This is a very early prototype for llvm-buildozer, a tool I've presented last year at the LLVM conference: https://www.youtube.com/watch?v=usPL_DROn4k
The overall goal is to switch the source code build model from a pool of processes, to a pool of threads.
Previously, a tool like ninja would both invoke the compiler and the linker .EXEs, based on a list of build actions, which are in turn built from a .ninja script containing a list of TUs and targets to compile. This model has the adverse effect of starting a new EXEs for each TU, having to call the initialization and compilation environnement detection, loading or mmap'ing of source files, etc. for each EXE instance. This comes with a high execution cost on Windows.
Our llvm-buildozer tool insteads takes a modified .CDB as an input, loads all necessary EXEs as DLLs once, and calls the build action internally, in a pool of threads, without dropping the EXEs, re-initializing the compiler or the heap. This evidently requires the compiler & link EXEs to be thread-safe, which represents the vast majority of our changes in this patch. With our llvm-buildozer tool, the rebuild times are decreased by 60%, tested on a 6-core, on a real-world game project: 20 min before -> 11 min 50 sec after.
As future work, if this idea passes RFC/community consensus, the goal after is to start working on inter-thread communication, such as sharing the state of the SourceManager or the tokenizer for a starter. Also a in-memory program repo, along the lines of SN-System's ideas could further avoid generating duplicate section/optimizations accross TUs.
This is an old prototype untouched since the LLVM conference, pasting this here only for reference purposes. I'm planning to get back to work on it at some point - or feel free in the meanwhile to pick anything interesting from this patch.