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
This commit is contained in:
Dan Willemsen 2019-06-13 04:55:09 +00:00
parent dd651faac3
commit b085b9b907

View file

@ -72,11 +72,12 @@ func rsGenerateCpp(ctx android.ModuleContext, rsFiles android.Paths, rsFlags str
stampFile := android.PathForModuleGen(ctx, "rs", "rs.stamp")
depFiles := make(android.WritablePaths, 0, len(rsFiles))
genFiles := make(android.WritablePaths, 0, 2*len(rsFiles))
headers := make(android.Paths, 0, len(rsFiles))
for _, rsFile := range rsFiles {
depFiles = append(depFiles, rsGeneratedDepFile(ctx, rsFile))
genFiles = append(genFiles,
rsGeneratedCppFile(ctx, rsFile),
rsGeneratedHFile(ctx, rsFile))
headerFile := rsGeneratedHFile(ctx, rsFile)
genFiles = append(genFiles, rsGeneratedCppFile(ctx, rsFile), headerFile)
headers = append(headers, headerFile)
}
ctx.Build(pctx, android.BuildParams{
@ -92,7 +93,7 @@ func rsGenerateCpp(ctx android.ModuleContext, rsFiles android.Paths, rsFlags str
},
})
return android.Paths{stampFile}
return headers
}
func rsFlags(ctx ModuleContext, flags Flags, properties *BaseCompilerProperties) Flags {