169 lines
7.0 KiB
C++
169 lines
7.0 KiB
C++
// Copyright (c) 2013 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef TOOLS_GN_TOOLCHAIN_MANAGER_H_
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#define TOOLS_GN_TOOLCHAIN_MANAGER_H_
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#include <map>
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#include "base/basictypes.h"
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#include "base/synchronization/lock.h"
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#include "tools/gn/label.h"
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#include "tools/gn/location.h"
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#include "tools/gn/source_file.h"
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#include "tools/gn/toolchain.h"
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class Err;
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class BuildSettings;
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class ParseNode;
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class Settings;
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// The toolchain manager manages the mapping of toolchain names to the
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// settings and toolchain object. It also loads build files in the context of a
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// toolchain context of a toolchain, and manages running the build config
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// script when necessary.
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//
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// This class uses the lock from the item tree to manage threadsafety. The
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// functions requiring this lock to be held are named "Locked" to make this
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// more clear. The "Unlocked" versions will acquire the lock themselves so will
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// break if you call it while locked. (The rationale behind which is which is
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// just based on the needs of the callers, so it can be changed.) There are two
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// reasons for this:
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//
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// The first is that when resolving a target, we do a bunch of script
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// stuff (slow) and then lookup the target, config, and toolchain dependencies
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// based on that. The options are to do a lock around each dependency lookup
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// or do a lock around the entire operation. Given that there's not a huge
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// amount of work, the "big lock" approach is likely a bit better since it
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// avoids lots of locking overhead.
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//
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// The second reason is that if we had a separate lock here, we would need to
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// lock around creating a new toolchain. But creating a new toolchain involves
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// adding it to the item tree, and this needs to be done atomically to prevent
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// other threads from seeing a partially initialized toolchain. This sets up
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// having deadlock do to acquiring multiple locks, or recursive locking
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// problems.
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class ToolchainManager {
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public:
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ToolchainManager(const BuildSettings* build_settings);
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~ToolchainManager();
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// At the very beginning of processing, this begins loading build files.
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// This will scheduler loadin the default build config and the given build
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// file in that context, going out from there.
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//
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// This returns immediately, you need to run the Scheduler to actually
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// process anything. It's assumed this function is called on the main thread
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// before doing anything, so it does not need locking.
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void StartLoadingUnlocked(const SourceFile& build_file_name);
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// Returns the settings object for a given toolchain. This does not
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// schedule loading the given toolchain if it's not loaded yet: you actually
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// need to invoke a target with that toolchain to get that.
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//
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// On error, returns NULL and sets the error.
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const Settings* GetSettingsForToolchainLocked(const LocationRange& from_here,
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const Label& toolchain_name,
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Err* err);
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// Returns the toolchain definition or NULL if the toolchain hasn't been
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// defined yet.
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const Toolchain* GetToolchainDefinitionUnlocked(const Label& toolchain_name);
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// Sets the default toolchain. If the default toolchain is already set,
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// this function will return false and fill in the given err.
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bool SetDefaultToolchainUnlocked(const Label& dt,
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const LocationRange& defined_from,
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Err* err);
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// Returns the default toolchain name. This will be empty if it hasn't been
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// set.
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Label GetDefaultToolchainUnlocked() const;
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// Saves the given named toolchain (the name will be taken from the toolchain
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// parameter). This will fail and return false if the given toolchain was
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// already defined. In this case, the given error will be set.
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bool SetToolchainDefinitionLocked(const Toolchain& tc,
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const LocationRange& defined_from,
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Err* err);
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// Schedules an invocation of the given file under the given toolchain. The
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// toolchain file will be loaded if necessary. If the toolchain is an is_null
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// label, the default toolchain will be used.
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//
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// The origin should be the node that will be blamed for this invocation if
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// an error occurs. If a synchronous error occurs, the given error will be
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// set and it will return false. If an async error occurs, the error will be
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// sent to the scheduler.
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bool ScheduleInvocationLocked(const LocationRange& origin,
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const Label& toolchain_name,
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const SourceDir& dir,
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Err* err);
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private:
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enum SettingsState {
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// Toolchain settings have not requested to be loaded. This means we
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// haven't seen any targets that require this toolchain yet. Not loading
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// the settings automatically allows you to define a bunch of toolchains
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// and potentially not use them without much overhead.
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TOOLCHAIN_SETTINGS_NOT_LOADED,
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// The settings have been scheduled to be loaded but have not completed.
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TOOLCHAIN_SETTINGS_LOADING,
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// The settings are done being loaded.
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TOOLCHAIN_SETTINGS_LOADED
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};
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struct Info;
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static std::string ToolchainToOutputSubdir(const Label& toolchain_name);
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// Creates a new info struct and saves it in the map. A pointer to the
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// struct is returned. No loads are scheduled.
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//
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// If the label is non-empty, the toolchain will be added to the ItemTree
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// so that other nodes can depend on it. THe empty label case is for the
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// default build config file (when the toolchain name isn't known yet). It
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// will be added later.
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//
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// On error, will return NULL and the error will be set.
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Info* LoadNewToolchainLocked(const LocationRange& specified_from,
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const Label& toolchain_name,
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Err* err);
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// Fixes up the default toolchain names once they're known when processing
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// the default build config, or throw an error if the default toolchain
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// hasn't been set. See the StartLoading() implementation for more.
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void FixupDefaultToolchainLocked();
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// Loads the base config for the given toolchain. Run on a background thread
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// asynchronously.
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void BackgroundLoadBuildConfig(Info* info,
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bool is_default,
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const ParseNode* root);
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// Invokes the given file for a toolchain with loaded settings. Run on a
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// background thread asynchronously.
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void BackgroundInvoke(const Info* info,
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const SourceFile& file_name,
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const ParseNode* root);
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// Returns the lock to use.
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base::Lock& GetLock() const;
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const BuildSettings* build_settings_;
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// We own the info pointers.
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typedef std::map<Label, Info*> ToolchainMap;
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ToolchainMap toolchains_;
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Label default_toolchain_;
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LocationRange default_toolchain_defined_here_;
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DISALLOW_COPY_AND_ASSIGN(ToolchainManager);
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};
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#endif // TOOLS_GN_TOOLCHAIN_MANAGER_H_
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