2013-09-09 04:44:39 +08:00
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===================================================================
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Cross-compilation using Clang
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===================================================================
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Introduction
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============
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2013-09-10 03:30:44 +08:00
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This document will guide you in choosing the right Clang options
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for cross-compiling your code to a different architecture. It assumes you
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already know how to compile the code in question for the host architecture,
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and that you know how to choose additional include and library paths.
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However, this document is *not* a "how to" and won't help you setting your
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build system or Makefiles, nor choosing the right CMake options, etc.
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Also, it does not cover all the possible options, nor does it contain
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specific examples for specific architectures. For a concrete example, the
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`instructions for cross-compiling LLVM itself
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<http://llvm.org/docs/HowToCrossCompileLLVM.html>`_ may be of interest.
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After reading this document, you should be familiar with the main issues
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related to cross-compilation, and what main compiler options Clang provides
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for performing cross-compilation.
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Cross compilation issues
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========================
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In GCC world, every host/target combination has its own set of binaries,
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headers, libraries, etc. So, it's usually simple to download a package
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with all files in, unzip to a directory and point the build system to
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that compiler, that will know about its location and find all it needs to
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when compiling your code.
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On the other hand, Clang/LLVM is natively a cross-compiler, meaning that
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one set of programs can compile to all targets by setting the ``-target``
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option. That makes it a lot easier for programers wishing to compile to
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different platforms and architectures, and for compiler developers that
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only have to maintain one build system, and for OS distributions, that
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need only one set of main packages.
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But, as is true to any cross-compiler, and given the complexity of
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different architectures, OS's and options, it's not always easy finding
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the headers, libraries or binutils to generate target specific code.
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So you'll need special options to help Clang understand what target
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you're compiling to, where your tools are, etc.
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Another problem is that compilers come with standard libraries only (like
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``compiler-rt``, ``libcxx``, ``libgcc``, ``libm``, etc), so you'll have to
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find and make available to the build system, every other library required
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to build your software, that is specific to your target. It's not enough to
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have your host's libraries installed.
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Finally, not all toolchains are the same, and consequently, not every Clang
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option will work magically. Some options, like ``--sysroot`` (which
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effectively changes the logical root for headers and libraries), assume
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all your binaries and libraries are in the same directory, which may not
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true when your cross-compiler was installed by the distribution's package
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management. So, for each specific case, you may use more than one
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option, and in most cases, you'll end up setting include paths (``-I``) and
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library paths (``-L``) manually.
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To sum up, different toolchains can:
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* be host/target specific or more flexible
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* be in a single directory, or spread out across your system
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* have different sets of libraries and headers by default
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* need special options, which your build system won't be able to figure
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out by itself
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General Cross-Compilation Options in Clang
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==========================================
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Target Triple
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-------------
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The basic option is to define the target architecture. For that, use
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``-target <triple>``. If you don't specify the target, CPU names won't
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match (since Clang assumes the host triple), and the compilation will
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go ahead, creating code for the host platform, which will break later
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on when assembling or linking.
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The triple has the general format ``<arch><sub>-<vendor>-<sys>-<abi>``, where:
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* ``arch`` = ``x86``, ``arm``, ``thumb``, ``mips``, etc.
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* ``sub`` = for ex. on ARM: ``v5``, ``v6m``, ``v7a``, ``v7m``, etc.
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* ``vendor`` = ``pc``, ``apple``, ``nvidia``, ``ibm``, etc.
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* ``sys`` = ``none``, ``linux``, ``win32``, ``darwin``, ``cuda``, etc.
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* ``abi`` = ``eabi``, ``gnu``, ``android``, ``macho``, ``elf``, etc.
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The sub-architecture options are available for their own architectures,
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of course, so "x86v7a" doesn't make sense. The vendor needs to be
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specified only if there's a relevant change, for instance between PC
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and Apple. Most of the time it can be omitted (and Unknown)
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will be assumed, which sets the defaults for the specified architecture.
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The system name is generally the OS (linux, darwin), but could be special
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like the bare-metal "none".
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When a parameter is not important, they can be omitted, or you can
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choose ``unknown`` and the defaults will be used. If you choose a parameter
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that Clang doesn't know, like ``blerg``, it'll ignore and assume
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``unknown``, which is not always desired, so be careful.
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Finally, the ABI option is something that will pick default CPU/FPU,
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define the specific behaviour of your code (PCS, extensions),
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and also choose the correct library calls, etc.
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CPU, FPU, ABI
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-------------
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Once your target is specified, it's time to pick the hardware you'll
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be compiling to. For every architecture, a default set of CPU/FPU/ABI
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will be chosen, so you'll almost always have to change it via flags.
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Typical flags include:
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* ``-mcpu=<cpu-name>``, like x86-64, swift, cortex-a15
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* ``-fpu=<fpu-name>``, like SSE3, NEON, controlling the FP unit available
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* ``-mfloat-abi=<fabi>``, like soft, hard, controlling which registers
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to use for floating-point
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The default is normally the common denominator, so that Clang doesn't
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generate code that breaks. But that also means you won't get the best
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code for your specific hardware, which may mean orders of magnitude
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slower than you expect.
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For example, if your target is ``arm-none-eabi``, the default CPU will
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be ``arm7tdmi`` using soft float, which is extremely slow on modern cores,
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whereas if your triple is ``armv7a-none-eabi``, it'll be Cortex-A8 with
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NEON, but still using soft-float, which is much better, but still not
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great.
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Toolchain Options
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-----------------
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There are three main options to control access to your cross-compiler:
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``--sysroot``, ``-I``, and ``-L``. The two last ones are well known,
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but they're particularly important for additional libraries
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and headers that are specific to your target.
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There are two main ways to have a cross-compiler:
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#. When you have extracted your cross-compiler from a zip file into
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a directory, you have to use ``--sysroot=<path>``. The path is the
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root directory where you have unpacked your file, and Clang will
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look for the directories ``bin``, ``lib``, ``include`` in there.
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In this case, your setup should be pretty much done (if no
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additional headers or libraries are needed), as Clang will find
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all binaries it needs (assembler, linker, etc) in there.
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#. When you have installed via a package manager (modern Linux
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distributions have cross-compiler packages available), make
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sure the target triple you set is *also* the prefix of your
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cross-compiler toolchain.
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In this case, Clang will find the other binaries (assembler,
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linker), but not always where the target headers and libraries
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are. People add system-specific clues to Clang often, but as
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things change, it's more likely that it won't find than the
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other way around.
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So, here, you'll be a lot safer if you specify the include/library
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directories manually (via ``-I`` and ``-L``).
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Target-Specific Libraries
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=========================
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All libraries that you compile as part of your build will be
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cross-compiled to your target, and your build system will probably
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find them in the right place. But all dependencies that are
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normally checked against (like ``libxml`` or ``libz`` etc) will match
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against the host platform, not the target.
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So, if the build system is not aware that you want to cross-compile
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your code, it will get every dependency wrong, and your compilation
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will fail during build time, not configure time.
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Also, finding the libraries for your target are not as easy
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as for your host machine. There aren't many cross-libraries available
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as packages to most OS's, so you'll have to either cross-compile them
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from source, or download the package for your target platform,
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extract the libraries and headers, put them in specific directories
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and add ``-I`` and ``-L`` pointing to them.
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Also, some libraries have different dependencies on different targets,
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so configuration tools to find dependencies in the host can get the
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list wrong for the target platform. This means that the configuration
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of your build can get things wrong when setting their own library
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paths, and you'll have to augment it via additional flags (configure,
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Make, CMake, etc).
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Multilibs
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---------
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When you want to cross-compile to more than one configuration, for
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example hard-float-ARM and soft-float-ARM, you'll have to have multiple
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copies of your libraries and (possibly) headers.
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Some Linux distributions have support for Multilib, which handle that
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for you in an easier way, but if you're not careful and, for instance,
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forget to specify ``-ccc-gcc-name armv7l-linux-gnueabihf-gcc`` (which
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uses hard-float), Clang will pick the ``armv7l-linux-gnueabi-ld``
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(which uses soft-float) and linker errors will happen.
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The same is true if you're compiling for different ABIs, like ``gnueabi``
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and ``androideabi``, and might even link and run, but produce run-time
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errors, which are much harder to track down and fix.
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