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lvzhengyang
abc
Commits
32217230
Commit
32217230
authored
Jul 03, 2012
by
Alan Mishchenko
Browse files
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Plain Diff
Performance improvement in &gla_refine.
parent
3bd0420b
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Showing
5 changed files
with
83 additions
and
134 deletions
+83
-134
src/aig/gia/gia.h
+1
-2
src/aig/gia/giaAbsGla.c
+0
-0
src/aig/gia/giaDup.c
+79
-104
src/aig/gia/giaMan.c
+2
-27
src/opt/nwk/nwkAig.c
+1
-1
No files found.
src/aig/gia/gia.h
View file @
32217230
...
...
@@ -752,8 +752,7 @@ extern Gia_Man_t * Gia_ManChoiceMiter( Vec_Ptr_t * vGias );
extern
Gia_Man_t
*
Gia_ManDupWithConstraints
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vPoTypes
);
extern
Gia_Man_t
*
Gia_ManDupAbsFlops
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vFlopClasses
);
extern
Gia_Man_t
*
Gia_ManDupAbsGates
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vGateClasses
);
extern
Vec_Int_t
*
Gia_GlaCollectAssigned
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vGateClasses
);
extern
void
Gia_GlaCollectInputs
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vGateClasses
,
Vec_Int_t
**
pvPis
,
Vec_Int_t
**
pvPPis
);
extern
void
Gia_ManGlaCollect
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vGateClasses
,
Vec_Int_t
**
pvPis
,
Vec_Int_t
**
pvPPis
,
Vec_Int_t
**
pvFlops
,
Vec_Int_t
**
pvNodes
);
extern
Gia_Man_t
*
Gia_ManDupCones
(
Gia_Man_t
*
p
,
int
*
pPos
,
int
nPos
,
int
fTrimPis
);
/*=== giaEnable.c ==========================================================*/
extern
void
Gia_ManDetectSeqSignals
(
Gia_Man_t
*
p
,
int
fSetReset
,
int
fVerbose
);
...
...
src/aig/gia/giaAbsGla.c
View file @
32217230
This diff is collapsed.
Click to expand it.
src/aig/gia/giaDup.c
View file @
32217230
...
...
@@ -1664,6 +1664,83 @@ Gia_Man_t * Gia_ManDupAbsFlops( Gia_Man_t * p, Vec_Int_t * vFlopClasses )
/**Function*************************************************************
Synopsis [Returns the array of neighbors.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
Vec_Int_t
*
Gia_GlaCollectAssigned
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vGateClasses
)
{
Vec_Int_t
*
vAssigned
;
Gia_Obj_t
*
pObj
;
int
i
,
Entry
;
vAssigned
=
Vec_IntAlloc
(
1000
);
Vec_IntForEachEntry
(
vGateClasses
,
Entry
,
i
)
{
if
(
Entry
==
0
)
continue
;
assert
(
Entry
==
1
);
pObj
=
Gia_ManObj
(
p
,
i
);
Vec_IntPush
(
vAssigned
,
Gia_ObjId
(
p
,
pObj
)
);
if
(
Gia_ObjIsAnd
(
pObj
)
)
{
Vec_IntPush
(
vAssigned
,
Gia_ObjFaninId0p
(
p
,
pObj
)
);
Vec_IntPush
(
vAssigned
,
Gia_ObjFaninId1p
(
p
,
pObj
)
);
}
else
if
(
Gia_ObjIsRo
(
p
,
pObj
)
)
Vec_IntPush
(
vAssigned
,
Gia_ObjFaninId0p
(
p
,
Gia_ObjRoToRi
(
p
,
pObj
))
);
else
assert
(
Gia_ObjIsConst0
(
pObj
)
);
}
Vec_IntUniqify
(
vAssigned
);
return
vAssigned
;
}
/**Function*************************************************************
Synopsis [Collects PIs and PPIs of the abstraction.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void
Gia_ManGlaCollect
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vGateClasses
,
Vec_Int_t
**
pvPis
,
Vec_Int_t
**
pvPPis
,
Vec_Int_t
**
pvFlops
,
Vec_Int_t
**
pvNodes
)
{
Vec_Int_t
*
vAssigned
;
Gia_Obj_t
*
pObj
;
int
i
;
assert
(
Gia_ManPoNum
(
p
)
==
1
);
assert
(
Vec_IntSize
(
vGateClasses
)
==
Gia_ManObjNum
(
p
)
);
// create included objects and their fanins
vAssigned
=
Gia_GlaCollectAssigned
(
p
,
vGateClasses
);
// create additional arrays
if
(
pvPis
)
*
pvPis
=
Vec_IntAlloc
(
100
);
if
(
pvPPis
)
*
pvPPis
=
Vec_IntAlloc
(
100
);
if
(
pvFlops
)
*
pvFlops
=
Vec_IntAlloc
(
100
);
if
(
pvNodes
)
*
pvNodes
=
Vec_IntAlloc
(
1000
);
Gia_ManForEachObjVec
(
vAssigned
,
p
,
pObj
,
i
)
{
if
(
Gia_ObjIsPi
(
p
,
pObj
)
)
{
if
(
pvPis
)
Vec_IntPush
(
*
pvPis
,
Gia_ObjId
(
p
,
pObj
)
);
}
else
if
(
!
Vec_IntEntry
(
vGateClasses
,
Gia_ObjId
(
p
,
pObj
))
)
{
if
(
pvPPis
)
Vec_IntPush
(
*
pvPPis
,
Gia_ObjId
(
p
,
pObj
)
);
}
else
if
(
Gia_ObjIsRo
(
p
,
pObj
)
)
{
if
(
pvFlops
)
Vec_IntPush
(
*
pvFlops
,
Gia_ObjId
(
p
,
pObj
)
);
}
else
if
(
Gia_ObjIsAnd
(
pObj
)
)
{
if
(
pvNodes
)
Vec_IntPush
(
*
pvNodes
,
Gia_ObjId
(
p
,
pObj
)
);
}
else
assert
(
Gia_ObjIsConst0
(
pObj
)
);
}
Vec_IntFree
(
vAssigned
);
}
/**Function*************************************************************
Synopsis [Duplicates the AIG manager recursively.]
Description []
...
...
@@ -1697,33 +1774,15 @@ void Gia_ManDupAbsGates_rec( Gia_Man_t * pNew, Gia_Obj_t * pObj )
***********************************************************************/
Gia_Man_t
*
Gia_ManDupAbsGates
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vGateClasses
)
{
Vec_Int_t
*
v
Assigned
,
*
v
Pis
,
*
vPPis
,
*
vFlops
,
*
vNodes
;
Vec_Int_t
*
vPis
,
*
vPPis
,
*
vFlops
,
*
vNodes
;
Gia_Man_t
*
pNew
,
*
pTemp
;
Gia_Obj_t
*
pObj
,
*
pCopy
;
int
i
;
//, nFlops = 0;
assert
(
Gia_ManPoNum
(
p
)
==
1
);
assert
(
Vec_IntSize
(
vGateClasses
)
==
Gia_ManObjNum
(
p
)
);
// create included objects and their fanins
vAssigned
=
Gia_GlaCollectAssigned
(
p
,
vGateClasses
);
// create additional arrays
vPis
=
Vec_IntAlloc
(
1000
);
vPPis
=
Vec_IntAlloc
(
1000
);
vFlops
=
Vec_IntAlloc
(
1000
);
vNodes
=
Vec_IntAlloc
(
1000
);
Gia_ManForEachObjVec
(
vAssigned
,
p
,
pObj
,
i
)
{
if
(
Gia_ObjIsPi
(
p
,
pObj
)
)
Vec_IntPush
(
vPis
,
Gia_ObjId
(
p
,
pObj
)
);
else
if
(
!
Vec_IntEntry
(
vGateClasses
,
Gia_ObjId
(
p
,
pObj
))
)
Vec_IntPush
(
vPPis
,
Gia_ObjId
(
p
,
pObj
)
);
else
if
(
Gia_ObjIsAnd
(
pObj
)
)
Vec_IntPush
(
vNodes
,
Gia_ObjId
(
p
,
pObj
)
);
else
if
(
Gia_ObjIsRo
(
p
,
pObj
)
)
Vec_IntPush
(
vFlops
,
Gia_ObjId
(
p
,
pObj
)
);
else
assert
(
Gia_ObjIsConst0
(
pObj
)
);
}
Gia_ManGlaCollect
(
p
,
vGateClasses
,
&
vPis
,
&
vPPis
,
&
vFlops
,
&
vNodes
);
// start the new manager
pNew
=
Gia_ManStart
(
5000
);
...
...
@@ -1779,95 +1838,11 @@ Gia_Man_t * Gia_ManDupAbsGates( Gia_Man_t * p, Vec_Int_t * vGateClasses )
Vec_IntFree
(
vPPis
);
Vec_IntFree
(
vFlops
);
Vec_IntFree
(
vNodes
);
Vec_IntFree
(
vAssigned
);
return
pNew
;
}
/**Function*************************************************************
Synopsis [Collects PIs and PPIs of the abstraction.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void
Gia_GlaCollectInputs
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vGateClasses
,
Vec_Int_t
**
pvPis
,
Vec_Int_t
**
pvPPis
)
{
Vec_Int_t
*
vAssigned
,
*
vPis
,
*
vPPis
;
Gia_Obj_t
*
pObj
;
int
i
;
assert
(
Gia_ManPoNum
(
p
)
==
1
);
assert
(
Vec_IntSize
(
vGateClasses
)
==
Gia_ManObjNum
(
p
)
);
// create included objects and their fanins
vAssigned
=
Gia_GlaCollectAssigned
(
p
,
vGateClasses
);
// create additional arrays
vPis
=
Vec_IntAlloc
(
1000
);
vPPis
=
Vec_IntAlloc
(
1000
);
Gia_ManForEachObjVec
(
vAssigned
,
p
,
pObj
,
i
)
{
if
(
Gia_ObjIsPi
(
p
,
pObj
)
)
Vec_IntPush
(
vPis
,
Gia_ObjId
(
p
,
pObj
)
);
else
if
(
!
Vec_IntEntry
(
vGateClasses
,
Gia_ObjId
(
p
,
pObj
))
)
Vec_IntPush
(
vPPis
,
Gia_ObjId
(
p
,
pObj
)
);
else
if
(
Gia_ObjIsAnd
(
pObj
)
)
{}
else
if
(
Gia_ObjIsRo
(
p
,
pObj
)
)
{}
else
assert
(
Gia_ObjIsConst0
(
pObj
)
);
}
Vec_IntFree
(
vAssigned
);
if
(
pvPis
)
*
pvPis
=
vPis
;
else
Vec_IntFree
(
vPis
);
if
(
pvPPis
)
*
pvPPis
=
vPPis
;
else
Vec_IntFree
(
vPPis
);
}
/**Function*************************************************************
Synopsis [Returns the array of neighbors.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
Vec_Int_t
*
Gia_GlaCollectAssigned
(
Gia_Man_t
*
p
,
Vec_Int_t
*
vGateClasses
)
{
Vec_Int_t
*
vAssigned
;
Gia_Obj_t
*
pObj
;
int
i
,
Entry
;
vAssigned
=
Vec_IntAlloc
(
1000
);
Vec_IntForEachEntry
(
vGateClasses
,
Entry
,
i
)
{
if
(
Entry
==
0
)
continue
;
assert
(
Entry
==
1
);
pObj
=
Gia_ManObj
(
p
,
i
);
Vec_IntPush
(
vAssigned
,
Gia_ObjId
(
p
,
pObj
)
);
if
(
Gia_ObjIsAnd
(
pObj
)
)
{
Vec_IntPush
(
vAssigned
,
Gia_ObjFaninId0p
(
p
,
pObj
)
);
Vec_IntPush
(
vAssigned
,
Gia_ObjFaninId1p
(
p
,
pObj
)
);
}
else
if
(
Gia_ObjIsRo
(
p
,
pObj
)
)
Vec_IntPush
(
vAssigned
,
Gia_ObjFaninId0p
(
p
,
Gia_ObjRoToRi
(
p
,
pObj
))
);
else
assert
(
Gia_ObjIsConst0
(
pObj
)
);
}
Vec_IntUniqify
(
vAssigned
);
return
vAssigned
;
}
/**Function*************************************************************
Synopsis [Copy an AIG structure related to the selected POs.]
Description []
...
...
src/aig/gia/giaMan.c
View file @
32217230
...
...
@@ -200,10 +200,7 @@ void Gia_ManPrintFlopClasses( Gia_Man_t * p )
***********************************************************************/
void
Gia_ManPrintGateClasses
(
Gia_Man_t
*
p
)
{
Vec_Int_t
*
vAssigned
,
*
vPis
,
*
vPPis
,
*
vFlops
,
*
vNodes
;
Gia_Obj_t
*
pObj
;
int
i
;
Vec_Int_t
*
vPis
,
*
vPPis
,
*
vFlops
,
*
vNodes
;
if
(
p
->
vGateClasses
==
NULL
)
return
;
if
(
Vec_IntSize
(
p
->
vGateClasses
)
!=
Gia_ManObjNum
(
p
)
)
...
...
@@ -211,38 +208,16 @@ void Gia_ManPrintGateClasses( Gia_Man_t * p )
printf
(
"Gia_ManPrintGateClasses(): The number of flop map entries differs from the number of flops.
\n
"
);
return
;
}
// create included objects and their fanins
vAssigned
=
Gia_GlaCollectAssigned
(
p
,
p
->
vGateClasses
);
// create additional arrays
vPis
=
Vec_IntAlloc
(
1000
);
vPPis
=
Vec_IntAlloc
(
1000
);
vFlops
=
Vec_IntAlloc
(
1000
);
vNodes
=
Vec_IntAlloc
(
1000
);
Gia_ManForEachObjVec
(
vAssigned
,
p
,
pObj
,
i
)
{
if
(
Gia_ObjIsPi
(
p
,
pObj
)
)
Vec_IntPush
(
vPis
,
Gia_ObjId
(
p
,
pObj
)
);
else
if
(
!
Vec_IntEntry
(
p
->
vGateClasses
,
Gia_ObjId
(
p
,
pObj
))
)
Vec_IntPush
(
vPPis
,
Gia_ObjId
(
p
,
pObj
)
);
else
if
(
Gia_ObjIsAnd
(
pObj
)
)
Vec_IntPush
(
vNodes
,
Gia_ObjId
(
p
,
pObj
)
);
else
if
(
Gia_ObjIsRo
(
p
,
pObj
)
)
Vec_IntPush
(
vFlops
,
Gia_ObjId
(
p
,
pObj
)
);
else
assert
(
Gia_ObjIsConst0
(
pObj
)
);
}
Gia_ManGlaCollect
(
p
,
p
->
vGateClasses
,
&
vPis
,
&
vPPis
,
&
vFlops
,
&
vNodes
);
printf
(
"Gate-level abstraction: PI = %d PPI = %d FF = %d (%.2f %%) AND = %d (%.2f %%)
\n
"
,
Vec_IntSize
(
vPis
),
Vec_IntSize
(
vPPis
),
Vec_IntSize
(
vFlops
),
100
.
0
*
Vec_IntSize
(
vFlops
)
/
(
Gia_ManRegNum
(
p
)
+
1
),
Vec_IntSize
(
vNodes
),
100
.
0
*
Vec_IntSize
(
vNodes
)
/
(
Gia_ManAndNum
(
p
)
+
1
)
);
Vec_IntFree
(
vPis
);
Vec_IntFree
(
vPPis
);
Vec_IntFree
(
vFlops
);
Vec_IntFree
(
vNodes
);
Vec_IntFree
(
vAssigned
);
}
/**Function*************************************************************
...
...
src/opt/nwk/nwkAig.c
View file @
32217230
...
...
@@ -219,7 +219,7 @@ void Nwk_ManDeriveMinCut( Gia_Man_t * p, int fVerbose )
Gia_Obj_t
*
pObj
;
int
i
,
iObjId
;
// get inputs
Gia_
GlaCollectInputs
(
p
,
p
->
vGateClasses
,
NULL
,
&
vPPis
);
Gia_
ManGlaCollect
(
p
,
p
->
vGateClasses
,
NULL
,
&
vPPis
,
NULL
,
NULL
);
// collect nodes rechable from PPIs
vNodes
=
Vec_IntAlloc
(
100
);
vLeaves
=
Vec_IntAlloc
(
100
);
...
...
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