import numpy as np from PIL import Image import debug from vector3d import vector3d from cell import cell try: import Queue as Q # ver. < 3.0 except ImportError: import queue as Q class grid: """A two layer routing map. Each cell can be blocked in the vertical or horizontal layer. """ def __init__(self, width, height): """ Create a routing map of width x height cells and 2 in the z-axis. """ self.width=width self.height=height self.source = [] 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() # priority queue for the maze routing self.q = Q.PriorityQueue() def view(self): """ 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((25,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] 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+25, self.height)) img.paste(h_img, (0,0)) img.paste(mid_img, (self.width,0)) img.paste(v_img, (self.width+25,0)) img.show() img.save("test.png") def set_property(self,ll,ur,z,name,value=True): assert(ur[1] >= ll[1] and ur[0] >= ll[0]) assert(ll[0]=0) assert(ll[1]=0) assert(ur[0]=0) assert(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): debug.info(3," Adding {3} x={0} y={1} z={2}".format(str(ll),str(ur),z,name)) setattr (self.map[vector3d(x,y,z)], name, True) getattr (self, name).append(vector3d(x,y,z)) def add_blockage(self,ll,ur,z): debug.info(2,"Adding blockage ll={0} ur={1} z={2}".format(str(ll),str(ur),z)) self.set_property(ll,ur,z,"blocked") def set_source(self,ll,ur,z): debug.info(1,"Adding source ll={0} ur={1} z={2}".format(str(ll),str(ur),z)) self.set_property(ll,ur,z,"source") def set_target(self,ll,ur,z): debug.info(1,"Adding target ll={0} ur={1} z={2}".format(str(ll),str(ur),z)) self.set_property(ll,ur,z,"target") def set_path(self,path): """ Mark the path in the routing grid for visualization """ for p in path: self.map[p].path=True def route(self): """ This does the A* maze routing. """ # Make sure the queue is empty if we run another route while not self.q.empty(): self.q.get() # 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 not self.q.empty(): (cost,path) = self.q.get() debug.info(2,"Expanding: cost=" + str(cost)) debug.info(3,str(path)) # expand the last element neighbors = self.expand_dirs(path) debug.info(2,"Neighbors: " + str(neighbors)) for n in neighbors: newpath = path + [n] self.map[n].visited=True # check if we hit the target and are done if self.is_target(n): return newpath else: # path cost + predicted cost cost = len(newpath) + self.cost_to_target(n) self.q.put((cost,newpath)) self.view() debug.error("Unable to route path. Expand area?",-1) def is_target(self,point): """ Point is in the target set, so we are done. """ return point in self.target 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? """ # 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=0 and not self.map[west].blocked and not self.map[west].visited: neighbors.append(west) up = point + vector3d(0,0,1) if not self.map[up].blocked and not self.map[up].visited: neighbors.append(up) elif point.z==1: north = point + vector3d(0,1,0) south = point + vector3d(0,-1,0) if north.y=0 and not self.map[south].blocked and not self.map[south].visited: neighbors.append(south) down = point + vector3d(0,0,-1) if not self.map[down].blocked and not self.map[down].visited: neighbors.append(down) return neighbors 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(0,"Initializing queue.") for s in self.source: cost = self.cost_to_target(s) debug.info(2,"Init: cost=" + str(cost) + " " + str([s])) self.q.put((cost,[s])) def cost_to_target(self,source): """ Find the cheapest HPWL distance to any target point """ cost = source.hpwl(self.target[0]) for t in self.target: cost = min(source.hpwl(t),cost) return cost