OpenRAM/compiler/router/astar_grid.py

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from itertools import tee
import debug
from vector3d import vector3d
import grid
from heapq import heappush,heappop
class astar_grid(grid.grid):
"""
Expand the two layer grid to include A* search functions for a source and target.
"""
def __init__(self):
""" Create a routing map of width x height cells and 2 in the z-axis. """
grid.grid.__init__(self)
# list of the source/target grid coordinates
self.source = []
self.target = []
# priority queue for the maze routing
self.q = []
def set_source(self,n):
self.add_map(n)
self.map[n].source=True
self.source.append(n)
def set_target(self,n):
self.add_map(n)
self.map[n].target=True
self.target.append(n)
def add_source(self,track_list):
debug.info(2,"Adding source list={0}".format(str(track_list)))
for n in track_list:
if not self.is_blocked(n):
debug.info(3,"Adding source ={0}".format(str(n)))
self.set_source(n)
def add_target(self,track_list):
debug.info(2,"Adding target list={0}".format(str(track_list)))
for n in track_list:
if not self.is_blocked(n):
self.set_target(n)
def is_target(self,point):
"""
Point is in the target set, so we are done.
"""
return point in self.target
def reinit(self):
""" Reinitialize everything for a new route. """
# Reset all the cells in the map
for p in self.map.values():
p.reset()
# clear source and target pins
self.source=[]
self.target=[]
# Clear the queue
while len(self.q)>0:
heappop(self.q)
self.counter = 0
def init_queue(self):
"""
Populate the queue with all the source pins with cost
to the target. Each item is a path of the grid cells.
We will use an A* search, so this cost must be pessimistic.
Cost so far will be the length of the path.
"""
debug.info(4,"Initializing queue.")
# uniquify the source (and target while we are at it)
self.source = list(set(self.source))
self.target = list(set(self.target))
# Counter is used to not require data comparison in Python 3.x
# Items will be returned in order they are added during cost ties
self.counter = 0
for s in self.source:
cost = self.cost_to_target(s)
debug.info(1,"Init: cost=" + str(cost) + " " + str([s]))
heappush(self.q,(cost,self.counter,[s]))
self.counter+=1
def route(self,detour_scale):
"""
This does the A* maze routing with preferred direction routing.
"""
# We set a cost bound of the HPWL for run-time. This can be
# over-ridden if the route fails due to pruning a feasible solution.
cost_bound = detour_scale*self.cost_to_target(self.source[0])*self.PREFERRED_COST
# Make sure the queue is empty if we run another route
while len(self.q)>0:
heappop(self.q)
# Put the source items into the queue
self.init_queue()
cheapest_path = None
cheapest_cost = None
# Keep expanding and adding to the priority queue until we are done
while len(self.q)>0:
# should we keep the path in the queue as well or just the final node?
(cost,count,path) = heappop(self.q)
debug.info(2,"Queue size: size=" + str(len(self.q)) + " " + str(cost))
debug.info(3,"Expanding: cost=" + str(cost) + " " + str(path))
# expand the last element
neighbors = self.expand_dirs(path)
debug.info(3,"Neighbors: " + str(neighbors))
for n in neighbors:
# node is added to the map by the expand routine
newpath = path + [n]
# check if we hit the target and are done
if self.is_target(n):
return (newpath,self.cost(newpath))
elif not self.map[n].visited:
# current path cost + predicted cost
current_cost = self.cost(newpath)
target_cost = self.cost_to_target(n)
predicted_cost = current_cost + target_cost
# only add the cost if it is less than our bound
if (predicted_cost < cost_bound):
if (self.map[n].min_cost==-1 or current_cost<self.map[n].min_cost):
self.map[n].visited=True
self.map[n].min_path = newpath
self.map[n].min_cost = predicted_cost
debug.info(3,"Enqueuing: cost=" + str(current_cost) + "+" + str(target_cost) + " " + str(newpath))
# add the cost to get to this point if we haven't reached it yet
heappush(self.q,(predicted_cost,self.counter,newpath))
self.counter += 1
debug.warning("Unable to route path. Expand the detour_scale to allow detours.")
return (None,None)
def expand_dirs(self,path):
"""
Expand each of the four cardinal directions plus up or down
but not expanding to blocked cells. Expands in all directions
regardless of preferred directions.
"""
# expand from the last point
point = path[-1]
neighbors = []
east = point + vector3d(1,0,0)
if not self.is_blocked(east) and not east in path:
neighbors.append(east)
west= point + vector3d(-1,0,0)
if not self.is_blocked(west) and not west in path:
neighbors.append(west)
up = point + vector3d(0,0,1)
if up.z<2 and not self.is_blocked(up) and not up in path:
neighbors.append(up)
north = point + vector3d(0,1,0)
if not self.is_blocked(north) and not north in path:
neighbors.append(north)
south = point + vector3d(0,-1,0)
if not self.is_blocked(south) and not south in path:
neighbors.append(south)
down = point + vector3d(0,0,-1)
if down.z>=0 and not self.is_blocked(down) and not down in path:
neighbors.append(down)
return neighbors
def hpwl(self, src, dest):
"""
Return half perimeter wire length from point to another.
Either point can have positive or negative coordinates.
Include the via penalty if there is one.
"""
hpwl = max(abs(src.x-dest.x),abs(dest.x-src.x))
hpwl += max(abs(src.y-dest.y),abs(dest.y-src.y))
hpwl += max(abs(src.z-dest.z),abs(dest.z-src.z))
if src.x!=dest.x or src.y!=dest.y:
hpwl += self.VIA_COST
return hpwl
def cost_to_target(self,source):
"""
Find the cheapest HPWL distance to any target point ignoring
blockages for A* search.
"""
cost = self.hpwl(source,self.target[0])
for t in self.target:
cost = min(self.hpwl(source,t),cost)
return cost
def cost(self,path):
"""
The cost of the path is the length plus a penalty for the number
of vias. We assume that non-preferred direction is penalized.
"""
# Ignore the source pin layer change, FIXME?
def pairwise(iterable):
"s -> (s0,s1), (s1,s2), (s2, s3), ..."
a, b = tee(iterable)
next(b, None)
return zip(a, b)
plist = pairwise(path)
cost = 0
for p0,p1 in plist:
if p0.z != p1.z: # via
cost += self.VIA_COST
elif p0.x != p1.x: # horizontal
cost += self.NONPREFERRED_COST if (p0.z == 1) else self.PREFERRED_COST
elif p0.y != p1.y: # vertical
cost += self.NONPREFERRED_COST if (p0.z == 0) else self.PREFERRED_COST
else:
debug.error("Non-changing direction!")
return cost
def get_inertia(self,p0,p1):
"""
Sets the direction based on the previous direction we came from.
"""
# direction (index) of movement
if p0.x==p1.x:
return 1
elif p0.y==p1.y:
return 0
else:
# z direction
return 2