llvm-6502/lib/Linker/LinkArchives.cpp
Chandler Carruth 0b8c9a80f2 Move all of the header files which are involved in modelling the LLVM IR
into their new header subdirectory: include/llvm/IR. This matches the
directory structure of lib, and begins to correct a long standing point
of file layout clutter in LLVM.

There are still more header files to move here, but I wanted to handle
them in separate commits to make tracking what files make sense at each
layer easier.

The only really questionable files here are the target intrinsic
tablegen files. But that's a battle I'd rather not fight today.

I've updated both CMake and Makefile build systems (I think, and my
tests think, but I may have missed something).

I've also re-sorted the includes throughout the project. I'll be
committing updates to Clang, DragonEgg, and Polly momentarily.

git-svn-id: https://llvm.org/svn/llvm-project/llvm/trunk@171366 91177308-0d34-0410-b5e6-96231b3b80d8
2013-01-02 11:36:10 +00:00

198 lines
7.1 KiB
C++

//===- lib/Linker/LinkArchives.cpp - Link LLVM objects and libraries ------===//
//
// The LLVM Compiler Infrastructure
//
// This file is distributed under the University of Illinois Open Source
// License. See LICENSE.TXT for details.
//
//===----------------------------------------------------------------------===//
//
// This file contains routines to handle linking together LLVM bitcode files,
// and to handle annoying things like static libraries.
//
//===----------------------------------------------------------------------===//
#include "llvm/Linker.h"
#include "llvm/ADT/SetOperations.h"
#include "llvm/Bitcode/Archive.h"
#include "llvm/IR/Module.h"
#include <memory>
#include <set>
using namespace llvm;
/// GetAllUndefinedSymbols - calculates the set of undefined symbols that still
/// exist in an LLVM module. This is a bit tricky because there may be two
/// symbols with the same name but different LLVM types that will be resolved to
/// each other but aren't currently (thus we need to treat it as resolved).
///
/// Inputs:
/// M - The module in which to find undefined symbols.
///
/// Outputs:
/// UndefinedSymbols - A set of C++ strings containing the name of all
/// undefined symbols.
///
static void
GetAllUndefinedSymbols(Module *M, std::set<std::string> &UndefinedSymbols) {
std::set<std::string> DefinedSymbols;
UndefinedSymbols.clear();
// If the program doesn't define a main, try pulling one in from a .a file.
// This is needed for programs where the main function is defined in an
// archive, such f2c'd programs.
Function *Main = M->getFunction("main");
if (Main == 0 || Main->isDeclaration())
UndefinedSymbols.insert("main");
for (Module::iterator I = M->begin(), E = M->end(); I != E; ++I)
if (I->hasName()) {
if (I->isDeclaration())
UndefinedSymbols.insert(I->getName());
else if (!I->hasLocalLinkage()) {
assert(!I->hasDLLImportLinkage()
&& "Found dllimported non-external symbol!");
DefinedSymbols.insert(I->getName());
}
}
for (Module::global_iterator I = M->global_begin(), E = M->global_end();
I != E; ++I)
if (I->hasName()) {
if (I->isDeclaration())
UndefinedSymbols.insert(I->getName());
else if (!I->hasLocalLinkage()) {
assert(!I->hasDLLImportLinkage()
&& "Found dllimported non-external symbol!");
DefinedSymbols.insert(I->getName());
}
}
for (Module::alias_iterator I = M->alias_begin(), E = M->alias_end();
I != E; ++I)
if (I->hasName())
DefinedSymbols.insert(I->getName());
// Prune out any defined symbols from the undefined symbols set...
for (std::set<std::string>::iterator I = UndefinedSymbols.begin();
I != UndefinedSymbols.end(); )
if (DefinedSymbols.count(*I))
UndefinedSymbols.erase(I++); // This symbol really is defined!
else
++I; // Keep this symbol in the undefined symbols list
}
/// LinkInArchive - opens an archive library and link in all objects which
/// provide symbols that are currently undefined.
///
/// Inputs:
/// Filename - The pathname of the archive.
///
/// Return Value:
/// TRUE - An error occurred.
/// FALSE - No errors.
bool
Linker::LinkInArchive(const sys::Path &Filename, bool &is_native) {
// Make sure this is an archive file we're dealing with
if (!Filename.isArchive())
return error("File '" + Filename.str() + "' is not an archive.");
// Open the archive file
verbose("Linking archive file '" + Filename.str() + "'");
// Find all of the symbols currently undefined in the bitcode program.
// If all the symbols are defined, the program is complete, and there is
// no reason to link in any archive files.
std::set<std::string> UndefinedSymbols;
GetAllUndefinedSymbols(Composite, UndefinedSymbols);
if (UndefinedSymbols.empty()) {
verbose("No symbols undefined, skipping library '" + Filename.str() + "'");
return false; // No need to link anything in!
}
std::string ErrMsg;
std::auto_ptr<Archive> AutoArch (
Archive::OpenAndLoadSymbols(Filename, Context, &ErrMsg));
Archive* arch = AutoArch.get();
if (!arch)
return error("Cannot read archive '" + Filename.str() +
"': " + ErrMsg);
if (!arch->isBitcodeArchive()) {
is_native = true;
return false;
}
is_native = false;
// Save a set of symbols that are not defined by the archive. Since we're
// entering a loop, there's no point searching for these multiple times. This
// variable is used to "set_subtract" from the set of undefined symbols.
std::set<std::string> NotDefinedByArchive;
// Save the current set of undefined symbols, because we may have to make
// multiple passes over the archive:
std::set<std::string> CurrentlyUndefinedSymbols;
do {
CurrentlyUndefinedSymbols = UndefinedSymbols;
// Find the modules we need to link into the target module. Note that arch
// keeps ownership of these modules and may return the same Module* from a
// subsequent call.
SmallVector<Module*, 16> Modules;
if (!arch->findModulesDefiningSymbols(UndefinedSymbols, Modules, &ErrMsg))
return error("Cannot find symbols in '" + Filename.str() +
"': " + ErrMsg);
// If we didn't find any more modules to link this time, we are done
// searching this archive.
if (Modules.empty())
break;
// Any symbols remaining in UndefinedSymbols after
// findModulesDefiningSymbols are ones that the archive does not define. So
// we add them to the NotDefinedByArchive variable now.
NotDefinedByArchive.insert(UndefinedSymbols.begin(),
UndefinedSymbols.end());
// Loop over all the Modules that we got back from the archive
for (SmallVectorImpl<Module*>::iterator I=Modules.begin(), E=Modules.end();
I != E; ++I) {
// Get the module we must link in.
std::string moduleErrorMsg;
Module* aModule = *I;
if (aModule != NULL) {
if (aModule->MaterializeAll(&moduleErrorMsg))
return error("Could not load a module: " + moduleErrorMsg);
verbose(" Linking in module: " + aModule->getModuleIdentifier());
// Link it in
if (LinkInModule(aModule, &moduleErrorMsg))
return error("Cannot link in module '" +
aModule->getModuleIdentifier() + "': " + moduleErrorMsg);
}
}
// Get the undefined symbols from the aggregate module. This recomputes the
// symbols we still need after the new modules have been linked in.
GetAllUndefinedSymbols(Composite, UndefinedSymbols);
// At this point we have two sets of undefined symbols: UndefinedSymbols
// which holds the undefined symbols from all the modules, and
// NotDefinedByArchive which holds symbols we know the archive doesn't
// define. There's no point searching for symbols that we won't find in the
// archive so we subtract these sets.
set_subtract(UndefinedSymbols, NotDefinedByArchive);
// If there's no symbols left, no point in continuing to search the
// archive.
if (UndefinedSymbols.empty())
break;
} while (CurrentlyUndefinedSymbols != UndefinedSymbols);
return false;
}