Commit 846da1d2 by Alan Mishchenko

Changing default values.

parent 3d5744f8
......@@ -470,7 +470,8 @@ int Dam_ManDivSlack( Dam_Man_t * p, int iLit0, int iLit1, int LevR )
{
int Lev0 = Gia_ObjLevel(p->pGia, Gia_ManObj(p->pGia, Abc_Lit2Var(iLit0)));
int Lev1 = Gia_ObjLevel(p->pGia, Gia_ManObj(p->pGia, Abc_Lit2Var(iLit1)));
return p->nLevelMax - LevR - Abc_MaxInt(Lev0, Lev1) - 1 - (int)(iLit0 > iLit1);
int Slack = p->nLevelMax - LevR - Abc_MaxInt(Lev0, Lev1) - 1 - (int)(iLit0 > iLit1);
return Abc_MinInt( Slack, 100 );
}
void Dam_ManCreateMultiRefs( Dam_Man_t * p, Vec_Int_t ** pvRefsAnd, Vec_Int_t ** pvRefsXor )
{
......@@ -583,7 +584,7 @@ void Dam_ManCreatePairs( Dam_Man_t * p, int fVerbose )
Num = Hash_Int2ManInsert( p->vHash, Hash_IntObjData0(vHash, i), Hash_IntObjData1(vHash, i), 0 );
assert( Num == Hash_IntManEntryNum(p->vHash) );
assert( Num == Vec_FltSize(p->vCounts) );
Vec_FltPush( p->vCounts, nRefs + 0.001*Dam_ManDivSlack(p, Hash_IntObjData0(vHash, i), Hash_IntObjData1(vHash, i), Vec_IntEntry(vLevRMax, i)) );
Vec_FltPush( p->vCounts, nRefs + 0.005*Dam_ManDivSlack(p, Hash_IntObjData0(vHash, i), Hash_IntObjData1(vHash, i), Vec_IntEntry(vLevRMax, i)) );
Vec_QuePush( p->vQue, Num );
// remember divisors
assert( Num == Vec_IntSize(p->vDiv2Nod) );
......@@ -853,7 +854,7 @@ void Dam_ManUpdate( Dam_Man_t * p, int iDiv )
nRefs = Hash_IntObjData2(p->vHash, i);
if ( nRefs < 2 )
continue;
Vec_FltWriteEntry( p->vCounts, i, nRefs + 0.0001*Dam_ManDivSlack(p, Hash_IntObjData0(p->vHash, i), Hash_IntObjData1(p->vHash, i), Vec_IntEntry(p->vDivLevR, i)) );
Vec_FltWriteEntry( p->vCounts, i, nRefs + 0.001*Dam_ManDivSlack(p, Hash_IntObjData0(p->vHash, i), Hash_IntObjData1(p->vHash, i), Vec_IntEntry(p->vDivLevR, i)) );
Vec_QuePush( p->vQue, i );
// remember divisors
Vec_IntWriteEntry( p->vDiv2Nod, i, Vec_IntSize(p->vNodStore) );
......
......@@ -95,6 +95,7 @@ struct Fx_Man_t_
Vec_Flt_t * vWeights; // divisor weights
Vec_Que_t * vPrio; // priority queue for divisors by weight
Vec_Int_t * vVarCube; // mapping ObjId into its first cube
Vec_Int_t * vLevels; // variable levels
// temporary data to update the data-structure when a divisor is extracted
Vec_Int_t * vCubesS; // single cubes for the given divisor
Vec_Int_t * vCubesD; // cube pairs for the given divisor
......@@ -368,6 +369,7 @@ void Fx_ManStop( Fx_Man_t * p )
Vec_FltFree( p->vWeights );
Vec_QueFree( p->vPrio );
Vec_IntFree( p->vVarCube );
Vec_IntFree( p->vLevels );
// temporary data
Vec_IntFree( p->vCubesS );
Vec_IntFree( p->vCubesD );
......@@ -379,6 +381,49 @@ void Fx_ManStop( Fx_Man_t * p )
/**Function*************************************************************
Synopsis [Compute levels of the nodes.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
static inline int Fx_ManComputeLevelDiv( Fx_Man_t * p, Vec_Int_t * vCubeFree )
{
int i, Lit, Level = 0;
Vec_IntForEachEntry( vCubeFree, Lit, i )
Level = Abc_MaxInt( Level, Vec_IntEntry(p->vLevels, Abc_Lit2Var(Abc_Lit2Var(Lit))) );
return Abc_MinInt( Level, 200 );
}
static inline int Fx_ManComputeLevelCube( Fx_Man_t * p, Vec_Int_t * vCube )
{
int k, Lit, Level = 0;
Vec_IntForEachEntryStart( vCube, Lit, k, 1 )
Level = Abc_MaxInt( Level, Vec_IntEntry(p->vLevels, Abc_Lit2Var(Lit)) );
return Level;
}
void Fx_ManComputeLevel( Fx_Man_t * p )
{
Vec_Int_t * vCube;
int i, iVar, iFirst = 0;
iVar = Vec_IntEntry( Vec_WecEntry(p->vCubes,0), 0 );
p->vLevels = Vec_IntStart( p->nVars );
Vec_WecForEachLevel( p->vCubes, vCube, i )
{
Vec_IntUpdateEntry( p->vLevels, Vec_IntEntry(vCube, 0), Fx_ManComputeLevelCube(p, vCube) );
if ( iVar == Vec_IntEntry(vCube, 0) )
continue;
// add the number of cubes
Vec_IntAddToEntry( p->vLevels, iVar, i - iFirst );
iVar = Vec_IntEntry(vCube, 0);
iFirst = i;
}
}
/**Function*************************************************************
Synopsis [Printing procedures.]
Description []
......@@ -748,7 +793,7 @@ int Fx_ManCubeSingleCubeDivisors( Fx_Man_t * p, Vec_Int_t * vPivot, int fRemove,
{
if ( Vec_FltSize(p->vWeights) == iDiv )
{
Vec_FltPush(p->vWeights, -2);
Vec_FltPush(p->vWeights, -2 -0.001 * Fx_ManComputeLevelDiv(p, p->vCubeFree));
p->nDivsS++;
}
assert( iDiv < Vec_FltSize(p->vWeights) );
......@@ -800,7 +845,7 @@ void Fx_ManCubeDoubleCubeDivisors( Fx_Man_t * p, int iFirst, Vec_Int_t * vPivot,
if ( !fRemove )
{
if ( iDiv == Vec_FltSize(p->vWeights) )
Vec_FltPush(p->vWeights, -Vec_IntSize(p->vCubeFree));
Vec_FltPush(p->vWeights, -Vec_IntSize(p->vCubeFree) -0.001 * Fx_ManComputeLevelDiv(p, p->vCubeFree));
assert( iDiv < Vec_FltSize(p->vWeights) );
Vec_FltAddToEntry( p->vWeights, iDiv, Base + Vec_IntSize(p->vCubeFree) - 1 );
p->nPairsD++;
......@@ -938,7 +983,7 @@ void Fx_ManUpdate( Fx_Man_t * p, int iDiv )
Vec_Int_t * vCube, * vCube2, * vLitP, * vLitN;
Vec_Int_t * vDiv = p->vDiv;
int nLitsNew = p->nLits - (int)Vec_FltEntry(p->vWeights, iDiv);
int i, k, Lit0, Lit1, iVarNew, RetValue;
int i, k, Lit0, Lit1, iVarNew, RetValue, Level;
// get the divisor and select pivot variables
p->nDivs++;
......@@ -996,6 +1041,7 @@ void Fx_ManUpdate( Fx_Man_t * p, int iDiv )
{
Vec_IntPush( vCube, Abc_LitNot(Lit0) );
Vec_IntPush( vCube, Abc_LitNot(Lit1) );
Level = 1 + Fx_ManComputeLevelCube( p, vCube );
}
else
{
......@@ -1003,7 +1049,10 @@ void Fx_ManUpdate( Fx_Man_t * p, int iDiv )
vCube = Vec_WecEntry( p->vCubes, Vec_WecSize(p->vCubes) - 2 );
Vec_IntPush( vCube2, iVarNew );
Fx_ManDivAddLits( vCube, vCube2, vDiv );
Level = 2 + Abc_MaxInt( Fx_ManComputeLevelCube(p, vCube), Fx_ManComputeLevelCube(p, vCube2) );
}
assert( Vec_IntSize(p->vLevels) == iVarNew );
Vec_IntPush( p->vLevels, Level );
// do not add new cubes to the matrix
p->nLits += Vec_IntSize( vDiv );
// create new literals
......@@ -1121,6 +1170,7 @@ int Fx_FastExtract( Vec_Wec_t * vCubes, int ObjIdMax, int nNewNodesMax, int LitC
p = Fx_ManStart( vCubes );
p->LitCountMax = LitCountMax;
Fx_ManCreateLiterals( p, ObjIdMax );
Fx_ManComputeLevel( p );
Fx_ManCreateDivisors( p );
if ( fVeryVerbose )
Fx_PrintMatrix( p );
......
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