Fixed offgrid pins. Added vias to src/dst pins. Added preferred direction routing costs.

This commit is contained in:
mguthaus 2017-04-14 13:18:35 -07:00
parent 0766db9e11
commit 76f338e982
3 changed files with 166 additions and 89 deletions

View File

@ -1,5 +1,6 @@
import numpy as np
from PIL import Image
from itertools import tee
import debug
from vector3d import vector3d
@ -24,50 +25,52 @@ class grid:
self.target = []
self.blocked = []
self.map={}
for x in range(width):
for y in range(height):
for z in range(2):
self.map[vector3d(x,y,z)]=cell()
# let's leave this sparse, create cells on demand
# for x in range(width):
# for y in range(height):
# for z in range(2):
# self.map[vector3d(x,y,z)]=cell()
# priority queue for the maze routing
self.q = Q.PriorityQueue()
def view(self,filename="test.png"):
"""
View the data by creating an RGB array and mapping the data
structure to the RGB color palette.
"""
# def view(self,filename="test.png"):
# """
# View the data by creating an RGB array and mapping the data
# structure to the RGB color palette.
# """
v_map = np.zeros((self.width,self.height,3), 'uint8')
mid_map = np.ones((10,self.height,3), 'uint8')
h_map = np.ones((self.width,self.height,3), 'uint8')
# v_map = np.zeros((self.width,self.height,3), 'uint8')
# mid_map = np.ones((10,self.height,3), 'uint8')
# h_map = np.ones((self.width,self.height,3), 'uint8')
# We shouldn't have a path greater than 50% the HPWL
# so scale all visited indices by this value for colorization
for x in range(self.width):
for y in range(self.height):
h_map[x,y] = self.map[vector3d(x,y,0)].get_color()
v_map[x,y] = self.map[vector3d(x,y,1)].get_color()
# This is just for scale
if x==0 and y==0:
h_map[x,y] = [0,0,0]
v_map[x,y] = [0,0,0]
# # We shouldn't have a path greater than 50% the HPWL
# # so scale all visited indices by this value for colorization
# for x in range(self.width):
# for y in range(self.height):
# h_map[x,y] = self.map[vector3d(x,y,0)].get_color()
# v_map[x,y] = self.map[vector3d(x,y,1)].get_color()
# # This is just for scale
# if x==0 and y==0:
# h_map[x,y] = [0,0,0]
# v_map[x,y] = [0,0,0]
v_img = Image.fromarray(v_map, 'RGB').rotate(90)
#v_img.show()
mid_img = Image.fromarray(mid_map, 'RGB').rotate(90)
h_img = Image.fromarray(h_map, 'RGB').rotate(90)
#h_img.show()
# v_img = Image.fromarray(v_map, 'RGB').rotate(90)
# #v_img.show()
# mid_img = Image.fromarray(mid_map, 'RGB').rotate(90)
# h_img = Image.fromarray(h_map, 'RGB').rotate(90)
# #h_img.show()
# concatenate them into a plot with the two layers
img = Image.new('RGB', (2*self.width+10, self.height))
img.paste(h_img, (0,0))
img.paste(mid_img, (self.width,0))
img.paste(v_img, (self.width+10,0))
#img.show()
img.save(filename)
# # concatenate them into a plot with the two layers
# img = Image.new('RGB', (2*self.width+10, self.height))
# img.paste(h_img, (0,0))
# img.paste(mid_img, (self.width,0))
# img.paste(v_img, (self.width+10,0))
# #img.show()
# img.save(filename)
def set_property(self,ll,ur,z,name,value=True):
assert(ur[1] >= ll[1] and ur[0] >= ll[0])
@ -77,8 +80,11 @@ class grid:
assert(ur[1]<self.height and ur[1]>=0)
for x in range(int(ll[0]),int(ur[0])+1):
for y in range(int(ll[1]),int(ur[1])+1):
setattr (self.map[vector3d(x,y,z)], name, True)
getattr (self, name).append(vector3d(x,y,z))
n = vector3d(x,y,z)
self.add_map(n)
setattr (self.map[n], name, True)
if n not in getattr(self, name):
getattr(self, name).append(n)
def add_blockage(self,ll,ur,z):
debug.info(3,"Adding blockage ll={0} ur={1} z={2}".format(str(ll),str(ur),z))
@ -100,11 +106,16 @@ class grid:
for p in path:
self.map[p].path=True
def route(self):
def route(self,cost_bound=0):
"""
This does the A* maze routing.
This does the A* maze routing with preferred direction routing.
"""
# We set a cost bound of 2.5 x the HPWL for run-time. This can be
# over-ridden if the route fails due to pruning a feasible solution.
if (cost_bound==0):
cost_bound = 2.5*self.cost_to_target(self.source[0])
# Make sure the queue is empty if we run another route
while not self.q.empty():
self.q.get()
@ -117,7 +128,7 @@ class grid:
# Keep expanding and adding to the priority queue until we are done
while not self.q.empty():
(cost,path) = self.q.get()
debug.info(4,"Expanding: cost=" + str(cost) + " " + str(path))
debug.info(2,"Expanding: cost=" + str(cost) + " " + str(path))
# expand the last element
neighbors = self.expand_dirs(path)
@ -125,15 +136,19 @@ class grid:
for n in neighbors:
newpath = path + [n]
if n not in self.map.keys():
self.map[n]=cell()
self.map[n].visited=True
# check if we hit the target and are done
if self.is_target(n):
return newpath
return (newpath,self.cost(newpath))
else:
# path cost + predicted cost
cost = self.cost(newpath) + self.cost_to_target(n)
self.q.put((cost,newpath))
# potential path cost + predicted cost
cost = self.cost(newpath) + self.cost_to_target(n)
# only add the cost if it is less than our bound
if (cost < cost_bound):
self.q.put((cost,newpath))
debug.error("Unable to route path. Expand area?",-1)
@ -146,42 +161,54 @@ class grid:
def expand_dirs(self,path):
"""
Expand each of the four cardinal directions plus up or down
but not expanding to blocked cells. Always follow horizontal/vertical
routing layer requirements. Extend in the future if not routable?
Future: Do we want to allow non-preferred direction routing?
but not expanding to blocked cells. Expands in all directions
regardless of preferred directions.
"""
# expand from the last point
point = path[-1]
neighbors = []
# check z layer for enforced direction routing
if point.z==0:
east = point + vector3d(1,0,0)
west= point + vector3d(-1,0,0)
if east.x<self.width and not self.map[east].blocked and not east in path:
neighbors.append(east)
if west.x>=0 and not self.map[west].blocked and not west in path:
neighbors.append(west)
east = point + vector3d(1,0,0)
self.add_map(east)
if not self.map[east].blocked and not east in path:
neighbors.append(east)
west= point + vector3d(-1,0,0)
self.add_map(west)
if not self.map[west].blocked and not west in path:
neighbors.append(west)
up = point + vector3d(0,0,1)
if not self.map[up].blocked and not up in path:
up = point + vector3d(0,0,1)
self.add_map(up)
if up.z<2 and not self.map[up].blocked and not up in path:
neighbors.append(up)
elif point.z==1:
north = point + vector3d(0,1,0)
south = point + vector3d(0,-1,0)
if north.y<self.height and not self.map[north].blocked and not north in path:
neighbors.append(north)
if south.y>=0 and not self.map[south].blocked and not south in path:
neighbors.append(south)
north = point + vector3d(0,1,0)
self.add_map(north)
if not self.map[north].blocked and not north in path:
neighbors.append(north)
south = point + vector3d(0,-1,0)
self.add_map(south)
if not self.map[south].blocked and not south in path:
neighbors.append(south)
down = point + vector3d(0,0,-1)
if not self.map[down].blocked and not down in path:
neighbors.append(down)
down = point + vector3d(0,0,-1)
self.add_map(down)
if down.z>=0 and not self.map[down].blocked and not down in path:
neighbors.append(down)
return neighbors
def add_map(self,p):
"""
Add a point to the map if it doesn't exist.
"""
if p not in self.map.keys():
self.map[p]=cell()
def init_queue(self):
"""
@ -190,7 +217,7 @@ class grid:
We will use an A* search, so this cost must be pessimistic.
Cost so far will be the length of the path.
"""
debug.info(1,"Initializing queue.")
debug.info(4,"Initializing queue.")
for s in self.source:
cost = self.cost_to_target(s)
debug.info(4,"Init: cost=" + str(cost) + " " + str([s]))
@ -205,18 +232,52 @@ class grid:
cost = min(source.hpwl(t),cost)
return cost
def cost(self,path):
"""
The cost of the path is the length plus a penalty for the number
of vias.
Future: Do we want to allow non-preferred direction routing?
We assume that non-preferred direction is penalized 2x.
"""
prev_layer = path[0].z
via_cost = 0
for p in path:
if p.z != prev_layer:
via_cost += 2 # we count a via as 2x a wire track
prev_layer = p.z
return len(path)+via_cost
# 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 += 2
elif p0.x != p1.x: # horizontal
cost += 2 if (p0.z == 1) else 1
elif p0.y != p1.y: # vertical
cost += 2 if (p0.z == 0) else 1
else:
debug.error("Non-changing direction!")
# for p in path:
# if p.z != prev_p.z:
# via_cost += 2 # we count a via as 2x a wire track
# prev_layer = p.z
# prev_p = p
#
#return len(path)+via_cost
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

View File

@ -154,34 +154,35 @@ class router:
self.find_blockages()
self.rg.view("preroute.png")
#self.rg.view("preroute.png")
# returns the path in tracks
self.path = self.rg.route()
debug.info(1,"Found path. ")
(self.path,cost) = self.rg.route()
debug.info(1,"Found path: cost={0} ".format(cost))
debug.info(2,str(self.path))
self.set_path(self.path)
self.rg.view("postroute.png")
#self.rg.view("postroute.png")
return
def add_route(self,cell):
"""
Add the current wire route to the given design instance.
"""
# First, simplify the path for
# First, simplify the path for
debug.info(1,str(self.path))
contracted_path = self.contract_path(self.path)
debug.info(1,str(contracted_path))
# Make sure there's a pin enclosure on the source and dest
src_shape = self.convert_track_to_shape(contracted_path[0])
cell.add_rect(layer=self.layers[0],
cell.add_rect(layer=self.layers[contracted_path[0].z],
offset=src_shape[0],
width=src_shape[1].x-src_shape[0].x,
height=src_shape[1].y-src_shape[0].y)
dest_shape = self.convert_track_to_shape(contracted_path[-1])
cell.add_rect(layer=self.layers[0],
cell.add_rect(layer=self.layers[contracted_path[-1].z],
offset=dest_shape[0],
width=dest_shape[1].x-dest_shape[0].x,
height=dest_shape[1].y-dest_shape[0].y)
@ -189,8 +190,22 @@ class router:
# convert the path back to absolute units from tracks
abs_path = map(self.convert_point_to_units,contracted_path)
debug.info(1,str(abs_path))
cell.add_wire(self.layers,abs_path)
debug.info(1,str(abs_path))
# Check if a via is needed at the start point
if (contracted_path[0].z!=contracted_path[1].z):
# offset this by 1/2 the via size
c=contact(self.layers, (1, 1))
via_offset = vector(-0.5*c.width,-0.5*c.height)
cell.add_via(self.layers,abs_path[0]+via_offset)
# Check if a via is needed at the end point
if (contracted_path[-1].z!=contracted_path[-2].z):
# offset this by 1/2 the via size
c=contact(self.layers, (1, 1))
via_offset = vector(-0.5*c.width,-0.5*c.height)
cell.add_via(self.layers,abs_path[-1]+via_offset)
def create_steiner_routes(self,pins):
@ -245,10 +260,10 @@ class router:
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:
if p0.x!=p1.x:
return 0
elif p0.y!=p1.y:
return 1
else:
# z direction
return 2

View File

@ -51,6 +51,7 @@ class no_blockages_test(unittest.TestCase):
layer_stack =("metal1","via1","metal2")
r.route(layer_stack,src="A",dest="B")
r.add_route(self)
self.gds_write("mytemp.gds")
r = routing("test1", "01_no_blockages_test")