Pigweed Eng Blog #6: Shaping a better future for Bazel C/C++ toolchains#
Published on 2024-12-11 by Armando Montanez
Pigweed đź’š Bazel#
Not too long ago, the Pigweed team announced our transition to a Bazel-first ecosystem. You can read more about the decision in 0111: Make Bazel Pigweed’s Primary Build System, but the key takeaway is that we’re committed to making sure Bazel has a good story for embedded software development. There’s a surprising amount of history behind this, and I thought it’d be helpful to unpack some of our journey.
This blog post is the first in a series on getting Bazel to work well for embedded firmware projects, so keep an eye out for others that will come along.
First things first, we need a toolchain!#
Pigweed traditionally prioritized our GN
build, and getting Bazel to work for embedded devices presented very different
challenges. One of the first major differences between Bazel and GN is the
experience of compiling a simple Hello, World!
example. In Bazel, this “just
works” out of the box for most major operating systems. With GN, you can’t start
to compile C/C++ code without first defining the details of your toolchain such
as which binaries to use, how to construct the arguments/flags passed to the
tools, and which specific flags to pass, so we were forced to learn those
intricacies right out the gate.
Problems with Bazel’s default toolchain#
For a long time, Pigweed relied on Bazel’s default toolchain, primarily because Pigweed’s Bazel build mostly just existed for interoperability with Google’s internal codebase. Bazel’s default C/C++ toolchain is not hermetic, and its behaviors are auto-generated in a way that is very unintuitive to inspect and debug. Because we weren’t defining our own toolchain, we regularly hit several major issues:
Builds used binutils/gcc rather than our preferred llvm/clang toolchain.
CI builds and local builds were inconsistent; just because builds passed locally didn’t mean the same build would pass in automated builds.
All flags had to be passed in via the command line or pushed into a
.bazelrc
file.There was no clear path for scalably supporting embedded MCU device builds.
We knew at some point we’d have to configure our own toolchain, but we also knew it wouldn’t be easy.
Why is it this difficult?#
Bazel toolchains are quite powerful, and with great power comes great
complexity. Traditionally, a C/C++ toolchain in Bazel is expected to be declared
in Starlark rather than BUILD
files, which makes them a little harder to find and read. Also, there’s
documentation fragmentation around Bazel’s toolchain API that can make it
difficult to understand how all the moving pieces of toolchains interact. For
years there was a distinct lack of good examples to learn from, too. Setting up
a simple, custom toolchain isn’t necessarily a lot of typing, but it’s
surprisingly difficult because of the sheer amount of Bazel implementation
details and behaviors you must first understand.
We looked into declaring a custom C++ toolchain in the early days of Pigweed’s Bazel build, but quickly realized it would be quite a chore. What we didn’t realize was that this would turn out to be a problem that would take much design and discussion over the course of multiple years.
The journey begins#
The early origins of this story are really thanks to Nathaniel Brough, who was one of Pigweed’s first community contributors and an original pioneer of Pigweed’s Bazel build. Nat put together a Bazel toolchain definition that Pigweed adopted and used until late 2023. This allowed us to build Pigweed using a consistent version of clang, but wasn’t quite perfect. The initial toolchain Nat put together got us off the ground, but came with a few limitations:
Configurability was limited. Pigweed didn’t have quite as much control over flags as we wanted.
The declared toolchain configuration was quite rigid, so it was difficult to adjust or adapt to different sysroots or compilers.
The most significant limitation, though, was that it wasn’t configurable enough to scalably support targeting many different embedded MCUs in a flexible way.
Nat went back to the drawing board, and started drafting out modular_cc_toolchains. This proposal promised much more modular building blocks that would provide more direct access to the underlying constructs exposed by Bazel for defining a modular toolchain.
Pigweed’s first attempt at modular toolchains#
In mid-2023 I was passed the ball for conclusively solving Pigweed’s Bazel C/C++ toolchain problems. I had previously spent a lot of time in Pigweed’s GN build maintaining toolchain integration, so I was relatively familiar with what went well and what didn’t. I dove into Bazel with a naive vision: make declaring a toolchain as simple as listing a handful of tools and an assortment of ordered, groupable flags:
pw_cc_toolchain(
name = "host_toolchain",
cc = "@llvm_clang//:bin/clang",
cxx = "@llvm_clang//:bin/clang++",
ld = "@llvm_clang//:bin/clang++",
flags = [
":cpp_version",
":size_optimized",
]
)
pw_cc_flags(
name = "cpp_version",
copts = ["-std=c++17"],
)
pw_cc_flags(
name = "size_optimized",
copts = ["-Os"],
linkopts = ["-Os"],
)
This approach brought a few major improvements:
Pigweed (and downstream projects) could now declare toolchains quite easily.
We were able to make Bazel use the clang/llvm toolchain binaries that we host in CIPD.
The big drawback with this approach was that it obscured a lot of Bazel’s toolchain complexity in a way that limited Pigweed’s ability to cleanly and modularly introduce fixes.
Making it official#
With the learnings from my first attempt, I went back over Nat’s work for modular_cc_toolchains, and set out authoring 0113: Add modular Bazel C/C++ toolchain API. There were some discussions on this API, and the upstream Bazel owners of Bazel’s C/C++ rules (rules_cc) expressed interest in the work too. Eventually, the SEED was approved, and landed largely as described. This toolchain API checked the critical boxes for Pigweed: we could now declare toolchains in a scalable, modular way!
The only major remaining wart was handling of toolchain features and action names: Pigweed didn’t try to innovate in this area as a first pass. The primary reasoning behind this was we quickly learned that part of our advice would be to recommend against a large proliferation of toolchain features. Still there was room for improvement, especially since specifying action names on a flag set was a little unwieldy:
load(
"@pw_toolchain//cc_toolchain:defs.bzl",
"pw_cc_flag_set",
"ALL_CPP_COMPILER_ACTIONS",
"ALL_C_COMPILER_ACTIONS",
)
pw_cc_flag_set(
name = "werror",
# These symbols have to be `load()`ed since they're string lists.
actions = ALL_CPP_COMPILER_ACTIONS + ALL_C_COMPILER_ACTIONS,
flags = [
"-Werror",
],
)
This work caught the eye of Matt Stark, who was interested in building out toolchains for ChromeOS. He noticed these shortcomings, and put in a lot of work to make these types type-safe by changing them to also be provided through build rules:
load("@pw_toolchain//cc_toolchain:defs.bzl", "pw_cc_flag_set")
pw_cc_flag_set(
name = "werror",
# Much nicer!
actions = [
"@pw_toolchain//actions:all_c_compiler_actions",
"@pw_toolchain//actions:all_cpp_compiler_actions",
],
flags = [
"-Werror",
],
)
There were a few other changes along the way to support these kinds of expressions, but by and large the toolchain API has served Pigweed quite well; it allowed us to finally close out many bugs strewn about the codebase that said things along the lines of “TODO: someday this should live in a toolchain”. We even used it when setting up initial Bazel support for the Raspberry Pi Pico SDK, and the only changes required were a few tweaks to the toolchain template build files to get it working on Windows for the first time.
Making it SUPER official#
As Matt finished out his improvements to Pigweed’s toolchain rules, he posed the question we’d previously considered: could this work just live in rules_cc, the source of truth for Bazel’s C/C++ rules? We were optimistic, and reached out again to the owners. The owners of rules_cc enthusiastically gave us the green light, and Matt took Pigweed’s Bazel C/C++ toolchain constructs and began the process of upstreaming the work to rules_cc. There have been some changes along the way (particularly with naming), but they’ve been part of an effort to be more forward-looking about guiding the future of the underlying constructs.
Try it out!#
These rules were initially launched in rules_cc v0.0.10, and have since received a slew of updates, improvements, and most importantly documentation/examples. Today, we’re ready to more broadly encourage projects to try out the new work. We hope that these rules will become the preferred foundations for declaring C/C++ toolchains in Bazel. We’re excited to see how the wider Bazel community expands on these foundational building blocks!
If you’d like to give these rules a spin, check out the following resources and examples:
Special thanks#
This work would not have been possible without Nat and Matt’s contributions. Nat spent a lot of time collaborating with Pigweed to really kickstart the Bazel effort, and Matt’s enthusiasm for finishing out Pigweed’s fledgling toolchain API and getting it pushed into rules_cc quickly has been inspiring! A lot of work went into solving this problem, and community contributions were a critical part of the journey. Also, a very special thanks to Ivo List, who reviewed many CLs as part of moving the toolchain rules into rules_cc.
This has been an amazing journey, and I’m excited for a better future for C/C++ toolchains in Bazel!