Actually depend on the headers from renderscript
Instead of having all the object compilations depend on a stamp file, instead depend on the headers, which are already available in the build graph. This allows my RBE builds to just find the headers, instead of having to walk the graph to find the other outputs. Test: treehugger Test: build a system image with RBE Change-Id: I0a310229be26d7bd399e074a4350d5be038f8661
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1 changed files with 5 additions and 4 deletions
9
cc/rs.go
9
cc/rs.go
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@ -72,11 +72,12 @@ func rsGenerateCpp(ctx android.ModuleContext, rsFiles android.Paths, rsFlags str
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stampFile := android.PathForModuleGen(ctx, "rs", "rs.stamp")
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depFiles := make(android.WritablePaths, 0, len(rsFiles))
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genFiles := make(android.WritablePaths, 0, 2*len(rsFiles))
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headers := make(android.Paths, 0, len(rsFiles))
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for _, rsFile := range rsFiles {
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depFiles = append(depFiles, rsGeneratedDepFile(ctx, rsFile))
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genFiles = append(genFiles,
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rsGeneratedCppFile(ctx, rsFile),
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rsGeneratedHFile(ctx, rsFile))
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headerFile := rsGeneratedHFile(ctx, rsFile)
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genFiles = append(genFiles, rsGeneratedCppFile(ctx, rsFile), headerFile)
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headers = append(headers, headerFile)
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}
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ctx.Build(pctx, android.BuildParams{
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@ -92,7 +93,7 @@ func rsGenerateCpp(ctx android.ModuleContext, rsFiles android.Paths, rsFlags str
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},
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})
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return android.Paths{stampFile}
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return headers
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}
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func rsFlags(ctx ModuleContext, flags Flags, properties *BaseCompilerProperties) Flags {
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