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Potential very hacky workaround for arm64 JIT allocation issues.
Try to reserve blocks of executable memory before external library code claims the address space. LuaJIT on arm64 currently has a very limited range of memory it can use for JIT code.
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@@ -0,0 +1,71 @@
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R"luastring"--(
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-- DO NOT REMOVE THE ABOVE LINE. It is used to load this file as a C++ string.
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-- There is a matching delimiter at the bottom of the file.
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--[[
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Copyright (c) 2006-2021 LOVE Development Team
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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--]]
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if type(jit) ~= "table" or not jit.status() then
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return
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end
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-- Double the defaults.
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jit.opt.start("maxtrace=2000", "maxrecord=8000")
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-- Somewhat arbitrary value. Needs to be higher than the combined sizes below,
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-- and higher than the default (512) because that's already too low.
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jit.opt.start("maxmcode=16384")
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if jit.arch == "arm64" then
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-- https://github.com/LuaJIT/LuaJIT/issues/285
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-- LuaJIT 2.1 on arm64 currently (as of commit b4b2dce) can only use memory
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-- for JIT compilation within a certain short range. Other libraries such as
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-- SDL can take all the usable space in that range and cause attempts at JIT
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-- compilation to both fail and take a long time.
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-- This is a very hacky attempt at a workaround. LuaJIT allocates executable
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-- code in pools. We'll try "reserving" pools before any external code is
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-- executed, by causing JIT compilation via a small loop. We can't easily
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-- tell if JIT compilation succeeded, so we do several successively smaller
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-- pool allocations in case previous ones fail.
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-- This is a really hacky hack and by no means foolproof - there are a lot of
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-- potential situations (especially when threads are used) where previously
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-- executed external code will still take up space that LuaJIT needed for itself.
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jit.opt.start("sizemcode=2048")
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for i=1, 100 do end
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jit.opt.start("sizemcode=1024")
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for i=1, 100 do end
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jit.opt.start("sizemcode=512")
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for i=1, 100 do end
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jit.opt.start("sizemcode=256")
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for i=1, 100 do end
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jit.opt.start("sizemcode=128")
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for i=1, 100 do end
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else
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-- Somewhat arbitrary value (>= the default).
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jit.opt.start("sizemcode=128")
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end
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-- DO NOT REMOVE THE NEXT LINE. It is used to load this file as a C++ string.
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--)luastring"--"
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@@ -97,6 +97,10 @@ static const char boot_lua[] =
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#include "boot.lua"
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;
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static const char jit_setup_lua[] =
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#include "jitsetup.lua"
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;
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// All modules define a c-accessible luaopen
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// so let's make use of those, instead
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// of addressing implementations directly.
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@@ -160,6 +164,7 @@ extern "C"
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extern int luaopen_love_window(lua_State*);
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#endif
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extern int luaopen_love_nogame(lua_State*);
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extern int luaopen_love_jitsetup(lua_State*);
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extern int luaopen_love_arg(lua_State*);
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extern int luaopen_love_callbacks(lua_State*);
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extern int luaopen_love_boot(lua_State*);
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@@ -224,6 +229,7 @@ static const luaL_Reg modules[] = {
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{ "love.window", luaopen_love_window },
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#endif
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{ "love.nogame", luaopen_love_nogame },
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{ "love.jitsetup", luaopen_love_jitsetup },
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{ "love.arg", luaopen_love_arg },
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{ "love.callbacks", luaopen_love_callbacks },
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{ "love.boot", luaopen_love_boot },
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@@ -404,6 +410,15 @@ static void luax_addcompatibilityalias(lua_State *L, const char *module, const c
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int luaopen_love(lua_State *L)
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{
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// Preload module loaders.
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for (int i = 0; modules[i].name != nullptr; i++)
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love::luax_preload(L, modules[i].func, modules[i].name);
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// jitsetup is also loaded in the love executable runlove function. It's
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// needed here too for threads. Note that it doesn't use the love table.
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love::luax_require(L, "love.jitsetup");
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lua_pop(L, 1);
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love::luax_insistpinnedthread(L);
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love::luax_insistglobal(L, "love");
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@@ -501,10 +516,6 @@ int luaopen_love(lua_State *L)
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lua_setfield(L, -2, "hasDeprecationOutput");
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}
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// Preload module loaders.
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for (int i = 0; modules[i].name != nullptr; i++)
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love::luax_preload(L, modules[i].func, modules[i].name);
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// Necessary for Data-creating methods to work properly in Data subclasses.
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love::luax_require(L, "love.data");
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lua_pop(L, 1);
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@@ -657,6 +668,14 @@ int luaopen_love_nogame(lua_State *L)
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return 1;
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}
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int luaopen_love_jitsetup(lua_State *L)
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{
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if (luaL_loadbuffer(L, jit_setup_lua, sizeof(jit_setup_lua), "jitsetup.lua") == 0)
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lua_call(L, 0, 1);
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return 1;
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}
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int luaopen_love_arg(lua_State *L)
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{
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if (luaL_loadbuffer(L, arg_lua, sizeof(arg_lua), "arg.lua") == 0)
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@@ -36,6 +36,9 @@ LOVE_EXPORT const char *love_version();
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LOVE_EXPORT const char *love_codename();
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LOVE_EXPORT int luaopen_love(lua_State *L);
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LOVE_EXPORT int luaopen_love_nogame(lua_State *L);
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LOVE_EXPORT int luaopen_love_jitsetup(lua_State *L);
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LOVE_EXPORT int luaopen_love_arg(lua_State *L);
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LOVE_EXPORT int luaopen_love_callbacks(lua_State *L);
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LOVE_EXPORT int luaopen_love_boot(lua_State *L);
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#ifdef LOVE_LEGENDARY_CONSOLE_IO_HACK
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