mirror of https://github.com/VLSIDA/OpenRAM.git
Fixed offgrid pins. Added vias to src/dst pins. Added preferred direction routing costs.
This commit is contained in:
parent
0766db9e11
commit
76f338e982
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@ -1,5 +1,6 @@
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import numpy as np
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from PIL import Image
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from itertools import tee
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import debug
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from vector3d import vector3d
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@ -24,50 +25,52 @@ class grid:
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self.target = []
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self.blocked = []
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self.map={}
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for x in range(width):
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for y in range(height):
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for z in range(2):
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self.map[vector3d(x,y,z)]=cell()
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# let's leave this sparse, create cells on demand
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# for x in range(width):
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# for y in range(height):
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# for z in range(2):
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# self.map[vector3d(x,y,z)]=cell()
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# priority queue for the maze routing
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self.q = Q.PriorityQueue()
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def view(self,filename="test.png"):
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"""
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View the data by creating an RGB array and mapping the data
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structure to the RGB color palette.
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"""
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# def view(self,filename="test.png"):
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# """
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# View the data by creating an RGB array and mapping the data
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# structure to the RGB color palette.
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# """
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v_map = np.zeros((self.width,self.height,3), 'uint8')
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mid_map = np.ones((10,self.height,3), 'uint8')
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h_map = np.ones((self.width,self.height,3), 'uint8')
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# v_map = np.zeros((self.width,self.height,3), 'uint8')
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# mid_map = np.ones((10,self.height,3), 'uint8')
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# h_map = np.ones((self.width,self.height,3), 'uint8')
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# We shouldn't have a path greater than 50% the HPWL
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# so scale all visited indices by this value for colorization
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for x in range(self.width):
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for y in range(self.height):
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h_map[x,y] = self.map[vector3d(x,y,0)].get_color()
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v_map[x,y] = self.map[vector3d(x,y,1)].get_color()
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# This is just for scale
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if x==0 and y==0:
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h_map[x,y] = [0,0,0]
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v_map[x,y] = [0,0,0]
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# # We shouldn't have a path greater than 50% the HPWL
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# # so scale all visited indices by this value for colorization
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# for x in range(self.width):
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# for y in range(self.height):
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# h_map[x,y] = self.map[vector3d(x,y,0)].get_color()
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# v_map[x,y] = self.map[vector3d(x,y,1)].get_color()
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# # This is just for scale
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# if x==0 and y==0:
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# h_map[x,y] = [0,0,0]
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# v_map[x,y] = [0,0,0]
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v_img = Image.fromarray(v_map, 'RGB').rotate(90)
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#v_img.show()
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mid_img = Image.fromarray(mid_map, 'RGB').rotate(90)
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h_img = Image.fromarray(h_map, 'RGB').rotate(90)
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#h_img.show()
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# v_img = Image.fromarray(v_map, 'RGB').rotate(90)
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# #v_img.show()
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# mid_img = Image.fromarray(mid_map, 'RGB').rotate(90)
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# h_img = Image.fromarray(h_map, 'RGB').rotate(90)
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# #h_img.show()
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# concatenate them into a plot with the two layers
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img = Image.new('RGB', (2*self.width+10, self.height))
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img.paste(h_img, (0,0))
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img.paste(mid_img, (self.width,0))
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img.paste(v_img, (self.width+10,0))
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#img.show()
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img.save(filename)
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# # concatenate them into a plot with the two layers
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# img = Image.new('RGB', (2*self.width+10, self.height))
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# img.paste(h_img, (0,0))
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# img.paste(mid_img, (self.width,0))
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# img.paste(v_img, (self.width+10,0))
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# #img.show()
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# img.save(filename)
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def set_property(self,ll,ur,z,name,value=True):
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assert(ur[1] >= ll[1] and ur[0] >= ll[0])
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@ -77,8 +80,11 @@ class grid:
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assert(ur[1]<self.height and ur[1]>=0)
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for x in range(int(ll[0]),int(ur[0])+1):
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for y in range(int(ll[1]),int(ur[1])+1):
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setattr (self.map[vector3d(x,y,z)], name, True)
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getattr (self, name).append(vector3d(x,y,z))
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n = vector3d(x,y,z)
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self.add_map(n)
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setattr (self.map[n], name, True)
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if n not in getattr(self, name):
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getattr(self, name).append(n)
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def add_blockage(self,ll,ur,z):
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debug.info(3,"Adding blockage ll={0} ur={1} z={2}".format(str(ll),str(ur),z))
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@ -100,11 +106,16 @@ class grid:
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for p in path:
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self.map[p].path=True
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def route(self):
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def route(self,cost_bound=0):
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"""
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This does the A* maze routing.
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This does the A* maze routing with preferred direction routing.
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"""
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# We set a cost bound of 2.5 x the HPWL for run-time. This can be
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# over-ridden if the route fails due to pruning a feasible solution.
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if (cost_bound==0):
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cost_bound = 2.5*self.cost_to_target(self.source[0])
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# Make sure the queue is empty if we run another route
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while not self.q.empty():
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self.q.get()
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@ -117,7 +128,7 @@ class grid:
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# Keep expanding and adding to the priority queue until we are done
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while not self.q.empty():
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(cost,path) = self.q.get()
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debug.info(4,"Expanding: cost=" + str(cost) + " " + str(path))
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debug.info(2,"Expanding: cost=" + str(cost) + " " + str(path))
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# expand the last element
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neighbors = self.expand_dirs(path)
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@ -125,15 +136,19 @@ class grid:
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for n in neighbors:
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newpath = path + [n]
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if n not in self.map.keys():
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self.map[n]=cell()
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self.map[n].visited=True
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# check if we hit the target and are done
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if self.is_target(n):
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return newpath
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return (newpath,self.cost(newpath))
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else:
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# path cost + predicted cost
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cost = self.cost(newpath) + self.cost_to_target(n)
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self.q.put((cost,newpath))
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# potential path cost + predicted cost
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cost = self.cost(newpath) + self.cost_to_target(n)
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# only add the cost if it is less than our bound
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if (cost < cost_bound):
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self.q.put((cost,newpath))
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debug.error("Unable to route path. Expand area?",-1)
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@ -146,42 +161,54 @@ class grid:
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def expand_dirs(self,path):
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"""
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Expand each of the four cardinal directions plus up or down
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but not expanding to blocked cells. Always follow horizontal/vertical
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routing layer requirements. Extend in the future if not routable?
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Future: Do we want to allow non-preferred direction routing?
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but not expanding to blocked cells. Expands in all directions
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regardless of preferred directions.
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"""
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# expand from the last point
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point = path[-1]
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neighbors = []
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# check z layer for enforced direction routing
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if point.z==0:
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east = point + vector3d(1,0,0)
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west= point + vector3d(-1,0,0)
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if east.x<self.width and not self.map[east].blocked and not east in path:
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neighbors.append(east)
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if west.x>=0 and not self.map[west].blocked and not west in path:
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neighbors.append(west)
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east = point + vector3d(1,0,0)
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self.add_map(east)
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if not self.map[east].blocked and not east in path:
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neighbors.append(east)
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west= point + vector3d(-1,0,0)
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self.add_map(west)
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if not self.map[west].blocked and not west in path:
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neighbors.append(west)
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up = point + vector3d(0,0,1)
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if not self.map[up].blocked and not up in path:
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up = point + vector3d(0,0,1)
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self.add_map(up)
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if up.z<2 and not self.map[up].blocked and not up in path:
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neighbors.append(up)
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elif point.z==1:
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north = point + vector3d(0,1,0)
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south = point + vector3d(0,-1,0)
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if north.y<self.height and not self.map[north].blocked and not north in path:
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neighbors.append(north)
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if south.y>=0 and not self.map[south].blocked and not south in path:
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neighbors.append(south)
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north = point + vector3d(0,1,0)
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self.add_map(north)
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if not self.map[north].blocked and not north in path:
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neighbors.append(north)
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south = point + vector3d(0,-1,0)
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self.add_map(south)
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if not self.map[south].blocked and not south in path:
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neighbors.append(south)
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down = point + vector3d(0,0,-1)
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if not self.map[down].blocked and not down in path:
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neighbors.append(down)
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down = point + vector3d(0,0,-1)
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self.add_map(down)
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if down.z>=0 and not self.map[down].blocked and not down in path:
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neighbors.append(down)
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return neighbors
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def add_map(self,p):
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"""
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Add a point to the map if it doesn't exist.
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"""
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if p not in self.map.keys():
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self.map[p]=cell()
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def init_queue(self):
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"""
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@ -190,7 +217,7 @@ class grid:
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We will use an A* search, so this cost must be pessimistic.
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Cost so far will be the length of the path.
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"""
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debug.info(1,"Initializing queue.")
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debug.info(4,"Initializing queue.")
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for s in self.source:
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cost = self.cost_to_target(s)
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debug.info(4,"Init: cost=" + str(cost) + " " + str([s]))
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@ -205,18 +232,52 @@ class grid:
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cost = min(source.hpwl(t),cost)
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return cost
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def cost(self,path):
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"""
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The cost of the path is the length plus a penalty for the number
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of vias.
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Future: Do we want to allow non-preferred direction routing?
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We assume that non-preferred direction is penalized 2x.
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"""
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prev_layer = path[0].z
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via_cost = 0
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for p in path:
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if p.z != prev_layer:
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via_cost += 2 # we count a via as 2x a wire track
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prev_layer = p.z
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return len(path)+via_cost
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# Ignore the source pin layer change, FIXME?
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def pairwise(iterable):
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"s -> (s0,s1), (s1,s2), (s2, s3), ..."
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a, b = tee(iterable)
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next(b, None)
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return zip(a, b)
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plist = pairwise(path)
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cost = 0
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for p0,p1 in plist:
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if p0.z != p1.z: # via
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cost += 2
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elif p0.x != p1.x: # horizontal
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cost += 2 if (p0.z == 1) else 1
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elif p0.y != p1.y: # vertical
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cost += 2 if (p0.z == 0) else 1
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else:
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debug.error("Non-changing direction!")
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# for p in path:
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# if p.z != prev_p.z:
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# via_cost += 2 # we count a via as 2x a wire track
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# prev_layer = p.z
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# prev_p = p
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#
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#return len(path)+via_cost
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return cost
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def get_inertia(self,p0,p1):
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"""
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Sets the direction based on the previous direction we came from.
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"""
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# direction (index) of movement
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if p0.x==p1.x:
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return 1
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elif p0.y==p1.y:
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return 0
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else:
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# z direction
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return 2
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@ -154,34 +154,35 @@ class router:
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self.find_blockages()
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self.rg.view("preroute.png")
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#self.rg.view("preroute.png")
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# returns the path in tracks
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self.path = self.rg.route()
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debug.info(1,"Found path. ")
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(self.path,cost) = self.rg.route()
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debug.info(1,"Found path: cost={0} ".format(cost))
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debug.info(2,str(self.path))
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self.set_path(self.path)
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self.rg.view("postroute.png")
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#self.rg.view("postroute.png")
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return
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def add_route(self,cell):
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"""
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Add the current wire route to the given design instance.
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"""
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# First, simplify the path for
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# First, simplify the path for
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debug.info(1,str(self.path))
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contracted_path = self.contract_path(self.path)
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debug.info(1,str(contracted_path))
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# Make sure there's a pin enclosure on the source and dest
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src_shape = self.convert_track_to_shape(contracted_path[0])
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cell.add_rect(layer=self.layers[0],
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cell.add_rect(layer=self.layers[contracted_path[0].z],
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offset=src_shape[0],
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width=src_shape[1].x-src_shape[0].x,
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height=src_shape[1].y-src_shape[0].y)
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dest_shape = self.convert_track_to_shape(contracted_path[-1])
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cell.add_rect(layer=self.layers[0],
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cell.add_rect(layer=self.layers[contracted_path[-1].z],
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offset=dest_shape[0],
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width=dest_shape[1].x-dest_shape[0].x,
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height=dest_shape[1].y-dest_shape[0].y)
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@ -189,8 +190,22 @@ class router:
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# convert the path back to absolute units from tracks
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abs_path = map(self.convert_point_to_units,contracted_path)
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debug.info(1,str(abs_path))
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cell.add_wire(self.layers,abs_path)
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debug.info(1,str(abs_path))
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# Check if a via is needed at the start point
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if (contracted_path[0].z!=contracted_path[1].z):
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# offset this by 1/2 the via size
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c=contact(self.layers, (1, 1))
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via_offset = vector(-0.5*c.width,-0.5*c.height)
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cell.add_via(self.layers,abs_path[0]+via_offset)
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# Check if a via is needed at the end point
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if (contracted_path[-1].z!=contracted_path[-2].z):
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# offset this by 1/2 the via size
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c=contact(self.layers, (1, 1))
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via_offset = vector(-0.5*c.width,-0.5*c.height)
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cell.add_via(self.layers,abs_path[-1]+via_offset)
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def create_steiner_routes(self,pins):
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@ -245,10 +260,10 @@ class router:
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Sets the direction based on the previous direction we came from.
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"""
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# direction (index) of movement
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if p0.x==p1.x:
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return 1
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elif p0.y==p1.y:
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if p0.x!=p1.x:
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return 0
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elif p0.y!=p1.y:
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return 1
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else:
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# z direction
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return 2
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@ -51,6 +51,7 @@ class no_blockages_test(unittest.TestCase):
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layer_stack =("metal1","via1","metal2")
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r.route(layer_stack,src="A",dest="B")
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r.add_route(self)
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self.gds_write("mytemp.gds")
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r = routing("test1", "01_no_blockages_test")
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