mirror of
https://github.com/c64scene-ar/llvm-6502.git
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bb46f52027
git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@62279 91177308-0d34-0410-b5e6-96231b3b80d8
202 lines
7.2 KiB
C++
202 lines
7.2 KiB
C++
//===- lib/Linker/LinkArchives.cpp - Link LLVM objects and libraries ------===//
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//
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// The LLVM Compiler Infrastructure
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//
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// This file is distributed under the University of Illinois Open Source
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// License. See LICENSE.TXT for details.
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//
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//===----------------------------------------------------------------------===//
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//
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// This file contains routines to handle linking together LLVM bitcode files,
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// and to handle annoying things like static libraries.
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//
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//===----------------------------------------------------------------------===//
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#include "llvm/Linker.h"
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#include "llvm/Module.h"
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#include "llvm/ModuleProvider.h"
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#include "llvm/ADT/SetOperations.h"
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#include "llvm/Bitcode/Archive.h"
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#include "llvm/Config/config.h"
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#include <memory>
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#include <set>
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using namespace llvm;
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/// GetAllUndefinedSymbols - calculates the set of undefined symbols that still
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/// exist in an LLVM module. This is a bit tricky because there may be two
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/// symbols with the same name but different LLVM types that will be resolved to
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/// each other but aren't currently (thus we need to treat it as resolved).
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///
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/// Inputs:
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/// M - The module in which to find undefined symbols.
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///
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/// Outputs:
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/// UndefinedSymbols - A set of C++ strings containing the name of all
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/// undefined symbols.
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///
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static void
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GetAllUndefinedSymbols(Module *M, std::set<std::string> &UndefinedSymbols) {
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std::set<std::string> DefinedSymbols;
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UndefinedSymbols.clear();
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// If the program doesn't define a main, try pulling one in from a .a file.
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// This is needed for programs where the main function is defined in an
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// archive, such f2c'd programs.
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Function *Main = M->getFunction("main");
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if (Main == 0 || Main->isDeclaration())
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UndefinedSymbols.insert("main");
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for (Module::iterator I = M->begin(), E = M->end(); I != E; ++I)
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if (I->hasName()) {
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if (I->isDeclaration())
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UndefinedSymbols.insert(I->getName());
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else if (!I->hasLocalLinkage()) {
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assert(!I->hasDLLImportLinkage()
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&& "Found dllimported non-external symbol!");
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DefinedSymbols.insert(I->getName());
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}
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}
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for (Module::global_iterator I = M->global_begin(), E = M->global_end();
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I != E; ++I)
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if (I->hasName()) {
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if (I->isDeclaration())
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UndefinedSymbols.insert(I->getName());
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else if (!I->hasLocalLinkage()) {
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assert(!I->hasDLLImportLinkage()
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&& "Found dllimported non-external symbol!");
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DefinedSymbols.insert(I->getName());
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}
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}
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for (Module::alias_iterator I = M->alias_begin(), E = M->alias_end();
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I != E; ++I)
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if (I->hasName())
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DefinedSymbols.insert(I->getName());
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// Prune out any defined symbols from the undefined symbols set...
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for (std::set<std::string>::iterator I = UndefinedSymbols.begin();
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I != UndefinedSymbols.end(); )
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if (DefinedSymbols.count(*I))
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UndefinedSymbols.erase(I++); // This symbol really is defined!
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else
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++I; // Keep this symbol in the undefined symbols list
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}
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/// LinkInArchive - opens an archive library and link in all objects which
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/// provide symbols that are currently undefined.
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///
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/// Inputs:
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/// Filename - The pathname of the archive.
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///
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/// Return Value:
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/// TRUE - An error occurred.
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/// FALSE - No errors.
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bool
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Linker::LinkInArchive(const sys::Path &Filename, bool &is_native) {
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// Make sure this is an archive file we're dealing with
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if (!Filename.isArchive())
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return error("File '" + Filename.toString() + "' is not an archive.");
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// Open the archive file
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verbose("Linking archive file '" + Filename.toString() + "'");
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// Find all of the symbols currently undefined in the bitcode program.
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// If all the symbols are defined, the program is complete, and there is
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// no reason to link in any archive files.
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std::set<std::string> UndefinedSymbols;
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GetAllUndefinedSymbols(Composite, UndefinedSymbols);
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if (UndefinedSymbols.empty()) {
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verbose("No symbols undefined, skipping library '" +
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Filename.toString() + "'");
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return false; // No need to link anything in!
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}
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std::string ErrMsg;
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std::auto_ptr<Archive> AutoArch (
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Archive::OpenAndLoadSymbols(Filename,&ErrMsg));
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Archive* arch = AutoArch.get();
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if (!arch)
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return error("Cannot read archive '" + Filename.toString() +
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"': " + ErrMsg);
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if (!arch->isBitcodeArchive()) {
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is_native = true;
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return false;
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}
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is_native = false;
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// Save a set of symbols that are not defined by the archive. Since we're
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// entering a loop, there's no point searching for these multiple times. This
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// variable is used to "set_subtract" from the set of undefined symbols.
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std::set<std::string> NotDefinedByArchive;
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// Save the current set of undefined symbols, because we may have to make
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// multiple passes over the archive:
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std::set<std::string> CurrentlyUndefinedSymbols;
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do {
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CurrentlyUndefinedSymbols = UndefinedSymbols;
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// Find the modules we need to link into the target module
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std::set<ModuleProvider*> Modules;
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if (!arch->findModulesDefiningSymbols(UndefinedSymbols, Modules, &ErrMsg))
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return error("Cannot find symbols in '" + Filename.toString() +
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"': " + ErrMsg);
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// If we didn't find any more modules to link this time, we are done
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// searching this archive.
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if (Modules.empty())
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break;
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// Any symbols remaining in UndefinedSymbols after
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// findModulesDefiningSymbols are ones that the archive does not define. So
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// we add them to the NotDefinedByArchive variable now.
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NotDefinedByArchive.insert(UndefinedSymbols.begin(),
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UndefinedSymbols.end());
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// Loop over all the ModuleProviders that we got back from the archive
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for (std::set<ModuleProvider*>::iterator I=Modules.begin(), E=Modules.end();
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I != E; ++I) {
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// Get the module we must link in.
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std::string moduleErrorMsg;
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std::auto_ptr<Module> AutoModule((*I)->releaseModule( &moduleErrorMsg ));
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if (!moduleErrorMsg.empty())
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return error("Could not load a module: " + moduleErrorMsg);
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Module* aModule = AutoModule.get();
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if (aModule != NULL) {
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verbose(" Linking in module: " + aModule->getModuleIdentifier());
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// Link it in
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if (LinkInModule(aModule, &moduleErrorMsg)) {
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return error("Cannot link in module '" +
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aModule->getModuleIdentifier() + "': " + moduleErrorMsg);
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}
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}
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}
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// Get the undefined symbols from the aggregate module. This recomputes the
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// symbols we still need after the new modules have been linked in.
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GetAllUndefinedSymbols(Composite, UndefinedSymbols);
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// At this point we have two sets of undefined symbols: UndefinedSymbols
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// which holds the undefined symbols from all the modules, and
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// NotDefinedByArchive which holds symbols we know the archive doesn't
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// define. There's no point searching for symbols that we won't find in the
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// archive so we subtract these sets.
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set_subtract(UndefinedSymbols, NotDefinedByArchive);
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// If there's no symbols left, no point in continuing to search the
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// archive.
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if (UndefinedSymbols.empty())
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break;
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} while (CurrentlyUndefinedSymbols != UndefinedSymbols);
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return false;
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}
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