1.5em;
+}
+table.compat tr.compathead td {
+ font-weight: bold;
+ border-bottom: 2px solid #bfcfff;
+}
+td.compatname, td.compatver {
+ width: 10%;
+}
+td.compatbits {
+ width: 5%;
+}
+td.compatx {
+ width: 21%;
+}
+</style>
+</head>
+<body>
+<div id="site">
+<a href="https://luajit.org"><span>Lua<span id="logo">JIT</span></span></a>
+</div>
+<div id="head">
+<h1>Installation</h1>
+</div>
+<div id="nav">
+<ul><li>
+<a href="luajit.html">LuaJIT</a>
+<ul><li>
+<a href="https://luajit.org/download.html">Download <span class="ext">&raquo;</span></a>
+</li><li>
+<a class="current" href="install.html">Installation</a>
+</li><li>
+<a href="running.html">Running</a>
+</li></ul>
+</li><li>
+<a href="extensions.html">Extensions</a>
+<ul><li>
+<a href="ext_ffi.html">FFI Library</a>
+<ul><li>
+<a href="ext_ffi_tutorial.html">FFI Tutorial</a>
+</li><li>
+<a href="ext_ffi_api.html">ffi.* API</a>
+</li><li>
+<a href="ext_ffi_semantics.html">FFI Semantics</a>
+</li></ul>
+</li><li>
+<a href="ext_buffer.html">String Buffers</a>
+</li><li>
+<a href="ext_jit.html">jit.* Library</a>
+</li><li>
+<a href="ext_c_api.html">Lua/C API</a>
+</li><li>
+<a href="ext_profiler.html">Profiler</a>
+</li></ul>
+</li><li>
+<a href="status.html">Status</a>
+</li><li>
+<a href="faq.html">FAQ</a>
+</li><li>
+<a href="https://luajit.org/list.html">Mailing List <span class="ext">&raquo;</span></a>
+</li></ul>
+</div>
+<div id="main">
+<p>
+LuaJIT is only distributed as a source package. This page explains
+how to build and install LuaJIT with different operating systems
+and C&nbsp;compilers.
+</p>
+<p>
+For the impatient (on POSIX systems):
+</p>
+<pre class="code">
+make &amp;&amp; sudo make install
+</pre>
+
+<h2 id="req">Requirements</h2>
+<h3 id="systems">Systems</h3>
+<p>
+LuaJIT currently builds out-of-the box on most systems:
+</p>
+<table class="compat">
+<tr class="compathead">
+<td class="compatname">OS</td>
+<td class="compatver">Min. Version</td>
+<td class="compatx">Requirements</td>
+<td class="compatx">LuaJIT Versions</td>
+</tr>
+<tr class="odd separate">
+<td class="compatname"><a href="#windows">Windows</a></td>
+<td class="compatver">7</td>
+<td class="compatx">x86 or x64, ARM64: TBA</td>
+<td class="compatx">v2.0 &ndash;</td>
+</tr>
+<tr class="even">
+<td class="compatname"><a href="#posix">Linux</a></td>
+<td class="compatver">&nbsp;</td>
+<td class="compatx">&nbsp;</td>
+<td class="compatx">v2.0 &ndash;</td>
+</tr>
+<tr class="odd">
+<td class="compatname"><a href="#posix">*BSD</a></td>
+<td class="compatver">&nbsp;</td>
+<td class="compatx">&nbsp;</td>
+<td class="compatx">v2.0 &ndash;</td>
+</tr>
+<tr class="even">
+<td class="compatname"><a href="#posix">macOS (OSX)</a></td>
+<td class="compatver">10.4</td>
+<td class="compatx">&nbsp;</td>
+<td class="compatx">v2.1 &ndash;</td>
+</tr>
+<tr class="odd">
+<td class="compatname"><a href="#posix">POSIX</a></td>
+<td class="compatver">&nbsp;</td>
+<td class="compatx">mmap, dlopen</td>
+<td class="compatx">v2.0 &ndash;</td>
+</tr>
+<tr class="even separate">
+<td class="compatname"><a href="#android">Android</a></td>
+<td class="compatver">4.0</td>
+<td class="compatx">Recent Android NDK</td>
+<td class="compatx">v2.0 &ndash;</td>
+</tr>
+<tr class="odd">
+<td class="compatname"><a href="#ios">iOS</a></td>
+<td class="compatver">3.0</td>
+<td class="compatx">Xcode iOS SDK</td>
+<td class="compatx">v2.1 &ndash;</td>
+</tr>
+<tr class="even separate">
+<td class="compatname"><a href="#consoles">PS3</a></td>
+<td class="compatver">&nbsp;</td>
+<td class="compatx">PS3 SDK</td>
+<td class="compatx">v2.0 &ndash; v2.1 EOL</td>
+</tr>
+<tr class="odd">
+<td class="compatname"><a href="#consoles">PS4</a></td>
+<td class="compatver">&nbsp;</td>
+<td class="compatx">PS4 SDK (ORBIS)</td>
+<td class="compatx">v2.0 &ndash;</td>
+</tr>
+<tr class="even">
+<td class="compatname"><a href="#consoles">PS5</a></td>
+<td class="compatver">&nbsp;</td>
+<td class="compatx">PS5 SDK (PROSPERO)</td>
+<td class="compatx">v2.1 &ndash;</td>
+</tr>
+<tr class="odd">
+<td class="compatname"><a href="#consoles">PS Vita</a></td>
+<td class="compatver">&nbsp;</td>
+<td class="compatx">PS Vita SDK (PSP2)</td>
+<td class="compatx">v2.0 &ndash; v2.1 EOL</td>
+</tr>
+<tr class="even">
+<td class="compatname"><a href="#consoles">Xbox 360</a></td>
+<td class="compatver">&nbsp;</td>
+<td class="compatx">Xbox 360 SDK (XEDK)</td>
+<td class="compatx">v2.0 &ndash; v2.1 EOL</td>
+</tr>
+<tr class="odd">
+<td class="compatname"><a href="#consoles">Xbox One</a></td>
+<td class="compatver">&nbsp;</td>
+<td class="compatx">Xbox One SDK (DURANGO)</td>
+<td class="compatx">v2.1 &ndash;</td>
+</tr>
+<tr class="even">
+<td class="compatname"><a href="#consoles">Nintendo Switch</a></td>
+<td class="compatver">&nbsp;</td>
+<td class="compatx">NintendoSDK + NX Addon</td>
+<td class="compatx">v2.1 &ndash;</td>
+</tr>
+</table>
+<p>
+The codebase has compatibility defines for some more systems, but
+without official support.
+</p>
+<h3 id="toolchains">Toolchains</h3>
+<p>
+Building LuaJIT requires a recent toolchain based on GCC, Clang/LLVM or
+MSVC++.
+</p>
+<p>
+The Makefile-based build system requires GNU Make and supports
+cross-builds. Batch files are provided for MSVC++ builds and console
+cross-builds.
+</p>
+<h3 id="architectures">CPU Architectures</h3>
+<table class="compat">
+<tr class="compathead">
+<td class="compatname">CPU</td>
+<td class="compatbits">Bits</td>
+<td class="compatx">Requirements</td>
+<td class="compatx">Variants</td>
+<td class="compatx">LuaJIT Versions</td>
+</tr>
+<tr class="odd separate">
+<td class="compatname">x86</td>
+<td class="compatbits">32</td>
+<td class="compatx">v2.1+: SSE2</td>
+<td class="compatx">&nbsp;</td>
+<td class="compatx">v2.0 &ndash;</td>
+</tr>
+<tr class="even">
+<td class="compatname">x64</td>
+<td class="compatbits">64</td>
+<td class="compatx">&nbsp;</td>
+<td class="compatx">&nbsp;</td>
+<td class="compatx">v2.0 &ndash;</td>
+</tr>
+<tr class="odd">
+<td class="compatname">ARM</td>
+<td class="compatbits">32</td>
+<td class="compatx">ARMv5+, ARM9E+</td>
+<td class="compatx">hard-fp + soft-fp</td>
+<td class="compatx">v2.0 &ndash;</td>
+</tr>
+<tr class="even">
+<td class="compatname">ARM64</td>
+<td class="compatbits">64</td>
+<td class="compatx">&nbsp;</td>
+<td class="compatx">ARM64le + ARM64be</td>
+<td class="compatx">v2.1 &ndash;</td>
+</tr>
+<tr class="odd">
+<td class="compatname">PPC32</td>
+<td class="compatbits">32</td>
+<td class="compatx">&nbsp;</td>
+<td class="compatx">hard-fp + soft-fp</td>
+<td class="compatx">v2.0 &ndash; v2.1 EOL</td>
+</tr>
+<tr class="even">
+<td class="compatname">PPC/e500</td>
+<td class="compatbits">32</td>
+<td class="compatx">e500v2</td>
+<td class="compatx">&nbsp;</td>
+<td class="compatx">v2.0 EOL</td>
+</tr>
+<tr class="odd">
+<td class="compatname">MIPS32</td>
+<td class="compatbits">32</td>
+<td class="compatx">MIPS32r1 &ndash; r5</td>
+<td class="compatx">hard-fp + soft-fp</td>
+<td class="compatx">v2.0 &ndash;</td>
+</tr>
+<tr class="even">
+<td class="compatname">MIPS64</td>
+<td class="compatbits">64</td>
+<td class="compatx">MIPS64r1 &ndash; r5</td>
+<td class="compatx">hard-fp + soft-fp</td>
+<td class="compatx">v2.1 &ndash;</td>
+</tr>
+<tr class="odd">
+<td class="compatname">MIPS64</td>
+<td class="compatbits">64</td>
+<td class="compatx">MIPS64r6</td>
+<td class="compatx">hard-fp + soft-fp</td>
+<td class="compatx">v2.1 EOL</td>
+</tr>
+<tr class="even">
+<td class="compatname">RISC-V</td>
+<td class="compatbits">64</td>
+<td class="compatx">RVA22+</td>
+<td class="compatx">&nbsp;</td>
+<td class="compatx">TBA</td>
+</tr>
+</table>
+<p>
+There are no plans to add historic architectures or to continue support
+for end-of-life (EOL) architectures, for which no new CPUs are commonly
+available anymore. Likewise, there are no plans to support marginal
+and/or de-facto-dead architectures.
+</p>
+
+<h2>Configuring LuaJIT</h2>
+<p>
+The standard configuration should work fine for most installations.
+Usually there is no need to tweak the settings. The following files
+hold all user-configurable settings:
+</p>
+<ul>
+<li><tt>src/luaconf.h</tt> sets some configuration variables.</li>
+<li><tt>Makefile</tt> has settings for <b>installing</b> LuaJIT (POSIX
+only).</li>
+<li><tt>src/Makefile</tt> has settings for <b>compiling</b> LuaJIT
+under POSIX, MinGW or Cygwin.</li>
+<li><tt>src/msvcbuild.bat</tt> has settings for compiling LuaJIT with
+MSVC (Visual Studio).</li>
+</ul>
+<p>
+Please read the instructions given in these files, before changing
+any settings.
+</p>
+<p>
+All LuaJIT 64 bit ports use 64 bit GC objects by default (<tt>LJ_GC64</tt>).
+For x64, you can select the old 32-on-64 bit mode by adding
+<tt>XCFLAGS=-DLUAJIT_DISABLE_GC64</tt> to the make command.
+Please check the note about the
+<a href="extensions.html#string_dump">bytecode format</a> differences, too.
+</p>
+
+<h2 id="posix">POSIX Systems (Linux, macOS, *BSD etc.)</h2>
+<h3>Prerequisites</h3>
+<p>
+Depending on your distribution, you may need to install a package for
+GCC, the development headers and/or a complete SDK. E.g. on a current
+Debian/Ubuntu, install <tt>libc6-dev</tt> with the package manager.
+</p>
+<p>
+The recommended way to fetch the latest version is to do a pull from
+the git repository.
+</p>
+<p>
+Alternatively, download the latest source package of LuaJIT (pick the .tar.gz).
+Move it to a directory of your choice, open a terminal window and change
+to this directory. Now unpack the archive and change to the newly created
+directory (replace XX.YY.ZZ with the version you downloaded):
+</p>
+<pre class="code">
+tar zxf LuaJIT-XX.YY.ZZ.tar.gz
+cd LuaJIT-XX.YY.ZZ
+</pre>
+<h3>Building LuaJIT</h3>
+<p>
+The supplied Makefiles try to auto-detect the settings needed for your
+operating system and your compiler. They need to be run with GNU Make,
+which is probably the default on your system, anyway. Simply run:
+</p>
+<pre class="code">
+make
+</pre>
+<p>
+This always builds a native binary, depending on the host OS
+you're running this command on. Check the section on
+<a href="#cross">cross-compilation</a> for more options.
+</p>
+<p>
+By default, modules are only searched under the prefix <tt>/usr/local</tt>.
+You can add an extra prefix to the search paths by appending the
+<tt>PREFIX</tt> option, e.g.:
+</p>
+<pre class="code">
+make PREFIX=/home/myself/lj2
+</pre>
+<p>
+Note for macOS: you <b>must</b> set the <tt>MACOSX_DEPLOYMENT_TARGET</tt>
+environment variable to a value supported by your toolchain:
+</p>
+<pre class="code">
+MACOSX_DEPLOYMENT_TARGET=XX.YY make
+</pre>
+<h3>Installing LuaJIT</h3>
+<p>
+The top-level Makefile installs LuaJIT by default under
+<tt>/usr/local</tt>, i.e. the executable ends up in
+<tt>/usr/local/bin</tt> and so on. You need root privileges
+to write to this path. So, assuming sudo is installed on your system,
+run the following command and enter your sudo password:
+</p>
+<pre class="code">
+sudo make install
+</pre>
+<p>
+Otherwise specify the directory prefix as an absolute path, e.g.:
+</p>
+<pre class="code">
+make install PREFIX=/home/myself/lj2
+</pre>
+<p>
+Obviously the prefixes given during build and installation need to be the same.
+</p>
+
+<h2 id="windows">Windows Systems</h2>
+<h3>Prerequisites</h3>
+<p>
+Either install one of the open source SDKs
+(<a href="http://mingw.org/"><span class="ext">&raquo;</span>&nbsp;MinGW</a> or
+<a href="https://www.cygwin.com/"><span class="ext">&raquo;</span>&nbsp;Cygwin</a>), which come with a modified
+GCC plus the required development headers.
+Or install Microsoft's Visual Studio (MSVC).
+</p>
+<p>
+Next, pull from the git repository or download the source package and
+unpack it using an archive manager (e.g. the Windows Explorer) to
+a directory of your choice.
+</p>
+<h3>Building with MSVC</h3>
+<p>
+Open a "Visual Studio Command Prompt" (either x86 or x64), <tt>cd</tt> to the
+directory where you've unpacked the sources and run these commands:
+</p>
+<pre class="code">
+cd src
+msvcbuild
+</pre>
+<p>
+Check the <tt>msvcbuild.bat</tt> file for more options.
+Then follow the installation instructions below.
+</p>
+<h3>Building with MinGW or Cygwin</h3>
+<p>
+Open a command prompt window and make sure the MinGW or Cygwin programs
+are in your path. Then <tt>cd</tt> to the directory of the git repository
+or where you've unpacked the sources. Then run this command for MinGW:
+</p>
+<pre class="code">
+mingw32-make
+</pre>
+<p>
+Or this command for Cygwin:
+</p>
+<pre class="code">
+make
+</pre>
+<p>
+Then follow the installation instructions below.
+</p>
+<h3>Installing LuaJIT</h3>
+<p>
+Copy <tt>luajit.exe</tt> and <tt>lua51.dll</tt> (built in the <tt>src</tt>
+directory) to a newly created directory (any location is ok).
+Add <tt>lua</tt> and <tt>lua\jit</tt> directories below it and copy
+all Lua files from the <tt>src\jit</tt> directory of the distribution
+to the latter directory.
+</p>
+<p>
+There are no hardcoded
+absolute path names &mdash; all modules are loaded relative to the
+directory where <tt>luajit.exe</tt> is installed
+(see <tt>src/luaconf.h</tt>).
+</p>
+
+<h2 id="cross">Cross-compiling LuaJIT</h2>
+<p>
+First, let's clear up some terminology:
+</p>
+<ul>
+<li>Host: This is your development system, usually based on a x64 or x86 CPU.</li>
+<li>Target: This is the target system you want LuaJIT to run on, e.g. Android/ARM.</li>
+<li>Toolchain: This comprises a C compiler, linker, assembler and a matching C library.</li>
+<li>Host (or system) toolchain: This is the toolchain used to build native binaries for your host system.</li>
+<li>Cross-compile toolchain: This is the toolchain used to build binaries for the target system. They can only be run on the target system.</li>
+</ul>
+<p>
+The GNU Makefile-based build system allows cross-compiling on any host
+for any supported target:
+</p>
+<ul>
+<li>Yes, you need a toolchain for both your host <em>and</em> your target!</li>
+<li>Both host and target architectures must have the same pointer size.</li>
+<li>E.g. if you want to cross-compile to a 32 bit target on a 64 bit host, you need to install the multilib development package (e.g. <tt>libc6-dev-i386</tt> on Debian/Ubuntu) and build a 32 bit host part (<tt>HOST_CC="gcc -m32"</tt>).</li>
+<li>64 bit targets always require compilation on a 64 bit host.</li>
+</ul>
+<p>
+You need to specify <tt>TARGET_SYS</tt> whenever the host OS and the
+target OS differ, or you'll get assembler or linker errors:
+</p>
+<ul>
+<li>E.g. if you're compiling on a Windows or macOS host for embedded Linux or Android, you need to add <tt>TARGET_SYS=Linux</tt> to the examples below.</li>
+<li>For a minimal target OS, you may need to disable the built-in allocator in <tt>src/Makefile</tt> and use <tt>TARGET_SYS=Other</tt>.</li>
+<li>Don't forget to specify the same <tt>TARGET_SYS</tt> for the install step, too.</li>
+</ul>
+<p>
+Here are some examples where host and target have the same CPU:
+</p>
+<pre class="code">
+# Cross-compile to a 32 bit binary on a multilib x64 OS
+make CC="gcc -m32"
+
+# Cross-compile on Debian/Ubuntu for Windows (mingw32 package)
+make HOST_CC="gcc -m32" CROSS=i586-mingw32msvc- TARGET_SYS=Windows
+</pre>
+<p id="cross2">
+The <tt>CROSS</tt> prefix allows specifying a standard GNU cross-compile
+toolchain (Binutils, GCC and a matching libc). The prefix may vary
+depending on the <tt>--target</tt> the toolchain was built for (note the
+<tt>CROSS</tt> prefix has a trailing <tt>"-"</tt>). The examples below
+use the canonical toolchain triplets for Linux.
+</p>
+<p>
+Since there's often no easy way to detect CPU features at runtime, it's
+important to compile with the proper CPU or architecture settings:
+</o>
+<ul>
+<li>The best way to get consistent results is to specify the correct settings when building the toolchain yourself.</li>
+<li>For a pre-built, generic toolchain add <tt>-mcpu=...</tt> or <tt>-march=...</tt> and other necessary flags to <tt>TARGET_CFLAGS</tt>.</li>
+<li>For ARM it's important to have the correct <tt>-mfloat-abi=...</tt> setting, too. Otherwise LuaJIT may not run at the full performance of your target CPU.</li>
+<li>For MIPS it's important to select a supported ABI (o32 on MIPS32, n64 on MIPS64) and consistently compile your project either with hard-float or soft-float compiler settings.</li>
+</ul>
+<p>
+Here are some examples for targets with a different CPU than the host:
+</p>
+<pre class="code">
+# ARM soft-float
+make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
+ TARGET_CFLAGS="-mfloat-abi=soft"
+
+# ARM soft-float ABI with VFP (example for Cortex-A9)
+make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \
+ TARGET_CFLAGS="-mcpu=cortex-a9 -mfloat-abi=softfp"
+
+# ARM hard-float ABI with VFP (armhf, most modern toolchains)
+make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabihf-
+
+# ARM64
+make CROSS=aarch64-linux-
+
+# PPC
+make HOST_CC="gcc -m32" CROSS=powerpc-linux-gnu-
+
+# MIPS32 big-endian
+make HOST_CC="gcc -m32" CROSS=mips-linux-
+# MIPS32 little-endian
+make HOST_CC="gcc -m32" CROSS=mipsel-linux-
+
+# MIPS64 big-endian
+make CROSS=mips-linux- TARGET_CFLAGS="-mips64r2 -mabi=64"
+# MIPS64 little-endian
+make CROSS=mipsel-linux- TARGET_CFLAGS="-mips64r2 -mabi=64"
+</pre>
+<p>
+You can cross-compile for <b id="android">Android</b> using the <a href="https://developer.android.com/ndk/"><span class="ext">&raquo;</span>&nbsp;Android NDK</a>.
+Please adapt the environment variables to match the install locations and the
+desired target platform. E.g. Android&nbsp;4.1 corresponds to ABI level&nbsp;16.
+</p>
+<pre class="code">
+# Android/ARM64, aarch64, Android 5.0+ (L)
+NDKDIR=/opt/android/ndk
+NDKBIN=$NDKDIR/toolchains/llvm/prebuilt/linux-x86_64/bin
+NDKCROSS=$NDKBIN/aarch64-linux-android-
+NDKCC=$NDKBIN/aarch64-linux-android21-clang
+make CROSS=$NDKCROSS \
+ STATIC_CC=$NDKCC DYNAMIC_CC="$NDKCC -fPIC" \
+ TARGET_LD=$NDKCC TARGET_AR="$NDKBIN/llvm-ar rcus" \
+ TARGET_STRIP=$NDKBIN/llvm-strip
+
+# Android/ARM, armeabi-v7a (ARMv7 VFP), Android 4.1+ (JB)
+NDKDIR=/opt/android/ndk
+NDKBIN=$NDKDIR/toolchains/llvm/prebuilt/linux-x86_64/bin
+NDKCROSS=$NDKBIN/arm-linux-androideabi-
+NDKCC=$NDKBIN/armv7a-linux-androideabi16-clang
+make HOST_CC="gcc -m32" CROSS=$NDKCROSS \
+ STATIC_CC=$NDKCC DYNAMIC_CC="$NDKCC -fPIC" \
+ TARGET_LD=$NDKCC TARGET_AR="$NDKBIN/llvm-ar rcus" \
+ TARGET_STRIP=$NDKBIN/llvm-strip
+</pre>
+<p>
+You can cross-compile for <b id="ios">iOS 3.0+</b> (iPhone/iPad) using the <a href="https://developer.apple.com/ios/"><span class="ext">&raquo;</span>&nbsp;iOS SDK</a>:
+</p>
+<p style="font-size: 8pt;">
+Note: <b>the JIT compiler is disabled for iOS</b>, because regular iOS Apps
+are not allowed to generate code at runtime. You'll only get the performance
+of the LuaJIT interpreter on iOS. This is still faster than plain Lua, but
+much slower than the JIT compiler. Please complain to Apple, not me.
+Or use Android. :-p
+</p>
+<pre class="code">
+# iOS/ARM64
+ISDKP=$(xcrun --sdk iphoneos --show-sdk-path)
+ICC=$(xcrun --sdk iphoneos --find clang)
+ISDKF="-arch arm64 -isysroot $ISDKP"
+make DEFAULT_CC=clang CROSS="$(dirname $ICC)/" \
+ TARGET_FLAGS="$ISDKF" TARGET_SYS=iOS
+</pre>
+
+<h3 id="consoles">Cross-compiling for consoles</h3>
+<p>
+Building LuaJIT for consoles requires both a supported host compiler
+(x86 or x64) and a cross-compiler from the official console SDK.
+</p>
+<p>
+Due to restrictions on consoles, the JIT compiler is disabled and only
+the fast interpreter is built. This is still faster than plain Lua,
+but much slower than the JIT compiler. The FFI is disabled, too, since
+it's not very useful in such an environment.
+</p>
+<p>
+The following commands build a static library <tt>libluajit.a</tt>,
+which can be linked against your game, just like the Lua library.
+</p>
+<p>
+To cross-compile for <b id="ps3">PS3</b> from a Linux host (requires
+32&nbsp;bit GCC, i.e. multilib Linux/x64) or a Windows host (requires
+32&nbsp;bit MinGW), run this command:
+</p>
+<pre class="code">
+make HOST_CC="gcc -m32" CROSS=ppu-lv2-
+</pre>
+<p>
+To cross-compile for the other consoles from a Windows host, open a
+"Native Tools Command Prompt for VS". You need to choose either the 32
+or the 64&nbsp;bit version of the host compiler to match the target.
+Then <tt>cd</tt> to the <tt>src</tt> directory below where you've
+unpacked the sources and run the build command given in the table:
+</p>
+<table class="compat">
+<tr class="compathead">
+<td class="compatname">Console</td>
+<td class="compatbits">Bits</td>
+<td class="compatx">Build Command</td>
+</tr>
+<tr class="odd separate">
+<td class="compatname"><b id="ps4">PS4</b></td>
+<td class="compatbits">64</td>
+<td class="compatx"><tt>ps4build</tt></td>
+</tr>
+<tr class="even">
+<td class="compatname"><b id="ps5">PS5</b></td>
+<td class="compatbits">64</td>
+<td class="compatx"><tt>ps5build</tt></td>
+</tr>
+<tr class="odd">
+<td class="compatname"><b id="psvita">PS Vita</b></td>
+<td class="compatbits">32</td>
+<td class="compatx"><tt>psvitabuild</tt></td>
+</tr>
+<tr class="even">
+<td class="compatname"><b id="xbox360">Xbox 360</b></td>
+<td class="compatbits">32</td>
+<td class="compatx"><tt>xedkbuild</tt></td>
+</tr>
+<tr class="odd">
+<td class="compatname"><b id="xboxone">Xbox One</b></td>
+<td class="compatbits">64</td>
+<td class="compatx"><tt>xb1build</tt></td>
+</tr>
+<tr class="even">
+<td class="compatname"><b id="nx32">Nintendo Switch NX32</b></td>
+<td class="compatbits">32</td>
+<td class="compatx"><tt>nxbuild</tt></td>
+</tr>
+<tr class="odd">
+<td class="compatname"><b id="nx64">Nintendo Switch NX64</b></td>
+<td class="compatbits">64</td>
+<td class="compatx"><tt>nxbuild</tt></td>
+</tr>
+</table>
+<p>
+Please check out the comments in the corresponding <tt>*.bat</tt>
+file for more options.
+</p>
+
+<h2 id="embed">Embedding LuaJIT</h2>
+<p>
+LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua
+into your application, you probably don't need to do anything to switch
+to LuaJIT, except link with a different library:
+</p>
+<ul>
+<li>It's strongly suggested to build LuaJIT separately using the supplied
+build system. Please do <em>not</em> attempt to integrate the individual
+source files into your build tree. You'll most likely get the internal build
+dependencies wrong or mess up the compiler flags. Treat LuaJIT like any
+other external library and link your application with either the dynamic
+or static library, depending on your needs.</li>
+<li>If you want to load C modules compiled for plain Lua
+with <tt>require()</tt>, you need to make sure the public symbols
+(e.g. <tt>lua_pushnumber</tt>) are exported, too:
+<ul><li>On POSIX systems you can either link to the shared library
+or link the static library into your application. In the latter case
+you'll need to export all public symbols from your main executable
+(e.g. <tt>-Wl,-E</tt> on Linux) and add the external dependencies
+(e.g. <tt>-lm -ldl</tt> on Linux).</li>
+<li>Since Windows symbols are bound to a specific DLL name, you need to
+link to the <tt>lua51.dll</tt> created by the LuaJIT build (do not rename
+the DLL). You may link LuaJIT statically on Windows only if you don't
+intend to load Lua/C modules at runtime.
+</li></ul>
+</li>
+</ul>
+<p>Additional hints for initializing LuaJIT using the C API functions:</p>
+<ul>
+<li>Here's a
+<a href="http://lua-users.org/wiki/SimpleLuaApiExample"><span class="ext">&raquo;</span>&nbsp;simple example</a>
+for embedding Lua or LuaJIT into your application.</li>
+<li>Make sure you use <tt>luaL_newstate</tt>. Avoid using
+<tt>lua_newstate</tt>, since this uses the (slower) default memory
+allocator from your system (no support for this on 64&nbsp;bit architectures).</li>
+<li>Make sure you use <tt>luaL_openlibs</tt> and not the old Lua 5.0 style
+of calling <tt>luaopen_base</tt> etc. directly.</li>
+<li>To change or extend the list of standard libraries to load, copy
+<tt>src/lib_init.c</tt> to your project and modify it accordingly.
+Make sure the <tt>jit</tt> library is loaded, or the JIT compiler
+will not be activated.</li>
+<li>The <tt>bit.*</tt> module for bitwise operations
+is already built-in. There's no need to statically link
+<a href="https://bitop.luajit.org/"><span class="ext">&raquo;</span>&nbsp;Lua BitOp</a> to your application.</li>
+</ul>
+
+<h2 id="distro">Hints for Distribution Maintainers</h2>
+<p>
+The LuaJIT build system has extra provisions for the needs of most
+POSIX-based distributions. If you're a package maintainer for
+a distribution, <em>please</em> make use of these features and
+avoid patching, subverting, autotoolizing or messing up the build system
+in unspeakable ways.
+</p>
+<p>
+There should be absolutely no need to patch <tt>luaconf.h</tt> or any
+of the Makefiles. And please do not hand-pick files for your packages &mdash;
+simply use whatever <tt>make install</tt> creates. There's a reason
+for all the files <em>and</em> directories it creates.
+</p>
+<p>
+The build system uses GNU make and auto-detects most settings based on
+the host you're building it on. This should work fine for native builds,
+even when sandboxed. You may need to pass some of the following flags to
+<em>both</em> the <tt>make</tt> and the <tt>make install</tt> command lines
+for a regular distribution build:
+</p>
+<ul>
+<li><tt>PREFIX</tt> overrides the installation path and should usually
+be set to <tt>/usr</tt>. Setting this also changes the module paths and
+the paths needed to locate the shared library.</li>
+<li><tt>DESTDIR</tt> is an absolute path which allows you to install
+to a shadow tree instead of the root tree of the build system.</li>
+<li><tt>MULTILIB</tt> sets the architecture-specific library path component
+for multilib systems. The default is <tt>lib</tt>.</li>
+<li>Have a look at the top-level <tt>Makefile</tt> and <tt>src/Makefile</tt>
+for additional variables to tweak. The following variables <em>may</em> be
+overridden, but it's <em>not</em> recommended, except for special needs
+like cross-builds:
+<tt>BUILDMODE, CC, HOST_CC, STATIC_CC, DYNAMIC_CC, CFLAGS, HOST_CFLAGS,
+TARGET_CFLAGS, LDFLAGS, HOST_LDFLAGS, TARGET_LDFLAGS, TARGET_SHLDFLAGS,
+TARGET_FLAGS, LIBS, HOST_LIBS, TARGET_LIBS, CROSS, HOST_SYS, TARGET_SYS
+</tt></li>
+</ul>
+<p>
+The build system has a special target for an amalgamated build, i.e.
+<tt>make amalg</tt>. This compiles the LuaJIT core as one huge C file
+and allows GCC to generate faster and shorter code. Alas, this requires
+lots of memory during the build. This may be a problem for some users,
+that's why it's not enabled by default. But it shouldn't be a problem for
+most build farms. It's recommended that binary distributions use this
+target for their LuaJIT builds.
+</p>
+<p>
+The tl;dr version of the above:
+</p>
+<pre class="code">
+make amalg PREFIX=/usr && \
+make install PREFIX=/usr DESTDIR=/tmp/buildroot
+</pre>
+<p>
+Finally, if you encounter any difficulties, please
+<a href="contact.html">contact me</a> first, instead of releasing a broken
+package onto unsuspecting users. Because they'll usually gonna complain
+to me (the upstream) and not you (the package maintainer), anyway.
+</p>
+<br class="flush">
+</div>
+<div id="foot">
+<hr class="hide">
+Copyright &copy; 2005-2022
+<span class="noprint">
+&middot;
+<a href="contact.html">Contact</a>
+</span>
+</div>
+</body>
+</html>