rustc: Don't create empty codegen units

This'll end up just creating a bunch of object files that otherwise wouldn't
exist, so skip that extra work if possible.
This commit is contained in:
Alex Crichton 2017-10-04 16:21:38 -07:00
parent 417ffc98df
commit a70c5cb68f
2 changed files with 0 additions and 12 deletions

View File

@ -1178,9 +1178,6 @@ fn collect_and_partition_translation_items<'a, 'tcx>(
.collect::<Vec<_>>()
});
assert!(tcx.sess.opts.codegen_units == codegen_units.len() ||
tcx.sess.opts.debugging_opts.incremental.is_some());
let translation_items: DefIdSet = items.iter().filter_map(|trans_item| {
match *trans_item {
TransItem::Fn(ref instance) => Some(instance.def_id()),

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@ -407,15 +407,6 @@ fn merge_codegen_units<'tcx>(initial_partitioning: &mut PreInliningPartitioning<
for (index, cgu) in codegen_units.iter_mut().enumerate() {
cgu.set_name(numbered_codegen_unit_name(crate_name, index));
}
// If the initial partitioning contained less than target_cgu_count to begin
// with, we won't have enough codegen units here, so add a empty units until
// we reach the target count
while codegen_units.len() < target_cgu_count {
let index = codegen_units.len();
let name = numbered_codegen_unit_name(crate_name, index);
codegen_units.push(CodegenUnit::new(name));
}
}
fn place_inlined_translation_items<'tcx>(initial_partitioning: PreInliningPartitioning<'tcx>,