4511c7b7fb
gazelle ended up being more liability than asset for our C++ rules. It required devs to manually run the command frequently (and was easy to forget until the CQ failed). The fact that we still had to edit the source files (e.g. the "srcs" cc_libraries) meant that the mixture between generated and hand-written caused some tension (see include/third_party/vulkan for a good example). The combination of gazelle and our IWYU enforcement added several bits of churn without any real benefit. The generated rules also didn't help identify cases where we were not keeping tight boundaries (e.g. non-gpu code and gpu code). Identifying third_party deps automatically ended up being trickier than anticipated (see the deleted //third_party/file_map_for_bazel.json) Using the "maximum set of dependencies" worked ok, but ended up increasing build time unnecessarily. For example, compiling CanvasKit for WebGL always needed to compile Dawn because SkSLCompiler.cpp sometimes needs to include tint/tint.h. Follow-up CLs will rebuild the BUILD.bazel rules without gazelle. Note to Reviewers: - The only file worth manually reviewing here is bazel/Makefile. Change-Id: I36d6fc3747487fabaf699690780c95f1f6765770 Bug: skia:12541 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/543976 Reviewed-by: Leandro Lovisolo <lovisolo@google.com> Reviewed-by: Ben Wagner <bungeman@google.com> |
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GLWindowContext_android.cpp | ||
main_android.cpp | ||
RasterWindowContext_android.cpp | ||
surface_glue_android.cpp | ||
surface_glue_android.h | ||
VulkanWindowContext_android.cpp | ||
Window_android.cpp | ||
Window_android.h | ||
WindowContextFactory_android.h |