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lvzhengyang
abc
Commits
26e03ef6
Commit
26e03ef6
authored
Aug 15, 2020
by
Alan Mishchenko
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Plain Diff
Experiments with window computation.
parent
850d39fe
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2 changed files
with
365 additions
and
16 deletions
+365
-16
src/aig/gia/giaResub2.c
+364
-16
src/base/abci/abc.c
+1
-0
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src/aig/gia/giaResub2.c
View file @
26e03ef6
...
@@ -521,7 +521,7 @@ Gia_Man_t * Gia_ManResub2Test( Gia_Man_t * p )
...
@@ -521,7 +521,7 @@ Gia_Man_t * Gia_ManResub2Test( Gia_Man_t * p )
// returns the number of nodes added to the window when is iPivot is added
// 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 window nodes in vNodes are labeled with the current traversal ID
// the new node iPivot and its fanout are temporarily labeled and then unlabeled
// 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
)
int
Gia_WinTryAddingNode
(
Gia_Man_t
*
p
,
int
iPivot
,
int
iPivot2
,
Vec_Wec_t
*
vLevels
,
Vec_Int_t
*
vNodes
)
{
{
Vec_Int_t
*
vLevel
;
Vec_Int_t
*
vLevel
;
Gia_Obj_t
*
pObj
,
*
pFanout
;
Gia_Obj_t
*
pObj
,
*
pFanout
;
...
@@ -533,22 +533,34 @@ int Gia_WinTryAddingNode( Gia_Man_t * p, int iPivot, Vec_Wec_t * vLevels, Vec_In
...
@@ -533,22 +533,34 @@ int Gia_WinTryAddingNode( Gia_Man_t * p, int iPivot, Vec_Wec_t * vLevels, Vec_In
// add the object to the window and to the levelized structure
// add the object to the window and to the levelized structure
Gia_ObjSetTravIdCurrentId
(
p
,
iPivot
);
Gia_ObjSetTravIdCurrentId
(
p
,
iPivot
);
Vec_WecPush
(
vLevels
,
Gia_ObjLevelId
(
p
,
iPivot
),
iPivot
);
Vec_WecPush
(
vLevels
,
Gia_ObjLevelId
(
p
,
iPivot
),
iPivot
);
// the same about the second node if it is given
if
(
iPivot2
!=
-
1
)
{
// precondition: the new object to be added (iPivot2) is not in the window
assert
(
!
Gia_ObjIsTravIdCurrentId
(
p
,
iPivot2
)
);
// add the object to the window and to the levelized structure
Gia_ObjSetTravIdCurrentId
(
p
,
iPivot2
);
Vec_WecPush
(
vLevels
,
Gia_ObjLevelId
(
p
,
iPivot2
),
iPivot2
);
}
// iterate through all objects and explore their fanouts
// iterate through all objects and explore their fanouts
Vec_WecForEachLevel
(
vLevels
,
vLevel
,
k
)
Vec_WecForEachLevel
(
vLevels
,
vLevel
,
k
)
Gia_ManForEachObjVec
(
vLevel
,
p
,
pObj
,
i
)
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
)
Gia_ObjForEachFanoutStatic
(
p
,
pObj
,
pFanout
,
f
)
{
if
(
Gia_ObjIsAnd
(
pFanout
)
&&
// internal node
if
(
f
==
5
)
// explore first 5 fanouts of the node
!
Gia_ObjIsTravIdCurrent
(
p
,
pFanout
)
&&
// not in the window
break
;
Gia_ObjIsTravIdCurrent
(
p
,
Gia_ObjFanin0
(
pFanout
))
&&
// but fanins are
if
(
Gia_ObjIsAnd
(
pFanout
)
&&
// internal node
Gia_ObjIsTravIdCurrent
(
p
,
Gia_ObjFanin1
(
pFanout
))
)
// in the window
!
Gia_ObjIsTravIdCurrent
(
p
,
pFanout
)
&&
// not in the window
{
Gia_ObjIsTravIdCurrent
(
p
,
Gia_ObjFanin0
(
pFanout
))
&&
// but fanins are
// add fanout to the window and to the levelized structure
Gia_ObjIsTravIdCurrent
(
p
,
Gia_ObjFanin1
(
pFanout
))
)
// in the window
Gia_ObjSetTravIdCurrent
(
p
,
pFanout
);
{
Vec_WecPush
(
vLevels
,
Gia_ObjLevel
(
p
,
pFanout
),
Gia_ObjId
(
p
,
pFanout
)
);
// add fanout to the window and to the levelized structure
// count the number of nodes in the structure
Gia_ObjSetTravIdCurrent
(
p
,
pFanout
);
Count
++
;
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
// iterate through the nodes in the levelized structure
Vec_WecForEachLevel
(
vLevels
,
vLevel
,
k
)
Vec_WecForEachLevel
(
vLevels
,
vLevel
,
k
)
{
{
...
@@ -584,7 +596,7 @@ int Gia_WinAddCiWithMaxDivisors( Gia_Man_t * p, Vec_Wec_t * vLevels )
...
@@ -584,7 +596,7 @@ int Gia_WinAddCiWithMaxDivisors( Gia_Man_t * p, Vec_Wec_t * vLevels )
{
{
if
(
Gia_ObjIsTravIdCurrentId
(
p
,
Id
)
)
if
(
Gia_ObjIsTravIdCurrentId
(
p
,
Id
)
)
continue
;
continue
;
nCurFan
=
Gia_WinTryAddingNode
(
p
,
Id
,
vLevels
,
NULL
);
nCurFan
=
Gia_WinTryAddingNode
(
p
,
Id
,
-
1
,
vLevels
,
NULL
);
if
(
nMaxFan
<
nCurFan
)
if
(
nMaxFan
<
nCurFan
)
{
{
nMaxFan
=
nCurFan
;
nMaxFan
=
nCurFan
;
...
@@ -645,7 +657,7 @@ Vec_Int_t * Gia_RsbCiWindow( Gia_Man_t * p, int nPis )
...
@@ -645,7 +657,7 @@ Vec_Int_t * Gia_RsbCiWindow( Gia_Man_t * p, int nPis )
for
(
i
=
1
;
i
<
nPis
;
i
++
)
for
(
i
=
1
;
i
<
nPis
;
i
++
)
{
{
iMaxFan
=
Gia_WinAddCiWithMaxDivisors
(
p
,
vLevels
);
iMaxFan
=
Gia_WinAddCiWithMaxDivisors
(
p
,
vLevels
);
Gia_WinTryAddingNode
(
p
,
iMaxFan
,
vLevels
,
vNodes
);
Gia_WinTryAddingNode
(
p
,
iMaxFan
,
-
1
,
vLevels
,
vNodes
);
}
}
Vec_IntSort
(
vNodes
,
0
);
Vec_IntSort
(
vNodes
,
0
);
vRes
=
Gia_RsbCiTranslate
(
p
,
vNodes
,
vMap
);
vRes
=
Gia_RsbCiTranslate
(
p
,
vNodes
,
vMap
);
...
@@ -663,6 +675,342 @@ void Gia_RsbCiWindowTest( Gia_Man_t * p )
...
@@ -663,6 +675,342 @@ void Gia_RsbCiWindowTest( Gia_Man_t * p )
Vec_IntFree
(
vWin
);
Vec_IntFree
(
vWin
);
}
}
/**Function*************************************************************
Synopsis [Return initial window for the given node.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
static
inline
int
Gia_ObjFaninId
(
Gia_Obj_t
*
pObj
,
int
iObj
,
int
n
)
{
return
n
?
Gia_ObjFaninId1
(
pObj
,
iObj
)
:
Gia_ObjFaninId0
(
pObj
,
iObj
);
}
static
inline
int
Gia_ObjTravIsTopTwo
(
Gia_Man_t
*
p
,
int
iNodeA
)
{
return
(
p
->
pTravIds
[
iNodeA
]
>=
p
->
nTravIds
-
1
);
}
static
inline
int
Gia_ObjTravIsSame
(
Gia_Man_t
*
p
,
int
iNodeA
,
int
iNodeB
)
{
return
(
p
->
pTravIds
[
iNodeA
]
==
p
->
pTravIds
[
iNodeB
]);
}
static
inline
void
Gia_ObjTravSetSame
(
Gia_Man_t
*
p
,
int
iNodeA
,
int
iNodeB
)
{
p
->
pTravIds
[
iNodeA
]
=
p
->
pTravIds
[
iNodeB
];
}
// collect nodes on the path from the meeting point to the root node, excluding the meeting point
void
Gia_RsbWindowGather
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vPaths
,
int
iNode
,
Vec_Int_t
*
vVisited
)
{
int
iPrev
;
if
(
iNode
==
0
)
return
;
Vec_IntPush
(
vVisited
,
iNode
);
iPrev
=
Vec_IntEntry
(
vPaths
,
iNode
);
if
(
iPrev
==
0
)
return
;
assert
(
Gia_ObjTravIsSame
(
p
,
iPrev
,
iNode
)
);
Gia_RsbWindowGather
(
p
,
vPaths
,
iPrev
,
vVisited
);
}
// explore the frontier of nodes in the breadth-first traversal
int
Gia_RsbWindowExplore
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vVisited
,
int
iStart
,
Vec_Int_t
*
vPaths
,
int
*
piMeet
,
int
*
piNode
)
{
int
i
,
n
,
iObj
,
iLimit
=
Vec_IntSize
(
vVisited
);
*
piMeet
=
*
piNode
=
0
;
Vec_IntForEachEntryStartStop
(
vVisited
,
iObj
,
i
,
iStart
,
iLimit
)
{
Gia_Obj_t
*
pObj
=
Gia_ManObj
(
p
,
iObj
);
if
(
!
Gia_ObjIsAnd
(
pObj
)
)
continue
;
for
(
n
=
0
;
n
<
2
;
n
++
)
{
int
iFan
=
Gia_ObjFaninId
(
pObj
,
iObj
,
n
);
// if the node was visited on the paths to both fanins, collect it
if
(
Gia_ObjTravIsTopTwo
(
p
,
iObj
)
&&
Gia_ObjTravIsTopTwo
(
p
,
iFan
)
&&
!
Gia_ObjTravIsSame
(
p
,
iObj
,
iFan
)
)
{
*
piMeet
=
iFan
;
*
piNode
=
iObj
;
return
1
;
}
// if the node was visited already on this path, skip it
if
(
Gia_ObjTravIsTopTwo
(
p
,
iFan
)
)
{
assert
(
Gia_ObjTravIsSame
(
p
,
iObj
,
iFan
)
);
continue
;
}
// label the node as visited
Gia_ObjTravSetSame
(
p
,
iFan
,
iObj
);
Vec_IntWriteEntry
(
vPaths
,
iFan
,
iObj
);
Vec_IntPush
(
vVisited
,
iFan
);
}
}
return
0
;
}
Vec_Int_t
*
Gia_RsbWindowInit
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vPaths
,
int
iPivot
,
int
nIter
)
{
Vec_Int_t
*
vVisited
=
Vec_IntAlloc
(
100
);
Gia_Obj_t
*
pPivot
=
Gia_ManObj
(
p
,
iPivot
);
int
i
,
n
,
iStart
=
0
;
assert
(
Gia_ObjIsAnd
(
pPivot
)
);
// start paths for both fanins of the pivot node
for
(
n
=
0
;
n
<
2
;
n
++
)
{
int
iFan
=
Gia_ObjFaninId
(
pPivot
,
iPivot
,
n
);
Gia_ManIncrementTravId
(
p
);
Vec_IntPush
(
vVisited
,
iFan
);
Vec_IntWriteEntry
(
vPaths
,
iFan
,
0
);
Gia_ObjSetTravIdCurrentId
(
p
,
iFan
);
}
// perform several iterations of breadth-first search
for
(
i
=
0
;
i
<
nIter
;
i
++
)
{
int
iMeet
,
iNode
,
iNext
=
Vec_IntSize
(
vVisited
);
if
(
Gia_RsbWindowExplore
(
p
,
vVisited
,
iStart
,
vPaths
,
&
iMeet
,
&
iNode
)
)
{
// found the shared path
if
(
Gia_ObjIsTravIdCurrentId
(
p
,
iMeet
)
)
assert
(
Gia_ObjIsTravIdPreviousId
(
p
,
iNode
)
);
else
if
(
Gia_ObjIsTravIdPreviousId
(
p
,
iMeet
)
)
assert
(
Gia_ObjIsTravIdCurrentId
(
p
,
iNode
)
);
else
assert
(
0
);
// collect the initial window
Vec_IntClear
(
vVisited
);
Gia_RsbWindowGather
(
p
,
vPaths
,
Vec_IntEntry
(
vPaths
,
iMeet
),
vVisited
);
Gia_RsbWindowGather
(
p
,
vPaths
,
iNode
,
vVisited
);
Vec_IntPush
(
vVisited
,
iPivot
);
break
;
}
iStart
=
iNext
;
}
// if no meeting point is found, make sure to return NULL
if
(
i
==
nIter
)
Vec_IntFreeP
(
&
vVisited
);
return
vVisited
;
}
Vec_Int_t
*
Gia_RsbCreateWindowInputs
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vWin
)
{
Vec_Int_t
*
vInputs
=
Vec_IntAlloc
(
10
);
Gia_Obj_t
*
pObj
;
int
i
,
n
,
iObj
;
Gia_ManIncrementTravId
(
p
);
Gia_ManForEachObjVec
(
vWin
,
p
,
pObj
,
i
)
Gia_ObjSetTravIdCurrent
(
p
,
pObj
);
Gia_ManForEachObjVec
(
vWin
,
p
,
pObj
,
i
)
{
assert
(
Gia_ObjIsAnd
(
pObj
)
);
for
(
n
=
0
;
n
<
2
;
n
++
)
{
int
iFan
=
n
?
Gia_ObjFaninId1p
(
p
,
pObj
)
:
Gia_ObjFaninId0p
(
p
,
pObj
);
if
(
!
Gia_ObjIsTravIdCurrentId
(
p
,
iFan
)
)
Vec_IntPushUnique
(
vInputs
,
iFan
);
}
}
Vec_IntForEachEntry
(
vInputs
,
iObj
,
i
)
{
Gia_ObjSetTravIdCurrentId
(
p
,
iObj
);
Vec_IntPush
(
vWin
,
iObj
);
}
return
vInputs
;
}
/**Function*************************************************************
Synopsis [Grow window for the node.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void
Gia_RsbAddSideInputs
(
Gia_Man_t
*
p
,
Vec_Wec_t
*
vLevels
,
Vec_Int_t
*
vWin
)
{
Vec_Int_t
*
vLevel
;
Gia_Obj_t
*
pObj
,
*
pFanout
;
int
k
,
i
,
f
,
iObj
;
// precondition: the levelized structure is empty
assert
(
Vec_WecSizeSize
(
vLevels
)
==
0
);
// precondition: window nodes are labeled with the current ID
Vec_IntForEachEntry
(
vWin
,
iObj
,
i
)
{
assert
(
Gia_ObjIsTravIdCurrentId
(
p
,
iObj
)
);
Vec_WecPush
(
vLevels
,
Gia_ObjLevelId
(
p
,
iObj
),
iObj
);
}
// iterate through all objects and explore their fanouts
Vec_WecForEachLevel
(
vLevels
,
vLevel
,
k
)
Gia_ManForEachObjVec
(
vLevel
,
p
,
pObj
,
i
)
Gia_ObjForEachFanoutStatic
(
p
,
pObj
,
pFanout
,
f
)
{
if
(
f
==
5
)
// explore first 5 fanouts of the node
break
;
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
)
);
Vec_IntPush
(
vWin
,
Gia_ObjId
(
p
,
pFanout
)
);
}
}
// iterate through the nodes in the levelized structure
Vec_WecForEachLevel
(
vLevels
,
vLevel
,
k
)
Vec_IntClear
(
vLevel
);
}
// expland inputs until saturation while adding the side-fanouts
void
Gia_RsbExpandInputs
(
Gia_Man_t
*
p
,
Vec_Wec_t
*
vLevels
,
Vec_Int_t
*
vWin
,
Vec_Int_t
*
vInputs
)
{
Gia_Obj_t
*
pObj
;
int
i
,
n
,
iFans
[
2
],
fChange
=
1
;
while
(
fChange
)
{
fChange
=
0
;
Gia_ManForEachObjVec
(
vInputs
,
p
,
pObj
,
i
)
{
if
(
!
Gia_ObjIsAnd
(
pObj
)
)
continue
;
iFans
[
0
]
=
Gia_ObjFaninId0p
(
p
,
pObj
);
iFans
[
1
]
=
Gia_ObjFaninId1p
(
p
,
pObj
);
if
(
!
Gia_ObjIsTravIdCurrentId
(
p
,
iFans
[
0
])
&&
!
Gia_ObjIsTravIdCurrentId
(
p
,
iFans
[
1
])
)
continue
;
Vec_IntRemove
(
vInputs
,
Gia_ObjId
(
p
,
pObj
)
);
assert
(
Vec_IntFind
(
vWin
,
Gia_ObjId
(
p
,
pObj
))
>=
0
);
for
(
n
=
0
;
n
<
2
;
n
++
)
{
if
(
Gia_ObjIsTravIdCurrentId
(
p
,
iFans
[
n
])
)
continue
;
assert
(
Vec_IntFind
(
vInputs
,
iFans
[
n
])
==
-
1
);
Vec_IntPush
(
vInputs
,
iFans
[
n
]
);
Gia_WinTryAddingNode
(
p
,
iFans
[
n
],
-
1
,
vLevels
,
vWin
);
assert
(
Gia_ObjIsTravIdCurrentId
(
p
,
iFans
[
n
])
);
}
fChange
=
1
;
}
}
}
// select the best input to expand, based on its contribution to the window size
int
Gia_RsbSelectOneInput
(
Gia_Man_t
*
p
,
Vec_Wec_t
*
vLevels
,
Vec_Int_t
*
vIns
)
{
int
i
,
iNode
=
0
,
WeightThis
,
WeightBest
=
-
1
;
Gia_Obj_t
*
pObj
;
Gia_ManForEachObjVec
(
vIns
,
p
,
pObj
,
i
)
if
(
Gia_ObjIsAnd
(
pObj
)
)
{
int
iFan0
=
Gia_ObjFaninId0p
(
p
,
pObj
);
int
iFan1
=
Gia_ObjFaninId1p
(
p
,
pObj
);
assert
(
!
Gia_ObjIsTravIdCurrentId
(
p
,
iFan0
)
&&
!
Gia_ObjIsTravIdCurrentId
(
p
,
iFan1
)
);
WeightThis
=
Gia_WinTryAddingNode
(
p
,
iFan0
,
iFan1
,
vLevels
,
NULL
);
if
(
WeightBest
<
WeightThis
)
{
WeightBest
=
WeightThis
;
iNode
=
Gia_ObjId
(
p
,
pObj
);
}
}
return
iNode
;
}
// grow the initial window as long as it fits the input count limit
void
Gia_RsbWindowGrow
(
Gia_Man_t
*
p
,
Vec_Wec_t
*
vLevels
,
Vec_Int_t
*
vWin
,
Vec_Int_t
*
vIns
,
int
nInputsMax
)
{
int
iNode
;
Gia_RsbAddSideInputs
(
p
,
vLevels
,
vWin
);
Gia_RsbExpandInputs
(
p
,
vLevels
,
vWin
,
vIns
);
while
(
Vec_IntSize
(
vIns
)
<
nInputsMax
&&
(
iNode
=
Gia_RsbSelectOneInput
(
p
,
vLevels
,
vIns
))
)
{
int
iFan0
=
Gia_ObjFaninId0p
(
p
,
Gia_ManObj
(
p
,
iNode
));
int
iFan1
=
Gia_ObjFaninId1p
(
p
,
Gia_ManObj
(
p
,
iNode
));
assert
(
!
Gia_ObjIsTravIdCurrentId
(
p
,
iFan0
)
&&
!
Gia_ObjIsTravIdCurrentId
(
p
,
iFan1
)
);
Gia_WinTryAddingNode
(
p
,
iFan0
,
iFan1
,
vLevels
,
vWin
);
assert
(
Gia_ObjIsTravIdCurrentId
(
p
,
iFan0
)
&&
Gia_ObjIsTravIdCurrentId
(
p
,
iFan1
)
);
Vec_IntRemove
(
vIns
,
iNode
);
Vec_IntPushTwo
(
vIns
,
iFan0
,
iFan1
);
Gia_RsbExpandInputs
(
p
,
vLevels
,
vWin
,
vIns
);
}
}
/**Function*************************************************************
Synopsis [Create window for the node.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
int
Gia_RsbWindowCompute
(
Gia_Man_t
*
p
,
int
iObj
,
int
nInputsMax
,
int
nLevelsMax
,
Vec_Wec_t
*
vLevels
,
Vec_Int_t
*
vPaths
,
Vec_Int_t
**
pvWin
,
Vec_Int_t
**
pvIns
)
{
Vec_Int_t
*
vWin
,
*
vIns
;
*
pvWin
=
*
pvIns
=
NULL
;
vWin
=
Gia_RsbWindowInit
(
p
,
vPaths
,
iObj
,
nLevelsMax
);
if
(
vWin
==
NULL
)
return
0
;
vIns
=
Gia_RsbCreateWindowInputs
(
p
,
vWin
);
// vWin and vIns are labeled with the current trav ID
//Vec_IntPrint( vWin );
//Vec_IntPrint( vIns );
if
(
Vec_IntSize
(
vIns
)
<=
nInputsMax
+
2
)
// consider windows, which initially has a larger input space
Gia_RsbWindowGrow
(
p
,
vLevels
,
vWin
,
vIns
,
nInputsMax
);
if
(
Vec_IntSize
(
vIns
)
<=
nInputsMax
)
{
Vec_IntSort
(
vWin
,
0
);
Vec_IntSort
(
vIns
,
0
);
*
pvWin
=
vWin
;
*
pvIns
=
vIns
;
return
1
;
}
else
{
Vec_IntFree
(
vWin
);
Vec_IntFree
(
vIns
);
return
0
;
}
}
/**Function*************************************************************
Synopsis [Enumerate windows of the nodes.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void
Gia_RsbEnumerateWindows
(
Gia_Man_t
*
p
,
int
nInputsMax
,
int
nLevelsMax
)
{
int
fVerbose
=
0
;
int
i
,
nWins
=
0
,
nWinSize
=
0
,
nInsSize
=
0
;
Vec_Wec_t
*
vLevels
=
Vec_WecStart
(
Gia_ManLevelNum
(
p
)
+
1
);
Vec_Int_t
*
vPaths
=
Vec_IntStart
(
Gia_ManObjNum
(
p
)
);
Gia_Obj_t
*
pObj
;
abctime
clk
=
Abc_Clock
();
Gia_ManStaticFanoutStart
(
p
);
Gia_ManForEachAnd
(
p
,
pObj
,
i
)
{
Vec_Int_t
*
vWin
,
*
vIns
;
if
(
!
Gia_RsbWindowCompute
(
p
,
i
,
nInputsMax
,
nLevelsMax
,
vLevels
,
vPaths
,
&
vWin
,
&
vIns
)
)
continue
;
nWins
++
;
nWinSize
+=
Vec_IntSize
(
vWin
);
nInsSize
+=
Vec_IntSize
(
vIns
);
if
(
fVerbose
)
{
printf
(
"Obj %d
\n
"
,
i
);
Vec_IntPrint
(
vWin
);
Vec_IntPrint
(
vIns
);
printf
(
"
\n
"
);
}
Vec_IntFree
(
vWin
);
Vec_IntFree
(
vIns
);
}
Gia_ManStaticFanoutStop
(
p
);
Vec_WecFree
(
vLevels
);
Vec_IntFree
(
vPaths
);
printf
(
"Computed windows for %d nodes (out of %d). Ave inputs = %.2f. Ave volume = %.2f. "
,
nWins
,
Gia_ManAndNum
(
p
),
1
.
0
*
nInsSize
/
Abc_MaxInt
(
1
,
nWins
),
1
.
0
*
nWinSize
/
Abc_MaxInt
(
1
,
nWins
)
);
Abc_PrintTime
(
1
,
"Time"
,
Abc_Clock
()
-
clk
);
}
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
/// END OF FILE ///
/// END OF FILE ///
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
...
...
src/base/abci/abc.c
View file @
26e03ef6
...
@@ -48121,6 +48121,7 @@ int Abc_CommandAbc9Test( Abc_Frame_t * pAbc, int argc, char ** argv )
...
@@ -48121,6 +48121,7 @@ int Abc_CommandAbc9Test( Abc_Frame_t * pAbc, int argc, char ** argv )
// }
// }
// Abc_FrameUpdateGia( pAbc, Abc_Procedure(pAbc->pGia) );
// Abc_FrameUpdateGia( pAbc, Abc_Procedure(pAbc->pGia) );
// Gia_ManTryResub( pAbc->pGia );
// Gia_ManTryResub( pAbc->pGia );
Gia_RsbEnumerateWindows
(
pAbc
->
pGia
,
6
,
5
);
return
0
;
return
0
;
usage:
usage:
Abc_Print
(
-
2
,
"usage: &test [-FW num] [-svh]
\n
"
);
Abc_Print
(
-
2
,
"usage: &test [-FW num] [-svh]
\n
"
);
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