On Fri, Apr 1, 2016 at 6:43 PM, Douglas Yung <
douglas_y...@playstation.sony.com> wrote:

> dyung added a comment.
>
> In http://reviews.llvm.org/D18708#390166, @rsmith wrote:
>
> > In http://reviews.llvm.org/D18708#390150, @dyung wrote:
> >
> > > From my understanding, there are 2 issues that block us. The first is
> that we currently do not ship all of the header files for C11. The second
> is that we do not yet fully have C11 library support yet for our platform.
> >
> >
> > How do things go wrong if Clang is used in C11 mode against a C99
> library? Do you have code that conditionally uses C11 library features if
> they're available? (And thanks for explaining, by the way; this is useful
> information for when we next consider changing the default language mode --
> we'll likely be changing the default C++ language mode soon.)
> >
> > Anyway, it seems reasonable for the PS4 toolchain to control its
> defaults here, and the patch itself LGTM.
>
>
> My understanding is that we currently do not ship all of the headers
> required for C11, so if users tried to use anything from those, they would
> be unable to do so. I am also under the impression that C11 requires some
> library support which we do not yet provide.


OK, but why is it a problem for the compiler's C11 mode to be enabled? I'm
guessing that something somewhere has code like

  #if __STDC_VERSION__ >= 201112L
  #include <some_c11_header.h>
  #endif

Is that the problem? If not, what? Is our C11 mode rejecting valid C99 code
somehow?
_______________________________________________
cfe-commits mailing list
cfe-commits@lists.llvm.org
http://lists.llvm.org/cgi-bin/mailman/listinfo/cfe-commits

Reply via email to