forked from OSchip/llvm-project
175 lines
5.6 KiB
C++
175 lines
5.6 KiB
C++
//===--- Action.cpp - Abstract compilation steps --------------------------===//
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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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#include "clang/Driver/Action.h"
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#include "llvm/ADT/StringSwitch.h"
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#include "llvm/Support/ErrorHandling.h"
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#include "llvm/Support/Regex.h"
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#include <cassert>
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using namespace clang::driver;
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using namespace llvm::opt;
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Action::~Action() {}
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const char *Action::getClassName(ActionClass AC) {
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switch (AC) {
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case InputClass: return "input";
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case BindArchClass: return "bind-arch";
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case CudaDeviceClass: return "cuda-device";
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case CudaHostClass: return "cuda-host";
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case PreprocessJobClass: return "preprocessor";
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case PrecompileJobClass: return "precompiler";
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case AnalyzeJobClass: return "analyzer";
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case MigrateJobClass: return "migrator";
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case CompileJobClass: return "compiler";
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case BackendJobClass: return "backend";
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case AssembleJobClass: return "assembler";
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case LinkJobClass: return "linker";
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case LipoJobClass: return "lipo";
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case DsymutilJobClass: return "dsymutil";
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case VerifyDebugInfoJobClass: return "verify-debug-info";
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case VerifyPCHJobClass: return "verify-pch";
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}
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llvm_unreachable("invalid class");
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}
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void InputAction::anchor() {}
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InputAction::InputAction(const Arg &_Input, types::ID _Type)
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: Action(InputClass, _Type), Input(_Input) {
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}
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void BindArchAction::anchor() {}
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BindArchAction::BindArchAction(Action *Input, const char *_ArchName)
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: Action(BindArchClass, Input), ArchName(_ArchName) {}
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// Converts CUDA GPU architecture, e.g. "sm_21", to its corresponding virtual
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// compute arch, e.g. "compute_20". Returns null if the input arch is null or
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// doesn't match an existing arch.
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static const char* GpuArchToComputeName(const char *ArchName) {
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if (!ArchName)
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return nullptr;
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return llvm::StringSwitch<const char *>(ArchName)
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.Cases("sm_20", "sm_21", "compute_20")
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.Case("sm_30", "compute_30")
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.Case("sm_32", "compute_32")
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.Case("sm_35", "compute_35")
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.Case("sm_37", "compute_37")
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.Case("sm_50", "compute_50")
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.Case("sm_52", "compute_52")
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.Case("sm_53", "compute_53")
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.Default(nullptr);
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}
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void CudaDeviceAction::anchor() {}
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CudaDeviceAction::CudaDeviceAction(Action *Input, const char *ArchName,
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bool AtTopLevel)
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: Action(CudaDeviceClass, Input), GpuArchName(ArchName),
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AtTopLevel(AtTopLevel) {
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assert(!GpuArchName || IsValidGpuArchName(GpuArchName));
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}
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const char *CudaDeviceAction::getComputeArchName() const {
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return GpuArchToComputeName(GpuArchName);
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}
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bool CudaDeviceAction::IsValidGpuArchName(llvm::StringRef ArchName) {
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return GpuArchToComputeName(ArchName.data()) != nullptr;
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}
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void CudaHostAction::anchor() {}
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CudaHostAction::CudaHostAction(Action *Input, const ActionList &DeviceActions)
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: Action(CudaHostClass, Input), DeviceActions(DeviceActions) {}
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void JobAction::anchor() {}
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JobAction::JobAction(ActionClass Kind, Action *Input, types::ID Type)
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: Action(Kind, Input, Type) {}
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JobAction::JobAction(ActionClass Kind, const ActionList &Inputs, types::ID Type)
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: Action(Kind, Inputs, Type) {
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}
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void PreprocessJobAction::anchor() {}
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PreprocessJobAction::PreprocessJobAction(Action *Input, types::ID OutputType)
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: JobAction(PreprocessJobClass, Input, OutputType) {}
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void PrecompileJobAction::anchor() {}
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PrecompileJobAction::PrecompileJobAction(Action *Input, types::ID OutputType)
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: JobAction(PrecompileJobClass, Input, OutputType) {}
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void AnalyzeJobAction::anchor() {}
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AnalyzeJobAction::AnalyzeJobAction(Action *Input, types::ID OutputType)
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: JobAction(AnalyzeJobClass, Input, OutputType) {}
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void MigrateJobAction::anchor() {}
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MigrateJobAction::MigrateJobAction(Action *Input, types::ID OutputType)
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: JobAction(MigrateJobClass, Input, OutputType) {}
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void CompileJobAction::anchor() {}
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CompileJobAction::CompileJobAction(Action *Input, types::ID OutputType)
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: JobAction(CompileJobClass, Input, OutputType) {}
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void BackendJobAction::anchor() {}
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BackendJobAction::BackendJobAction(Action *Input, types::ID OutputType)
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: JobAction(BackendJobClass, Input, OutputType) {}
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void AssembleJobAction::anchor() {}
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AssembleJobAction::AssembleJobAction(Action *Input, types::ID OutputType)
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: JobAction(AssembleJobClass, Input, OutputType) {}
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void LinkJobAction::anchor() {}
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LinkJobAction::LinkJobAction(ActionList &Inputs, types::ID Type)
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: JobAction(LinkJobClass, Inputs, Type) {
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}
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void LipoJobAction::anchor() {}
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LipoJobAction::LipoJobAction(ActionList &Inputs, types::ID Type)
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: JobAction(LipoJobClass, Inputs, Type) {
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}
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void DsymutilJobAction::anchor() {}
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DsymutilJobAction::DsymutilJobAction(ActionList &Inputs, types::ID Type)
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: JobAction(DsymutilJobClass, Inputs, Type) {
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}
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void VerifyJobAction::anchor() {}
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VerifyJobAction::VerifyJobAction(ActionClass Kind, Action *Input,
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types::ID Type)
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: JobAction(Kind, Input, Type) {
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assert((Kind == VerifyDebugInfoJobClass || Kind == VerifyPCHJobClass) &&
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"ActionClass is not a valid VerifyJobAction");
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}
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void VerifyDebugInfoJobAction::anchor() {}
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VerifyDebugInfoJobAction::VerifyDebugInfoJobAction(Action *Input,
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types::ID Type)
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: VerifyJobAction(VerifyDebugInfoJobClass, Input, Type) {}
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void VerifyPCHJobAction::anchor() {}
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VerifyPCHJobAction::VerifyPCHJobAction(Action *Input, types::ID Type)
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: VerifyJobAction(VerifyPCHJobClass, Input, Type) {}
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