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Unified Diff: tools/gn/toolchain_manager.h

Issue 21114002: Add initial prototype for the GN meta-buildsystem. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: add owners and readme Created 7 years, 5 months ago
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Index: tools/gn/toolchain_manager.h
diff --git a/tools/gn/toolchain_manager.h b/tools/gn/toolchain_manager.h
new file mode 100644
index 0000000000000000000000000000000000000000..4c0be412fddc67b5a9a1d6044a171f4861221116
--- /dev/null
+++ b/tools/gn/toolchain_manager.h
@@ -0,0 +1,167 @@
+// Copyright (c) 2013 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#ifndef TOOLS_GN_TOOLCHAIN_MANAGER_H_
+#define TOOLS_GN_TOOLCHAIN_MANAGER_H_
+
+#include <map>
+
+#include "base/basictypes.h"
+#include "base/synchronization/lock.h"
+#include "tools/gn/label.h"
+#include "tools/gn/location.h"
+#include "tools/gn/source_file.h"
+#include "tools/gn/toolchain.h"
+
+class Err;
+class BuildSettings;
+class ParseNode;
+class Settings;
+
+// The toolchain manager manages the mapping of toolchain names to the
+// settings and toolchain object. It also loads build files in the context of a
+// toolchain context of a toolchain, and manages running the build config
+// script when necessary.
+//
+// This class uses the lock from the item tree to manage threadsafety. The
+// functions requiring this lock to be held are named "Locked" to make this
+// more clear. The "Unlocked" versions will acquire the lock themselves so will
+// break if you call it while locked. (The rationale behind which is which is
+// just based on the needs of the callers, so it can be changed.) There are two
+// reasons for this:
+//
+// The first is that when resolving a target, we do a bunch of script
+// stuff (slow) and then lookup the target, config, and toolchain dependencies
+// based on that. The options are to do a lock around each dependency lookup
+// or do a lock around the entire operation. Given that there's not a huge
+// amount of work, the "big lock" approach is likely a bit better since it
+// avoids lots of locking overhead.
+//
+// The second reason is that if we had a separate lock here, we would need to
+// lock around creating a new toolchain. But creating a new toolchain involves
+// adding it to the item tree, and this needs to be done atomically to prevent
+// other threads from seeing a partially initialized toolchain. This sets up
+// having deadlock do to acquiring multiple locks, or recursive locking
+// problems.
+class ToolchainManager {
+ public:
+ ToolchainManager(const BuildSettings* build_settings);
+ ~ToolchainManager();
+
+ // At the very beginning of processing, this begins loading build files.
+ // This will scheduler loadin the default build config and the given build
+ // file in that context, going out from there.
+ //
+ // This returns immediately, you need to run the Scheduler to actually
+ // process anything. It's assumed this function is called on the main thread
+ // before doing anything, so it does not need locking.
+ void StartLoadingUnlocked(const SourceFile& build_file_name);
+
+ // Returns the settings object for a given toolchain. This does not
+ // schedule loading the given toolchain if it's not loaded yet: you actually
+ // need to invoke a target with that toolchain to get that.
+ //
+ // On error, returns NULL and sets the error.
+ const Settings* GetSettingsForToolchainLocked(const LocationRange& from_here,
+ const Label& toolchain_name,
+ Err* err);
+
+ // Returns the toolchain definition or NULL if the toolchain hasn't been
+ // defined yet.
+ const Toolchain* GetToolchainDefinitionUnlocked(const Label& toolchain_name);
+
+ // Sets the default toolchain. If the default toolchain is already set,
+ // this function will return false and fill in the given err.
+ bool SetDefaultToolchainUnlocked(const Label& dt,
+ const LocationRange& defined_from,
+ Err* err);
+
+ // Returns the default toolchain name. This will be empty if it hasn't been
+ // set.
+ Label GetDefaultToolchainUnlocked() const;
+
+ // Saves the given named toolchain (the name will be taken from the toolchain
+ // parameter). This will fail and return false if the given toolchain was
+ // already defined. In this case, the given error will be set.
+ bool SetToolchainDefinitionLocked(const Toolchain& tc,
+ const LocationRange& defined_from,
+ Err* err);
+
+ // Schedules an invocation of the given file under the given toolchain. The
+ // toolchain file will be loaded if necessary.
+ //
+ // The origin should be the node that will be blamed for this invocation if
+ // an error occurs. If a synchronous error occurs, the given error will be
+ // set and it will return false. If an async error occurs, the error will be
+ // sent to the scheduler.
+ bool ScheduleInvocationLocked(const LocationRange& origin,
+ const Label& toolchain_name,
+ const SourceDir& dir,
+ Err* err);
+
+ private:
+ enum SettingsState {
+ // Toolchain settings have not requested to be loaded. This means we
+ // haven't seen any targets that require this toolchain yet. Not loading
+ // the settings automatically allows you to define a bunch of toolchains
+ // and potentially not use them without much overhead.
+ TOOLCHAIN_SETTINGS_NOT_LOADED,
+
+ // The settings have been scheduled to be loaded but have not completed.
+ TOOLCHAIN_SETTINGS_LOADING,
+
+ // The settings are done being loaded.
+ TOOLCHAIN_SETTINGS_LOADED
+ };
+
+ struct Info;
+
+ static std::string ToolchainToOutputSubdir(const Label& toolchain_name);
+
+ // Creates a new info struct and saves it in the map. A pointer to the
+ // struct is returned. No loads are scheduled.
+ //
+ // If the label is non-empty, the toolchain will be added to the ItemTree
+ // so that other nodes can depend on it. THe empty label case is for the
+ // default build config file (when the toolchain name isn't known yet). It
+ // will be added later.
+ //
+ // On error, will return NULL and the error will be set.
+ Info* LoadNewToolchainLocked(const LocationRange& specified_from,
+ const Label& toolchain_name,
+ Err* err);
+
+ // Fixes up the default toolchain names once they're known when processing
+ // the default build config, or throw an error if the default toolchain
+ // hasn't been set. See the StartLoading() implementation for more.
+ void FixupDefaultToolchainLocked();
+
+ // Loads the base config for the given toolchain. Run on a background thread
+ // asynchronously.
+ void BackgroundLoadBuildConfig(Info* info,
+ bool is_default,
+ const ParseNode* root);
+
+ // Invokes the given file for a toolchain with loaded settings. Run on a
+ // background thread asynchronously.
+ void BackgroundInvoke(const Info* info,
+ const SourceFile& file_name,
+ const ParseNode* root);
+
+ // Returns the lock to use.
+ base::Lock& GetLock() const;
+
+ const BuildSettings* build_settings_;
+
+ // We own the info pointers.
+ typedef std::map<Label, Info*> ToolchainMap;
+ ToolchainMap toolchains_;
+
+ Label default_toolchain_;
+ LocationRange default_toolchain_defined_here_;
+
+ DISALLOW_COPY_AND_ASSIGN(ToolchainManager);
+};
+
+#endif // TOOLS_GN_TOOLCHAIN_MANAGER_H_
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