kromanova added inline comments. ================ Comment at: lib/Frontend/InitHeaderSearch.cpp:325-344 @@ +324,22 @@ + case llvm::Triple::PS4: { + // <isysroot> gets prepended later in AddPath(). + std::string BaseSDKPath = ""; + if (!HasSysroot) { + const char *envValue = getenv("SCE_PS4_SDK_DIR"); + if (envValue) + BaseSDKPath = envValue; + else { + // HSOpts.ResourceDir variable contains the location of Clang's + // resource files. + // Assuming that Clang is configured for PS4 without + // --with-clang-resource-dir option, the location of Clang's resource + // files is <SDK_DIR>/host_tools/lib/clang + SmallString<128> P = StringRef(HSOpts.ResourceDir); + llvm::sys::path::append(P, "../../.."); + BaseSDKPath = P.str(); + } + } + AddPath(BaseSDKPath + "/target/include", System, false); + if (triple.isPS4CPU()) + AddPath(BaseSDKPath + "/target/include_common", System, false); + } ---------------- echristo wrote: > This all seems odd, what's going on here? Our SDK layout structure is different from other platforms. Some of the PS4 specific headers (e.g. graphic headers, etc) are placed into target/include_common directory and we want to have them in the search path.
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