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lvzhengyang
abc
Commits
0b734d10
Commit
0b734d10
authored
Jul 08, 2020
by
Alan Mishchenko
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Adding new resub code.
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abclib.dsp
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src/aig/gia/giaResub2.c
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src/aig/gia/module.make
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abclib.dsp
View file @
0b734d10
...
...
@@ -4975,6 +4975,10 @@ SOURCE=.\src\aig\gia\giaResub.c
# End Source File
# Begin Source File
SOURCE=.\src\aig\gia\giaResub2.c
# End Source File
# Begin Source File
SOURCE=.\src\aig\gia\giaRetime.c
# End Source File
# Begin Source File
...
...
src/aig/gia/giaResub2.c
0 → 100644
View file @
0b734d10
/**CFile****************************************************************
FileName [giaResub2.c]
SystemName [ABC: Logic synthesis and verification system.]
PackageName [Scalable AIG package.]
Synopsis []
Author [Alan Mishchenko]
Affiliation [UC Berkeley]
Date [Ver. 1.0. Started - June 20, 2005.]
Revision [$Id: giaResub2.c,v 1.00 2005/06/20 00:00:00 alanmi Exp $]
***********************************************************************/
#include "gia.h"
#include "misc/util/utilTruth.h"
ABC_NAMESPACE_IMPL_START
////////////////////////////////////////////////////////////////////////
/// DECLARATIONS ///
////////////////////////////////////////////////////////////////////////
typedef
struct
Gia_Rsb2Man_t_
Gia_Rsb2Man_t
;
struct
Gia_Rsb2Man_t_
{
// hyper-parameters
int
nDivsMax
;
int
nLevelIncrease
;
int
fUseXor
;
int
fUseZeroCost
;
int
fDebug
;
int
fVerbose
;
// input AIG
int
nObjs
;
int
nPis
;
int
nNodes
;
int
nPos
;
int
iFirstPo
;
int
Level
;
int
nMffc
;
// intermediate data
Vec_Int_t
vObjs
;
Vec_Wrd_t
vSims
;
Vec_Ptr_t
vpDivs
;
Vec_Int_t
vDivs
;
Vec_Int_t
vLevels
;
Vec_Int_t
vRefs
;
Vec_Int_t
vCopies
;
word
Truth0
;
word
Truth1
;
word
CareSet
;
};
extern
int
Abc_ResubComputeFunction
(
void
**
ppDivs
,
int
nDivs
,
int
nWords
,
int
nLimit
,
int
nDivsMax
,
int
iChoice
,
int
fUseXor
,
int
fDebug
,
int
fVerbose
,
int
**
ppArray
);
////////////////////////////////////////////////////////////////////////
/// FUNCTION DEFINITIONS ///
////////////////////////////////////////////////////////////////////////
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
int
Abc_ResubComputeWindow
(
int
*
pObjs
,
int
nObjs
,
int
nDivsMax
,
int
nLevelIncrease
,
int
fUseXor
,
int
fUseZeroCost
,
int
fDebug
,
int
fVerbose
,
int
**
ppArray
)
{
*
ppArray
=
NULL
;
return
0
;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
int
*
Gia_ManToResub
(
Gia_Man_t
*
p
)
{
Gia_Obj_t
*
pObj
;
int
*
pObjs
=
ABC_CALLOC
(
int
,
2
*
Gia_ManObjNum
(
p
)
);
int
i
,
iFirstPo
=
1
+
Gia_ManCiNum
(
p
)
+
Gia_ManAndNum
(
p
);
assert
(
Gia_ManIsNormalized
(
p
)
);
Gia_ManForEachObj1
(
p
,
pObj
,
i
)
{
if
(
Gia_ObjIsCi
(
pObj
)
)
continue
;
pObjs
[
2
*
i
+
0
]
=
Gia_ObjFaninLit0
(
Gia_ManObj
(
p
,
i
),
i
);
if
(
Gia_ObjIsCo
(
pObj
)
)
pObjs
[
2
*
i
+
1
]
=
pObjs
[
2
*
i
+
0
];
else
if
(
Gia_ObjIsAnd
(
pObj
)
)
pObjs
[
2
*
i
+
1
]
=
Gia_ObjFaninLit1
(
Gia_ManObj
(
p
,
i
),
i
);
else
assert
(
0
);
}
return
pObjs
;
}
Gia_Man_t
*
Gia_ManFromResub
(
int
*
pObjs
,
int
nObjs
)
{
int
i
;
Gia_Man_t
*
pNew
=
Gia_ManStart
(
nObjs
);
for
(
i
=
1
;
i
<
nObjs
;
i
++
)
{
if
(
pObjs
[
2
*
i
]
==
0
)
// pi
Gia_ManAppendCi
(
pNew
);
else
if
(
pObjs
[
2
*
i
]
==
pObjs
[
2
*
i
+
1
]
)
// po
Gia_ManAppendCo
(
pNew
,
pObjs
[
2
*
i
]
);
else
if
(
pObjs
[
2
*
i
]
<
pObjs
[
2
*
i
+
1
]
)
Gia_ManAppendAnd
(
pNew
,
pObjs
[
2
*
i
],
pObjs
[
2
*
i
+
1
]
);
else
if
(
pObjs
[
2
*
i
]
>
pObjs
[
2
*
i
+
1
]
)
Gia_ManAppendXor
(
pNew
,
pObjs
[
2
*
i
],
pObjs
[
2
*
i
+
1
]
);
else
assert
(
0
);
}
return
pNew
;
}
Gia_Man_t
*
Gia_ManResub2Test
(
Gia_Man_t
*
p
)
{
int
*
pObjsNew
,
*
pObjs
=
Gia_ManToResub
(
p
);
int
nObjsNew
=
Abc_ResubComputeWindow
(
pObjs
,
Gia_ManObjNum
(
p
),
1000
,
0
,
0
,
0
,
0
,
0
,
&
pObjsNew
);
Gia_Man_t
*
pNew
=
Gia_ManFromResub
(
pObjsNew
,
nObjsNew
);
ABC_FREE
(
pObjs
);
ABC_FREE
(
pObjsNew
);
return
pNew
;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
Gia_Rsb2Man_t
*
Gia_Rsb2ManAlloc
()
{
Gia_Rsb2Man_t
*
p
=
ABC_CALLOC
(
Gia_Rsb2Man_t
,
1
);
return
p
;
}
void
Gia_Rsb2ManFree
(
Gia_Rsb2Man_t
*
p
)
{
Vec_IntErase
(
&
p
->
vObjs
);
Vec_WrdErase
(
&
p
->
vSims
);
Vec_PtrErase
(
&
p
->
vpDivs
);
Vec_IntErase
(
&
p
->
vDivs
);
Vec_IntErase
(
&
p
->
vLevels
);
Vec_IntErase
(
&
p
->
vRefs
);
Vec_IntErase
(
&
p
->
vCopies
);
ABC_FREE
(
p
);
}
int
Gia_Rsb2ManLevel
(
Gia_Rsb2Man_t
*
p
)
{
int
i
,
*
pLevs
,
Level
=
0
;
Vec_IntClear
(
&
p
->
vLevels
);
Vec_IntGrow
(
&
p
->
vLevels
,
p
->
nObjs
);
pLevs
=
Vec_IntArray
(
&
p
->
vLevels
);
for
(
i
=
p
->
nPis
+
1
;
i
<
p
->
iFirstPo
;
i
++
)
pLevs
[
i
]
=
1
+
Abc_MaxInt
(
pLevs
[
2
*
i
+
0
]
/
2
,
pLevs
[
2
*
i
+
1
]
/
2
);
for
(
i
=
p
->
iFirstPo
;
i
<
p
->
nObjs
;
i
++
)
Level
=
Abc_MaxInt
(
Level
,
pLevs
[
i
]
=
pLevs
[
2
*
i
+
0
]
/
2
);
return
Level
;
}
void
Gia_Rsb2ManStart
(
Gia_Rsb2Man_t
*
p
,
int
*
pObjs
,
int
nObjs
,
int
nDivsMax
,
int
nLevelIncrease
,
int
fUseXor
,
int
fUseZeroCost
,
int
fDebug
,
int
fVerbose
)
{
int
i
;
// hyper-parameters
p
->
nDivsMax
=
nDivsMax
;
p
->
nLevelIncrease
=
nLevelIncrease
;
p
->
fUseXor
=
fUseXor
;
p
->
fUseZeroCost
=
fUseZeroCost
;
p
->
fDebug
=
fDebug
;
p
->
fVerbose
=
fVerbose
;
// user data
Vec_IntClear
(
&
p
->
vObjs
);
Vec_IntPushArray
(
&
p
->
vObjs
,
pObjs
,
nObjs
);
assert
(
pObjs
[
0
]
==
0
);
assert
(
pObjs
[
1
]
==
0
);
p
->
nObjs
=
nObjs
;
p
->
nPis
=
0
;
p
->
nNodes
=
0
;
p
->
nPos
=
0
;
p
->
iFirstPo
=
0
;
for
(
i
=
1
;
i
<
nObjs
;
i
++
)
{
if
(
pObjs
[
0
]
==
0
&&
pObjs
[
1
]
==
0
)
p
->
nPis
++
;
else
if
(
pObjs
[
0
]
==
pObjs
[
1
]
)
p
->
nPos
++
;
else
p
->
nNodes
++
;
}
assert
(
nObjs
==
1
+
p
->
nPis
+
p
->
nNodes
+
p
->
nPos
);
p
->
iFirstPo
=
nObjs
-
p
->
nPos
;
p
->
Level
=
Gia_Rsb2ManLevel
(
p
);
Vec_WrdClear
(
&
p
->
vSims
);
Vec_WrdGrow
(
&
p
->
vSims
,
2
*
nObjs
);
Vec_WrdPush
(
&
p
->
vSims
,
0
);
Vec_WrdPush
(
&
p
->
vSims
,
0
);
for
(
i
=
0
;
i
<
p
->
nPis
;
i
++
)
{
Vec_WrdPush
(
&
p
->
vSims
,
s_Truths6
[
i
]
);
Vec_WrdPush
(
&
p
->
vSims
,
~
s_Truths6
[
i
]
);
}
Vec_IntClear
(
&
p
->
vDivs
);
Vec_IntClear
(
&
p
->
vLevels
);
Vec_IntClear
(
&
p
->
vRefs
);
Vec_IntClear
(
&
p
->
vCopies
);
Vec_PtrClear
(
&
p
->
vpDivs
);
Vec_IntGrow
(
&
p
->
vDivs
,
nObjs
);
Vec_IntGrow
(
&
p
->
vLevels
,
nObjs
);
Vec_IntGrow
(
&
p
->
vRefs
,
nObjs
);
Vec_IntGrow
(
&
p
->
vCopies
,
nObjs
);
Vec_PtrGrow
(
&
p
->
vpDivs
,
nObjs
);
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
word
Gia_Rsb2ManOdcs
(
Gia_Rsb2Man_t
*
p
,
int
iNode
)
{
int
i
;
word
Res
=
0
;
int
*
pObjs
=
Vec_IntArray
(
&
p
->
vObjs
);
word
*
pSims
=
Vec_WrdArray
(
&
p
->
vSims
);
for
(
i
=
p
->
nPis
+
1
;
i
<
p
->
iFirstPo
;
i
++
)
{
if
(
pObjs
[
2
*
i
+
0
]
<
pObjs
[
2
*
i
+
1
]
)
pSims
[
2
*
i
+
0
]
=
pSims
[
pObjs
[
2
*
i
+
0
]]
&
pSims
[
pObjs
[
2
*
i
+
1
]];
else
pSims
[
2
*
i
+
0
]
=
pSims
[
pObjs
[
2
*
i
+
0
]]
^
pSims
[
pObjs
[
2
*
i
+
1
]];
pSims
[
2
*
i
+
1
]
=
~
pSims
[
2
*
i
+
0
];
}
for
(
i
=
p
->
iFirstPo
;
i
<
p
->
nObjs
;
i
++
)
pSims
[
2
*
i
+
0
]
=
pSims
[
pObjs
[
2
*
i
+
0
]];
ABC_SWAP
(
word
,
pSims
[
2
*
iNode
+
0
],
pSims
[
2
*
iNode
+
1
]
);
for
(
i
=
iNode
+
1
;
i
<
p
->
iFirstPo
;
i
++
)
{
if
(
pObjs
[
2
*
i
+
0
]
<
pObjs
[
2
*
i
+
1
]
)
pSims
[
2
*
i
+
0
]
=
pSims
[
pObjs
[
2
*
i
+
0
]]
&
pSims
[
pObjs
[
2
*
i
+
1
]];
else
pSims
[
2
*
i
+
0
]
=
pSims
[
pObjs
[
2
*
i
+
0
]]
^
pSims
[
pObjs
[
2
*
i
+
1
]];
pSims
[
2
*
i
+
1
]
=
~
pSims
[
2
*
i
+
0
];
}
for
(
i
=
p
->
iFirstPo
;
i
<
p
->
nObjs
;
i
++
)
Res
|=
pSims
[
2
*
i
+
0
]
^
pSims
[
pObjs
[
2
*
i
+
0
]];
return
Res
;
}
// marks MFFC and returns its size
int
Gia_Rsb2ManMffc
(
Gia_Rsb2Man_t
*
p
,
int
iNode
)
{
int
i
,
*
pRefs
,
*
pObjs
,
nMffc
=
0
;
Vec_IntFill
(
&
p
->
vRefs
,
p
->
nObjs
,
0
);
pRefs
=
Vec_IntArray
(
&
p
->
vRefs
);
pObjs
=
Vec_IntArray
(
&
p
->
vObjs
);
for
(
i
=
p
->
nObjs
-
1
;
i
>=
p
->
iFirstPo
;
i
--
)
pRefs
[
pObjs
[
2
*
i
+
0
]]
=
1
;
for
(
i
=
p
->
iFirstPo
-
1
;
i
>
p
->
nPis
;
i
--
)
if
(
i
!=
iNode
&&
pRefs
[
i
]
)
pRefs
[
pObjs
[
2
*
i
+
0
]]
=
pRefs
[
pObjs
[
2
*
i
+
1
]]
=
1
;
for
(
i
=
p
->
nPis
+
1
;
i
<
p
->
iFirstPo
;
i
++
)
nMffc
+=
!
pRefs
[
i
];
return
nMffc
;
}
// collects divisors and maps them into nodes
// assumes MFFC is already marked
int
Gia_Rsb2ManDivs
(
Gia_Rsb2Man_t
*
p
,
int
iNode
)
{
int
i
;
int
*
pRefs
=
Vec_IntArray
(
&
p
->
vRefs
);
int
*
pObjs
=
Vec_IntArray
(
&
p
->
vObjs
);
p
->
CareSet
=
Gia_Rsb2ManOdcs
(
p
,
iNode
);
p
->
Truth1
=
p
->
CareSet
&
Vec_WrdEntry
(
&
p
->
vSims
,
iNode
);
p
->
Truth0
=
p
->
CareSet
&
~
p
->
Truth1
;
Vec_PtrClear
(
&
p
->
vpDivs
);
Vec_PtrPush
(
&
p
->
vpDivs
,
&
p
->
Truth0
);
Vec_PtrPush
(
&
p
->
vpDivs
,
&
p
->
Truth1
);
Vec_IntClear
(
&
p
->
vDivs
);
Vec_IntPushTwo
(
&
p
->
vDivs
,
-
1
,
-
1
);
for
(
i
=
1
;
i
<=
p
->
nPis
;
i
++
)
{
Vec_PtrPush
(
&
p
->
vpDivs
,
Vec_WrdEntryP
(
&
p
->
vSims
,
i
)
);
Vec_IntPush
(
&
p
->
vDivs
,
i
);
}
p
->
nMffc
=
Gia_Rsb2ManMffc
(
p
,
iNode
);
assert
(
pRefs
[
iNode
]
==
1
);
pRefs
[
iNode
]
=
0
;
for
(
i
=
p
->
nPis
+
1
;
i
<
p
->
iFirstPo
;
i
++
)
{
if
(
i
>
iNode
)
pRefs
[
i
]
=
pRefs
[
pObjs
[
2
*
i
+
0
]]
&&
pRefs
[
pObjs
[
2
*
i
+
1
]];
if
(
!
pRefs
[
i
]
)
continue
;
Vec_PtrPush
(
&
p
->
vpDivs
,
Vec_WrdEntryP
(
&
p
->
vSims
,
i
)
);
Vec_IntPush
(
&
p
->
vDivs
,
i
);
}
assert
(
Vec_IntSize
(
&
p
->
vDivs
)
==
Vec_PtrSize
(
&
p
->
vpDivs
)
);
return
Vec_IntSize
(
&
p
->
vDivs
);
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
int
Gia_Rsb2AddNode
(
Vec_Int_t
*
vRes
,
int
iLit0
,
int
iLit1
,
int
iRes0
,
int
iRes1
)
{
int
iLitMin
=
iRes0
<
iRes1
?
Abc_LitNotCond
(
iRes0
,
Abc_LitIsCompl
(
iLit0
))
:
Abc_LitNotCond
(
iRes1
,
Abc_LitIsCompl
(
iLit1
));
int
iLitMax
=
iRes0
<
iRes1
?
Abc_LitNotCond
(
iRes1
,
Abc_LitIsCompl
(
iLit1
))
:
Abc_LitNotCond
(
iRes0
,
Abc_LitIsCompl
(
iLit0
));
int
iLitRes
=
Vec_IntSize
(
vRes
);
if
(
iLit0
<
iLit1
)
// and
Vec_IntPushTwo
(
vRes
,
iLitMin
,
iLitMax
);
else
if
(
iLit0
>
iLit1
)
// xor
{
assert
(
!
Abc_LitIsCompl
(
iLit0
)
);
assert
(
!
Abc_LitIsCompl
(
iLit1
)
);
Vec_IntPushTwo
(
vRes
,
iLitMax
,
iLitMin
);
}
else
assert
(
0
);
return
iLitRes
;
}
int
Gia_Rsb2ManInsert_rec
(
Vec_Int_t
*
vRes
,
int
nPis
,
Vec_Int_t
*
vObjs
,
int
iNode
,
Vec_Int_t
*
vResub
,
Vec_Int_t
*
vDivs
,
Vec_Int_t
*
vCopies
,
int
iObj
)
{
if
(
Vec_IntEntry
(
vCopies
,
iObj
)
>=
0
)
return
Vec_IntEntry
(
vCopies
,
iObj
);
assert
(
iObj
>
nPis
);
if
(
iObj
==
iNode
)
{
int
nVars
=
Vec_IntSize
(
vDivs
);
int
iLitRes
,
iTopLit
=
Vec_IntEntryLast
(
vResub
);
if
(
Abc_Lit2Var
(
iTopLit
)
==
0
)
iLitRes
=
0
;
else
if
(
Abc_Lit2Var
(
iTopLit
)
<
nVars
)
iLitRes
=
Gia_Rsb2ManInsert_rec
(
vRes
,
nPis
,
vObjs
,
-
1
,
vResub
,
vDivs
,
vCopies
,
Vec_IntEntry
(
vDivs
,
Abc_Lit2Var
(
iTopLit
))
);
else
{
Vec_Int_t
*
vCopy
=
Vec_IntAlloc
(
10
);
int
k
,
iLit
,
iLit0
,
iLit1
;
Vec_IntForEachEntryStop
(
vResub
,
iLit
,
k
,
Vec_IntSize
(
vResub
)
-
1
)
if
(
Abc_Lit2Var
(
iLit
)
<
nVars
)
Gia_Rsb2ManInsert_rec
(
vRes
,
nPis
,
vObjs
,
-
1
,
vResub
,
vDivs
,
vCopies
,
Vec_IntEntry
(
vDivs
,
Abc_Lit2Var
(
iLit
))
);
Vec_IntForEachEntryDouble
(
vResub
,
iLit0
,
iLit1
,
k
)
{
int
iVar0
=
Abc_Lit2Var
(
iLit0
);
int
iVar1
=
Abc_Lit2Var
(
iLit1
);
int
iRes0
=
iVar0
<
nVars
?
Vec_IntEntry
(
vCopies
,
Vec_IntEntry
(
vDivs
,
iVar0
))
:
Vec_IntEntry
(
vCopy
,
iVar0
-
nVars
);
int
iRes1
=
iVar1
<
nVars
?
Vec_IntEntry
(
vCopies
,
Vec_IntEntry
(
vDivs
,
iVar1
))
:
Vec_IntEntry
(
vCopy
,
iVar1
-
nVars
);
iLitRes
=
Gia_Rsb2AddNode
(
vRes
,
iLit0
,
iLit1
,
iRes0
,
iRes1
);
Vec_IntPush
(
vCopy
,
iLitRes
);
}
Vec_IntFree
(
vCopy
);
}
iLitRes
=
Abc_LitNotCond
(
iLitRes
,
Abc_LitIsCompl
(
iTopLit
)
);
Vec_IntWriteEntry
(
vCopies
,
iObj
,
iLitRes
);
return
iLitRes
;
}
else
{
int
iLit0
=
Vec_IntEntry
(
vObjs
,
2
*
iObj
+
0
);
int
iLit1
=
Vec_IntEntry
(
vObjs
,
2
*
iObj
+
1
);
int
iRes0
=
Gia_Rsb2ManInsert_rec
(
vRes
,
nPis
,
vObjs
,
iNode
,
vResub
,
vDivs
,
vCopies
,
Abc_Lit2Var
(
iLit0
)
);
int
iRes1
=
Gia_Rsb2ManInsert_rec
(
vRes
,
nPis
,
vObjs
,
iNode
,
vResub
,
vDivs
,
vCopies
,
Abc_Lit2Var
(
iLit1
)
);
int
iLitRes
=
Gia_Rsb2AddNode
(
vRes
,
iLit0
,
iLit1
,
iRes0
,
iRes1
);
Vec_IntWriteEntry
(
vCopies
,
iObj
,
iLitRes
);
return
iLitRes
;
}
}
Vec_Int_t
*
Gia_Rsb2ManInsert
(
int
nPis
,
int
nPos
,
Vec_Int_t
*
vObjs
,
int
iNode
,
Vec_Int_t
*
vResub
,
Vec_Int_t
*
vDivs
,
Vec_Int_t
*
vCopies
)
{
int
i
,
iFirstPo
=
Vec_IntSize
(
vObjs
)
-
nPos
;
Vec_Int_t
*
vRes
=
Vec_IntAlloc
(
2
*
Vec_IntSize
(
vObjs
)
);
Vec_IntFill
(
vCopies
,
Vec_IntSize
(
vObjs
),
-
1
);
Vec_IntFill
(
vRes
,
2
*
(
nPis
+
1
),
0
);
for
(
i
=
0
;
i
<=
nPis
;
i
++
)
Vec_IntPush
(
vCopies
,
2
*
i
);
for
(
i
=
0
;
i
<
nPos
;
i
++
)
Gia_Rsb2ManInsert_rec
(
vRes
,
nPis
,
vObjs
,
iNode
,
vResub
,
vDivs
,
vCopies
,
Abc_Lit2Var
(
Vec_IntEntry
(
vObjs
,
2
*
(
iFirstPo
+
1
)))
);
for
(
i
=
0
;
i
<
nPos
;
i
++
)
{
int
iLitNew
=
Abc_Lit2LitL
(
Vec_IntArray
(
vCopies
),
Vec_IntEntry
(
vObjs
,
2
*
(
iFirstPo
+
1
))
);
Vec_IntPushTwo
(
vRes
,
iLitNew
,
iLitNew
);
}
return
vRes
;
}
/**Function*************************************************************
Synopsis [Creating a window with support composed of primary inputs.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
// returns the number of nodes added to the window when is iPivot is added
// the window nodes in vNodes are labeled with the current traversal ID
// the new node iPivot and its fanout are temporarily labeled and then unlabeled
int
Gia_WinTryAddingNode
(
Gia_Man_t
*
p
,
int
iPivot
,
Vec_Wec_t
*
vLevels
,
Vec_Int_t
*
vNodes
)
{
Vec_Int_t
*
vLevel
;
Gia_Obj_t
*
pObj
,
*
pFanout
;
int
k
,
i
,
f
,
Count
=
0
;
// precondition: the levelized structure is empty
assert
(
Vec_WecSizeSize
(
vLevels
)
==
0
);
// precondition: the new object to be added (iPivot) is not in the window
assert
(
!
Gia_ObjIsTravIdCurrentId
(
p
,
iPivot
)
);
// add the object to the window and to the levelized structure
Gia_ObjSetTravIdCurrentId
(
p
,
iPivot
);
Vec_WecPush
(
vLevels
,
Gia_ObjLevelId
(
p
,
iPivot
),
iPivot
);
// iterate through all objects and explore their fanouts
Vec_WecForEachLevel
(
vLevels
,
vLevel
,
k
)
Gia_ManForEachObjVec
(
vLevel
,
p
,
pObj
,
i
)
if
(
Gia_ObjFanoutNum
(
p
,
pObj
)
>
10
)
// do not explore objects with high fanout
Gia_ObjForEachFanoutStatic
(
p
,
pObj
,
pFanout
,
f
)
if
(
Gia_ObjIsAnd
(
pFanout
)
&&
// internal node
!
Gia_ObjIsTravIdCurrent
(
p
,
pFanout
)
&&
// not in the window
Gia_ObjIsTravIdCurrent
(
p
,
Gia_ObjFanin0
(
pFanout
))
&&
// but fanins are
Gia_ObjIsTravIdCurrent
(
p
,
Gia_ObjFanin1
(
pFanout
))
)
// in the window
{
// add fanout to the window and to the levelized structure
Gia_ObjSetTravIdCurrent
(
p
,
pFanout
);
Vec_WecPush
(
vLevels
,
Gia_ObjLevel
(
p
,
pFanout
),
Gia_ObjId
(
p
,
pFanout
)
);
// count the number of nodes in the structure
Count
++
;
}
// iterate through the nodes in the levelized structure
Vec_WecForEachLevel
(
vLevels
,
vLevel
,
k
)
{
Gia_ManForEachObjVec
(
vLevel
,
p
,
pObj
,
i
)
if
(
vNodes
==
NULL
)
// it was a test run - unmark the node
Gia_ObjSetTravIdPrevious
(
p
,
pObj
);
else
// it was a real run - permanently add to the node to the window
Vec_IntPush
(
vNodes
,
Gia_ObjId
(
p
,
pObj
)
);
// clean the levelized structure
Vec_IntClear
(
vLevel
);
}
// return the number of nodes to be added
return
Count
;
}
// find the first PI to add based on the fanout count
int
Gia_WinAddCiWithMaxFanouts
(
Gia_Man_t
*
p
)
{
int
i
,
Id
,
nMaxFan
=
-
1
,
iMaxFan
=
-
1
;
Gia_ManForEachCiId
(
p
,
Id
,
i
)
if
(
nMaxFan
<
Gia_ObjFanoutNumId
(
p
,
Id
)
)
{
nMaxFan
=
Gia_ObjFanoutNumId
(
p
,
Id
);
iMaxFan
=
Id
;
}
assert
(
iMaxFan
>=
0
);
return
iMaxFan
;
}
// find the next PI to add based on how many nodes will be added to the window
int
Gia_WinAddCiWithMaxDivisors
(
Gia_Man_t
*
p
,
Vec_Wec_t
*
vLevels
)
{
int
i
,
Id
,
nCurFan
,
nMaxFan
=
-
1
,
iMaxFan
=
-
1
;
Gia_ManForEachCiId
(
p
,
Id
,
i
)
{
if
(
Gia_ObjIsTravIdCurrentId
(
p
,
Id
)
)
continue
;
nCurFan
=
Gia_WinTryAddingNode
(
p
,
Id
,
vLevels
,
NULL
);
if
(
nMaxFan
<
nCurFan
)
{
nMaxFan
=
nCurFan
;
iMaxFan
=
Id
;
}
}
assert
(
iMaxFan
>=
0
);
return
iMaxFan
;
}
// check if the node has unmarked fanouts
int
Gia_WinNodeHasUnmarkedFanouts
(
Gia_Man_t
*
p
,
int
iPivot
)
{
int
f
,
iFan
;
Gia_ObjForEachFanoutStaticId
(
p
,
iPivot
,
iFan
,
f
)
if
(
!
Gia_ObjIsTravIdCurrentId
(
p
,
iFan
)
)
return
1
;
return
0
;
}
// this is a translation procedure, which converts the array of node IDs (vObjs)
// into the internal represnetation for the resub engine, which is returned
// (this procedure is not needed when we simply construct a window)
Vec_Int_t
*
Gia_RsbCiTranslate
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vObjs
,
Vec_Int_t
*
vMap
)
{
int
i
,
iObj
,
Lit0
,
Lit1
,
Fan0
,
Fan1
;
Vec_Int_t
*
vNodes
=
Vec_IntAlloc
(
100
);
assert
(
Vec_IntSize
(
vMap
)
==
Gia_ManObjNum
(
p
)
);
Vec_IntPushTwo
(
vNodes
,
0
,
0
);
// const0 node
Vec_IntForEachEntry
(
vObjs
,
iObj
,
i
)
{
Gia_Obj_t
*
pObj
=
Gia_ManObj
(
p
,
iObj
);
assert
(
Gia_ObjIsTravIdCurrentId
(
p
,
iObj
)
);
Fan0
=
Gia_ObjIsCi
(
pObj
)
?
0
:
Vec_IntEntry
(
vMap
,
Gia_ObjFaninId0
(
pObj
,
iObj
));
Fan1
=
Gia_ObjIsCi
(
pObj
)
?
0
:
Vec_IntEntry
(
vMap
,
Gia_ObjFaninId1
(
pObj
,
iObj
));
Lit0
=
Gia_ObjIsCi
(
pObj
)
?
0
:
Abc_LitNotCond
(
Fan0
,
Gia_ObjFaninC0
(
pObj
)
);
Lit1
=
Gia_ObjIsCi
(
pObj
)
?
0
:
Abc_LitNotCond
(
Fan1
,
Gia_ObjFaninC1
(
pObj
)
);
Vec_IntWriteEntry
(
vMap
,
iObj
,
Vec_IntSize
(
vNodes
)
);
Vec_IntPushTwo
(
vNodes
,
Lit0
,
Lit1
);
}
Vec_IntForEachEntry
(
vObjs
,
iObj
,
i
)
if
(
Gia_WinNodeHasUnmarkedFanouts
(
p
,
iObj
)
)
Vec_IntPushTwo
(
vNodes
,
Vec_IntEntry
(
vMap
,
iObj
),
Vec_IntEntry
(
vMap
,
iObj
)
);
return
vNodes
;
}
// construct a high-volume window support by the given number (nPis) of primary inputs
Vec_Int_t
*
Gia_RsbCiWindow
(
Gia_Man_t
*
p
,
int
nPis
)
{
Vec_Int_t
*
vRes
;
int
i
,
iMaxFan
;
Vec_Int_t
*
vNodes
=
Vec_IntAlloc
(
100
);
Vec_Int_t
*
vMap
=
Vec_IntStartFull
(
Gia_ManObjNum
(
p
)
);
Vec_Wec_t
*
vLevels
=
Vec_WecStart
(
Gia_ManLevelNum
(
p
)
+
1
);
Gia_ManStaticFanoutStart
(
p
);
Gia_ManIncrementTravId
(
p
);
// add the first one
iMaxFan
=
Gia_WinAddCiWithMaxFanouts
(
p
);
Gia_ObjSetTravIdCurrentId
(
p
,
iMaxFan
);
Vec_IntPush
(
vNodes
,
iMaxFan
);
// add remaining ones
for
(
i
=
1
;
i
<
nPis
;
i
++
)
{
iMaxFan
=
Gia_WinAddCiWithMaxDivisors
(
p
,
vLevels
);
Gia_WinTryAddingNode
(
p
,
iMaxFan
,
vLevels
,
vNodes
);
}
Vec_IntSort
(
vNodes
,
0
);
vRes
=
Gia_RsbCiTranslate
(
p
,
vNodes
,
vMap
);
Gia_ManStaticFanoutStop
(
p
);
Vec_WecFree
(
vLevels
);
Vec_IntFree
(
vMap
);
Vec_IntPrint
(
vNodes
);
Vec_IntFree
(
vNodes
);
return
vRes
;
}
void
Gia_RsbCiWindowTest
(
Gia_Man_t
*
p
)
{
Vec_Int_t
*
vWin
=
Gia_RsbCiWindow
(
p
,
6
);
//Vec_IntPrint( vWin );
Vec_IntFree
(
vWin
);
}
////////////////////////////////////////////////////////////////////////
/// END OF FILE ///
////////////////////////////////////////////////////////////////////////
ABC_NAMESPACE_IMPL_END
src/aig/gia/module.make
View file @
0b734d10
...
...
@@ -59,6 +59,7 @@ SRC += src/aig/gia/giaAig.c \
src/aig/gia/giaPf.c
\
src/aig/gia/giaQbf.c
\
src/aig/gia/giaResub.c
\
src/aig/gia/giaResub2.c
\
src/aig/gia/giaRetime.c
\
src/aig/gia/giaRex.c
\
src/aig/gia/giaSatEdge.c
\
...
...
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