Solve two issues that showed up when using LLD with Unreal Engine & FASTBuild: 1. It seems the S_OBJNAME record doesn't always record the "precomp signature". We were relying on that to match the PCH.OBJ with their dependent-OBJ. 2. MSVC link.exe is able to link a PCH.OBJ when the "precomp signatureÈ doesn't match, but LLD was failing. This was occuring since the Unreal Engine Build Tool was compiling the PCH.OBJ, but the dependent-OBJ were compiled & cached through FASTBuild. Upon a clean rebuild, the PCH.OBJs were recompiled by the Unreal Build Tool, thus the "precomp signatures" were changing; however the OBJs were already cached by FASTBuild, thus having an old "precomp signatures". We now ignore "precomp signatures" and properly fallback to cmd-line name lookup, like MSVC link.exe does, and only fail if the PCH.OBJ type stream doesn't match the count expected by the dependent-OBJ. Differential Revision: https://reviews.llvm.org/D136762
lld Documentation ================= The lld documentation is written using the Sphinx documentation generator. It is currently tested with Sphinx 1.1.3. We currently use the 'nature' theme and a Beaker inspired structure. See sphinx_intro.rst for more details.