forked from OSchip/llvm-project
				
			
		
			
				
	
	
		
			62 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			62 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
//===- MarkLive.cpp -------------------------------------------------------===//
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//
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//                             The LLVM Linker
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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 "Chunks.h"
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#include "Symbols.h"
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#include "llvm/ADT/STLExtras.h"
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#include <vector>
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namespace lld {
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namespace coff {
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// Set live bit on for each reachable chunk. Unmarked (unreachable)
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// COMDAT chunks will be ignored by Writer, so they will be excluded
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// from the final output.
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void markLive(const std::vector<Chunk *> &Chunks) {
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  // We build up a worklist of sections which have been marked as live. We only
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  // push into the worklist when we discover an unmarked section, and we mark
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  // as we push, so sections never appear twice in the list.
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  SmallVector<SectionChunk *, 256> Worklist;
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  // COMDAT section chunks are dead by default. Add non-COMDAT chunks.
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  for (Chunk *C : Chunks)
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    if (auto *SC = dyn_cast<SectionChunk>(C))
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      if (SC->isLive())
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        Worklist.push_back(SC);
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  auto Enqueue = [&](SectionChunk *C) {
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    if (C->isLive())
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      return;
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    C->markLive();
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    Worklist.push_back(C);
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  };
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  // Add GC root chunks.
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  for (SymbolBody *B : Config->GCRoot)
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    if (auto *D = dyn_cast<DefinedRegular>(B))
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      Enqueue(D->getChunk());
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  while (!Worklist.empty()) {
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    SectionChunk *SC = Worklist.pop_back_val();
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    assert(SC->isLive() && "We mark as live when pushing onto the worklist!");
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    // Mark all symbols listed in the relocation table for this section.
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    for (SymbolBody *S : SC->symbols())
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      if (auto *D = dyn_cast<DefinedRegular>(S))
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        Enqueue(D->getChunk());
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    // Mark associative sections if any.
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    for (SectionChunk *C : SC->children())
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      Enqueue(C);
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  }
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}
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}
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}
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