//===- 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/Module.h" #include "llvm/ADT/SetOperations.h" #include "llvm/Bitcode/Archive.h" #include #include 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 &UndefinedSymbols) { std::set 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::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 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 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 NotDefinedByArchive; // Save the current set of undefined symbols, because we may have to make // multiple passes over the archive: std::set 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 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::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; }