Summary:
The FileSpec class is often used as a sort of a pattern -- one specifies
a bare file name to search, and we check if in matches the full file
name of an existing module (for example).
These comparisons used FileSpec::Equal, which had some support for it
(via the full=false argument), but it was not a good fit for this job.
For one, it did a symmetric comparison, which makes sense for a function
called "equal", but not for typical searches (when searching for
"/foo/bar.so", we don't want to find a module whose name is just
"bar.so"). This resulted in patterns like:
if (FileSpec::Equal(pattern, file, pattern.GetDirectory()))
which would request a "full" match only if the pattern really contained
a directory. This worked, but the intended behavior was very unobvious.
On top of that, a lot of the code wanted to handle the case of an
"empty" pattern, and treat it as matching everything. This resulted in
conditions like:
if (pattern && !FileSpec::Equal(pattern, file, pattern.GetDirectory())
which are nearly impossible to decipher.
This patch introduces a FileSpec::Match function, which does exactly
what most of FileSpec::Equal callers want, an asymmetric match between a
"pattern" FileSpec and a an actual FileSpec. Empty paterns match
everything, filename-only patterns match only the filename component.
I've tried to update all callers of FileSpec::Equal to use a simpler
interface. Those that hardcoded full=true have been changed to use
operator==. Those passing full=pattern.GetDirectory() have been changed
to use FileSpec::Match.
There was also a handful of places which hardcoded full=false. I've
changed these to use FileSpec::Match too. This is a slight change in
semantics, but it does not look like that was ever intended, and it was
more likely a result of a misunderstanding of the "proper" way to use
FileSpec::Equal.
[In an ideal world a "FileSpec" and a "FileSpec pattern" would be two
different types, but given how widespread FileSpec is, it is unlikely
we'll get there in one go. This at least provides a good starting point
by centralizing all matching behavior.]
Reviewers: teemperor, JDevlieghere, jdoerfert
Subscribers: emaste, lldb-commits
Tags: #lldb
Differential Revision: https://reviews.llvm.org/D70851
The LLVM Compiler Infrastructure
This directory and its subdirectories contain source code for LLVM, a toolkit for the construction of highly optimized compilers, optimizers, and runtime environments.
The README briefly describes how to get started with building LLVM. For more information on how to contribute to the LLVM project, please take a look at the Contributing to LLVM guide.
Getting Started with the LLVM System
Taken from https://llvm.org/docs/GettingStarted.html.
Overview
Welcome to the LLVM project!
The LLVM project has multiple components. The core of the project is itself called "LLVM". This contains all of the tools, libraries, and header files needed to process intermediate representations and converts it into object files. Tools include an assembler, disassembler, bitcode analyzer, and bitcode optimizer. It also contains basic regression tests.
C-like languages use the Clang front end. This component compiles C, C++, Objective C, and Objective C++ code into LLVM bitcode -- and from there into object files, using LLVM.
Other components include: the libc++ C++ standard library, the LLD linker, and more.
Getting the Source Code and Building LLVM
The LLVM Getting Started documentation may be out of date. The Clang Getting Started page might have more accurate information.
This is an example workflow and configuration to get and build the LLVM source:
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Checkout LLVM (including related subprojects like Clang):
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git clone https://github.com/llvm/llvm-project.git -
Or, on windows,
git clone --config core.autocrlf=false https://github.com/llvm/llvm-project.git
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Configure and build LLVM and Clang:
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cd llvm-project -
mkdir build -
cd build -
cmake -G <generator> [options] ../llvmSome common generators are:
Ninja--- for generating Ninja build files. Most llvm developers use Ninja.Unix Makefiles--- for generating make-compatible parallel makefiles.Visual Studio--- for generating Visual Studio projects and solutions.Xcode--- for generating Xcode projects.
Some Common options:
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-DLLVM_ENABLE_PROJECTS='...'--- semicolon-separated list of the LLVM subprojects you'd like to additionally build. Can include any of: clang, clang-tools-extra, libcxx, libcxxabi, libunwind, lldb, compiler-rt, lld, polly, or debuginfo-tests.For example, to build LLVM, Clang, libcxx, and libcxxabi, use
-DLLVM_ENABLE_PROJECTS="clang;libcxx;libcxxabi". -
-DCMAKE_INSTALL_PREFIX=directory--- Specify for directory the full pathname of where you want the LLVM tools and libraries to be installed (default/usr/local). -
-DCMAKE_BUILD_TYPE=type--- Valid options for type are Debug, Release, RelWithDebInfo, and MinSizeRel. Default is Debug. -
-DLLVM_ENABLE_ASSERTIONS=On--- Compile with assertion checks enabled (default is Yes for Debug builds, No for all other build types).
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Run your build tool of choice!
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The default target (i.e.
ninjaormake) will build all of LLVM. -
The
check-alltarget (i.e.ninja check-all) will run the regression tests to ensure everything is in working order. -
CMake will generate build targets for each tool and library, and most LLVM sub-projects generate their own
check-<project>target. -
Running a serial build will be slow. To improve speed, try running a parallel build. That's done by default in Ninja; for
make, usemake -j NNN(NNN is the number of parallel jobs, use e.g. number of CPUs you have.)
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-
For more information see CMake
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Consult the Getting Started with LLVM page for detailed information on configuring and compiling LLVM. You can visit Directory Layout to learn about the layout of the source code tree.