Files
build_soong/bp2build/build_conversion.go
Jingwen Chen 4910976314 Make BUILD file merging slightly smarter.
This change enables checked-in BUILD files like
prebuilts/clang/host/linux-x86/BUILD.bazel to be merged cleanly with the
bp2build generated one into the synthetic workspace.

The checked-in BUILD file contains a package() declaration that bp2build
also generates. To avoid double declaration, the BUILD file writer now
checks if the BazelTargets contain handcrafted targets. If so, it
delegates the package declaration to the handcrafted BUILD file instead.

This change also sorts the bp2build targets before the handcrafted ones,
and adds a section header to demarcate the two sets of targets.

Test: TH
Change-Id: I3ecdeaab3226b895b623daf0791d24a657f7a7c6
2021-05-25 07:01:55 +00:00

615 lines
19 KiB
Go

// Copyright 2020 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package bp2build
import (
"android/soong/android"
"android/soong/bazel"
"fmt"
"reflect"
"sort"
"strings"
"github.com/google/blueprint"
"github.com/google/blueprint/proptools"
)
type BazelAttributes struct {
Attrs map[string]string
}
type BazelTarget struct {
name string
content string
ruleClass string
bzlLoadLocation string
handcrafted bool
}
// IsLoadedFromStarlark determines if the BazelTarget's rule class is loaded from a .bzl file,
// as opposed to a native rule built into Bazel.
func (t BazelTarget) IsLoadedFromStarlark() bool {
return t.bzlLoadLocation != ""
}
// BazelTargets is a typedef for a slice of BazelTarget objects.
type BazelTargets []BazelTarget
// HasHandcraftedTargetsreturns true if a set of bazel targets contain
// handcrafted ones.
func (targets BazelTargets) hasHandcraftedTargets() bool {
for _, target := range targets {
if target.handcrafted {
return true
}
}
return false
}
// sort a list of BazelTargets in-place, by name, and by generated/handcrafted types.
func (targets BazelTargets) sort() {
sort.Slice(targets, func(i, j int) bool {
if targets[i].handcrafted != targets[j].handcrafted {
// Handcrafted targets will be generated after the bp2build generated targets.
return targets[j].handcrafted
}
// This will cover all bp2build generated targets.
return targets[i].name < targets[j].name
})
}
// String returns the string representation of BazelTargets, without load
// statements (use LoadStatements for that), since the targets are usually not
// adjacent to the load statements at the top of the BUILD file.
func (targets BazelTargets) String() string {
var res string
for i, target := range targets {
// There is only at most 1 handcrafted "target", because its contents
// represent the entire BUILD file content from the tree. See
// build_conversion.go#getHandcraftedBuildContent for more information.
//
// Add a header to make it easy to debug where the handcrafted targets
// are in a generated BUILD file.
if target.handcrafted {
res += "# -----------------------------\n"
res += "# Section: Handcrafted targets. \n"
res += "# -----------------------------\n\n"
}
res += target.content
if i != len(targets)-1 {
res += "\n\n"
}
}
return res
}
// LoadStatements return the string representation of the sorted and deduplicated
// Starlark rule load statements needed by a group of BazelTargets.
func (targets BazelTargets) LoadStatements() string {
bzlToLoadedSymbols := map[string][]string{}
for _, target := range targets {
if target.IsLoadedFromStarlark() {
bzlToLoadedSymbols[target.bzlLoadLocation] =
append(bzlToLoadedSymbols[target.bzlLoadLocation], target.ruleClass)
}
}
var loadStatements []string
for bzl, ruleClasses := range bzlToLoadedSymbols {
loadStatement := "load(\""
loadStatement += bzl
loadStatement += "\", "
ruleClasses = android.SortedUniqueStrings(ruleClasses)
for i, ruleClass := range ruleClasses {
loadStatement += "\"" + ruleClass + "\""
if i != len(ruleClasses)-1 {
loadStatement += ", "
}
}
loadStatement += ")"
loadStatements = append(loadStatements, loadStatement)
}
return strings.Join(android.SortedUniqueStrings(loadStatements), "\n")
}
type bpToBuildContext interface {
ModuleName(module blueprint.Module) string
ModuleDir(module blueprint.Module) string
ModuleSubDir(module blueprint.Module) string
ModuleType(module blueprint.Module) string
VisitAllModules(visit func(blueprint.Module))
VisitDirectDeps(module blueprint.Module, visit func(blueprint.Module))
}
type CodegenContext struct {
config android.Config
context android.Context
mode CodegenMode
additionalDeps []string
}
func (c *CodegenContext) Mode() CodegenMode {
return c.mode
}
// CodegenMode is an enum to differentiate code-generation modes.
type CodegenMode int
const (
// Bp2Build: generate BUILD files with targets buildable by Bazel directly.
//
// This mode is used for the Soong->Bazel build definition conversion.
Bp2Build CodegenMode = iota
// QueryView: generate BUILD files with targets representing fully mutated
// Soong modules, representing the fully configured Soong module graph with
// variants and dependency endges.
//
// This mode is used for discovering and introspecting the existing Soong
// module graph.
QueryView
)
func (mode CodegenMode) String() string {
switch mode {
case Bp2Build:
return "Bp2Build"
case QueryView:
return "QueryView"
default:
return fmt.Sprintf("%d", mode)
}
}
// AddNinjaFileDeps adds dependencies on the specified files to be added to the ninja manifest. The
// primary builder will be rerun whenever the specified files are modified. Allows us to fulfill the
// PathContext interface in order to add dependencies on hand-crafted BUILD files. Note: must also
// call AdditionalNinjaDeps and add them manually to the ninja file.
func (ctx *CodegenContext) AddNinjaFileDeps(deps ...string) {
ctx.additionalDeps = append(ctx.additionalDeps, deps...)
}
// AdditionalNinjaDeps returns additional ninja deps added by CodegenContext
func (ctx *CodegenContext) AdditionalNinjaDeps() []string {
return ctx.additionalDeps
}
func (ctx *CodegenContext) Config() android.Config { return ctx.config }
func (ctx *CodegenContext) Context() android.Context { return ctx.context }
// NewCodegenContext creates a wrapper context that conforms to PathContext for
// writing BUILD files in the output directory.
func NewCodegenContext(config android.Config, context android.Context, mode CodegenMode) *CodegenContext {
return &CodegenContext{
context: context,
config: config,
mode: mode,
}
}
// props is an unsorted map. This function ensures that
// the generated attributes are sorted to ensure determinism.
func propsToAttributes(props map[string]string) string {
var attributes string
for _, propName := range android.SortedStringKeys(props) {
if shouldGenerateAttribute(propName) {
attributes += fmt.Sprintf(" %s = %s,\n", propName, props[propName])
}
}
return attributes
}
func GenerateBazelTargets(ctx *CodegenContext, generateFilegroups bool) (map[string]BazelTargets, CodegenMetrics) {
buildFileToTargets := make(map[string]BazelTargets)
buildFileToAppend := make(map[string]bool)
// Simple metrics tracking for bp2build
metrics := CodegenMetrics{
RuleClassCount: make(map[string]int),
}
dirs := make(map[string]bool)
bpCtx := ctx.Context()
bpCtx.VisitAllModules(func(m blueprint.Module) {
dir := bpCtx.ModuleDir(m)
dirs[dir] = true
var t BazelTarget
switch ctx.Mode() {
case Bp2Build:
if b, ok := m.(android.Bazelable); ok && b.HasHandcraftedLabel() {
metrics.handCraftedTargetCount += 1
metrics.TotalModuleCount += 1
pathToBuildFile := getBazelPackagePath(b)
// We are using the entire contents of handcrafted build file, so if multiple targets within
// a package have handcrafted targets, we only want to include the contents one time.
if _, exists := buildFileToAppend[pathToBuildFile]; exists {
return
}
var err error
t, err = getHandcraftedBuildContent(ctx, b, pathToBuildFile)
if err != nil {
panic(fmt.Errorf("Error converting %s: %s", bpCtx.ModuleName(m), err))
}
// TODO(b/181575318): currently we append the whole BUILD file, let's change that to do
// something more targeted based on the rule type and target
buildFileToAppend[pathToBuildFile] = true
} else if btm, ok := m.(android.BazelTargetModule); ok {
t = generateBazelTarget(bpCtx, m, btm)
metrics.RuleClassCount[t.ruleClass] += 1
} else {
metrics.TotalModuleCount += 1
return
}
case QueryView:
// Blocklist certain module types from being generated.
if canonicalizeModuleType(bpCtx.ModuleType(m)) == "package" {
// package module name contain slashes, and thus cannot
// be mapped cleanly to a bazel label.
return
}
t = generateSoongModuleTarget(bpCtx, m)
default:
panic(fmt.Errorf("Unknown code-generation mode: %s", ctx.Mode()))
}
buildFileToTargets[dir] = append(buildFileToTargets[dir], t)
})
if generateFilegroups {
// Add a filegroup target that exposes all sources in the subtree of this package
// NOTE: This also means we generate a BUILD file for every Android.bp file (as long as it has at least one module)
for dir, _ := range dirs {
buildFileToTargets[dir] = append(buildFileToTargets[dir], BazelTarget{
name: "bp2build_all_srcs",
content: `filegroup(name = "bp2build_all_srcs", srcs = glob(["**/*"]))`,
ruleClass: "filegroup",
})
}
}
return buildFileToTargets, metrics
}
func getBazelPackagePath(b android.Bazelable) string {
label := b.HandcraftedLabel()
pathToBuildFile := strings.TrimPrefix(label, "//")
pathToBuildFile = strings.Split(pathToBuildFile, ":")[0]
return pathToBuildFile
}
func getHandcraftedBuildContent(ctx *CodegenContext, b android.Bazelable, pathToBuildFile string) (BazelTarget, error) {
p := android.ExistentPathForSource(ctx, pathToBuildFile, HandcraftedBuildFileName)
if !p.Valid() {
return BazelTarget{}, fmt.Errorf("Could not find file %q for handcrafted target.", pathToBuildFile)
}
c, err := b.GetBazelBuildFileContents(ctx.Config(), pathToBuildFile, HandcraftedBuildFileName)
if err != nil {
return BazelTarget{}, err
}
// TODO(b/181575318): once this is more targeted, we need to include name, rule class, etc
return BazelTarget{
content: c,
handcrafted: true,
}, nil
}
func generateBazelTarget(ctx bpToBuildContext, m blueprint.Module, btm android.BazelTargetModule) BazelTarget {
ruleClass := btm.RuleClass()
bzlLoadLocation := btm.BzlLoadLocation()
// extract the bazel attributes from the module.
props := getBuildProperties(ctx, m)
delete(props.Attrs, "bp2build_available")
// Return the Bazel target with rule class and attributes, ready to be
// code-generated.
attributes := propsToAttributes(props.Attrs)
targetName := targetNameForBp2Build(ctx, m)
return BazelTarget{
name: targetName,
ruleClass: ruleClass,
bzlLoadLocation: bzlLoadLocation,
content: fmt.Sprintf(
bazelTarget,
ruleClass,
targetName,
attributes,
),
handcrafted: false,
}
}
// Convert a module and its deps and props into a Bazel macro/rule
// representation in the BUILD file.
func generateSoongModuleTarget(ctx bpToBuildContext, m blueprint.Module) BazelTarget {
props := getBuildProperties(ctx, m)
// TODO(b/163018919): DirectDeps can have duplicate (module, variant)
// items, if the modules are added using different DependencyTag. Figure
// out the implications of that.
depLabels := map[string]bool{}
if aModule, ok := m.(android.Module); ok {
ctx.VisitDirectDeps(aModule, func(depModule blueprint.Module) {
depLabels[qualifiedTargetLabel(ctx, depModule)] = true
})
}
attributes := propsToAttributes(props.Attrs)
depLabelList := "[\n"
for depLabel, _ := range depLabels {
depLabelList += fmt.Sprintf(" %q,\n", depLabel)
}
depLabelList += " ]"
targetName := targetNameWithVariant(ctx, m)
return BazelTarget{
name: targetName,
content: fmt.Sprintf(
soongModuleTarget,
targetName,
ctx.ModuleName(m),
canonicalizeModuleType(ctx.ModuleType(m)),
ctx.ModuleSubDir(m),
depLabelList,
attributes),
}
}
func getBuildProperties(ctx bpToBuildContext, m blueprint.Module) BazelAttributes {
var allProps map[string]string
// TODO: this omits properties for blueprint modules (blueprint_go_binary,
// bootstrap_go_binary, bootstrap_go_package), which will have to be handled separately.
if aModule, ok := m.(android.Module); ok {
allProps = ExtractModuleProperties(aModule)
}
return BazelAttributes{
Attrs: allProps,
}
}
// Generically extract module properties and types into a map, keyed by the module property name.
func ExtractModuleProperties(aModule android.Module) map[string]string {
ret := map[string]string{}
// Iterate over this android.Module's property structs.
for _, properties := range aModule.GetProperties() {
propertiesValue := reflect.ValueOf(properties)
// Check that propertiesValue is a pointer to the Properties struct, like
// *cc.BaseLinkerProperties or *java.CompilerProperties.
//
// propertiesValue can also be type-asserted to the structs to
// manipulate internal props, if needed.
if isStructPtr(propertiesValue.Type()) {
structValue := propertiesValue.Elem()
for k, v := range extractStructProperties(structValue, 0) {
ret[k] = v
}
} else {
panic(fmt.Errorf(
"properties must be a pointer to a struct, got %T",
propertiesValue.Interface()))
}
}
return ret
}
func isStructPtr(t reflect.Type) bool {
return t.Kind() == reflect.Ptr && t.Elem().Kind() == reflect.Struct
}
// prettyPrint a property value into the equivalent Starlark representation
// recursively.
func prettyPrint(propertyValue reflect.Value, indent int) (string, error) {
if isZero(propertyValue) {
// A property value being set or unset actually matters -- Soong does set default
// values for unset properties, like system_shared_libs = ["libc", "libm", "libdl"] at
// https://cs.android.com/android/platform/superproject/+/master:build/soong/cc/linker.go;l=281-287;drc=f70926eef0b9b57faf04c17a1062ce50d209e480
//
// In Bazel-parlance, we would use "attr.<type>(default = <default
// value>)" to set the default value of unset attributes. In the cases
// where the bp2build converter didn't set the default value within the
// mutator when creating the BazelTargetModule, this would be a zero
// value. For those cases, we return an empty string so we don't
// unnecessarily generate empty values.
return "", nil
}
var ret string
switch propertyValue.Kind() {
case reflect.String:
ret = fmt.Sprintf("\"%v\"", escapeString(propertyValue.String()))
case reflect.Bool:
ret = strings.Title(fmt.Sprintf("%v", propertyValue.Interface()))
case reflect.Int, reflect.Uint, reflect.Int64:
ret = fmt.Sprintf("%v", propertyValue.Interface())
case reflect.Ptr:
return prettyPrint(propertyValue.Elem(), indent)
case reflect.Slice:
if propertyValue.Len() == 0 {
return "", nil
}
if propertyValue.Len() == 1 {
// Single-line list for list with only 1 element
ret += "["
indexedValue, err := prettyPrint(propertyValue.Index(0), indent)
if err != nil {
return "", err
}
ret += indexedValue
ret += "]"
} else {
// otherwise, use a multiline list.
ret += "[\n"
for i := 0; i < propertyValue.Len(); i++ {
indexedValue, err := prettyPrint(propertyValue.Index(i), indent+1)
if err != nil {
return "", err
}
if indexedValue != "" {
ret += makeIndent(indent + 1)
ret += indexedValue
ret += ",\n"
}
}
ret += makeIndent(indent)
ret += "]"
}
case reflect.Struct:
// Special cases where the bp2build sends additional information to the codegenerator
// by wrapping the attributes in a custom struct type.
if attr, ok := propertyValue.Interface().(bazel.Attribute); ok {
return prettyPrintAttribute(attr, indent)
} else if label, ok := propertyValue.Interface().(bazel.Label); ok {
return fmt.Sprintf("%q", label.Label), nil
}
ret = "{\n"
// Sort and print the struct props by the key.
structProps := extractStructProperties(propertyValue, indent)
for _, k := range android.SortedStringKeys(structProps) {
ret += makeIndent(indent + 1)
ret += fmt.Sprintf("%q: %s,\n", k, structProps[k])
}
ret += makeIndent(indent)
ret += "}"
case reflect.Interface:
// TODO(b/164227191): implement pretty print for interfaces.
// Interfaces are used for for arch, multilib and target properties.
return "", nil
default:
return "", fmt.Errorf(
"unexpected kind for property struct field: %s", propertyValue.Kind())
}
return ret, nil
}
// Converts a reflected property struct value into a map of property names and property values,
// which each property value correctly pretty-printed and indented at the right nest level,
// since property structs can be nested. In Starlark, nested structs are represented as nested
// dicts: https://docs.bazel.build/skylark/lib/dict.html
func extractStructProperties(structValue reflect.Value, indent int) map[string]string {
if structValue.Kind() != reflect.Struct {
panic(fmt.Errorf("Expected a reflect.Struct type, but got %s", structValue.Kind()))
}
ret := map[string]string{}
structType := structValue.Type()
for i := 0; i < structValue.NumField(); i++ {
field := structType.Field(i)
if shouldSkipStructField(field) {
continue
}
fieldValue := structValue.Field(i)
if isZero(fieldValue) {
// Ignore zero-valued fields
continue
}
propertyName := proptools.PropertyNameForField(field.Name)
prettyPrintedValue, err := prettyPrint(fieldValue, indent+1)
if err != nil {
panic(
fmt.Errorf(
"Error while parsing property: %q. %s",
propertyName,
err))
}
if prettyPrintedValue != "" {
ret[propertyName] = prettyPrintedValue
}
}
return ret
}
func isZero(value reflect.Value) bool {
switch value.Kind() {
case reflect.Func, reflect.Map, reflect.Slice:
return value.IsNil()
case reflect.Array:
valueIsZero := true
for i := 0; i < value.Len(); i++ {
valueIsZero = valueIsZero && isZero(value.Index(i))
}
return valueIsZero
case reflect.Struct:
valueIsZero := true
for i := 0; i < value.NumField(); i++ {
valueIsZero = valueIsZero && isZero(value.Field(i))
}
return valueIsZero
case reflect.Ptr:
if !value.IsNil() {
return isZero(reflect.Indirect(value))
} else {
return true
}
default:
zeroValue := reflect.Zero(value.Type())
result := value.Interface() == zeroValue.Interface()
return result
}
}
func escapeString(s string) string {
s = strings.ReplaceAll(s, "\\", "\\\\")
// b/184026959: Reverse the application of some common control sequences.
// These must be generated literally in the BUILD file.
s = strings.ReplaceAll(s, "\t", "\\t")
s = strings.ReplaceAll(s, "\n", "\\n")
s = strings.ReplaceAll(s, "\r", "\\r")
return strings.ReplaceAll(s, "\"", "\\\"")
}
func makeIndent(indent int) string {
if indent < 0 {
panic(fmt.Errorf("indent column cannot be less than 0, but got %d", indent))
}
return strings.Repeat(" ", indent)
}
func targetNameForBp2Build(c bpToBuildContext, logicModule blueprint.Module) string {
return strings.Replace(c.ModuleName(logicModule), bazel.BazelTargetModuleNamePrefix, "", 1)
}
func targetNameWithVariant(c bpToBuildContext, logicModule blueprint.Module) string {
name := ""
if c.ModuleSubDir(logicModule) != "" {
// TODO(b/162720883): Figure out a way to drop the "--" variant suffixes.
name = c.ModuleName(logicModule) + "--" + c.ModuleSubDir(logicModule)
} else {
name = c.ModuleName(logicModule)
}
return strings.Replace(name, "//", "", 1)
}
func qualifiedTargetLabel(c bpToBuildContext, logicModule blueprint.Module) string {
return fmt.Sprintf("//%s:%s", c.ModuleDir(logicModule), targetNameWithVariant(c, logicModule))
}