mirror of https://github.com/YosysHQ/abc.git
More accurate level calculation in AIG balancing.
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@ -1229,6 +1229,8 @@ extern void Gia_ManSetPhase1( Gia_Man_t * p );
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extern void Gia_ManCleanPhase( Gia_Man_t * p );
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extern int Gia_ManCheckCoPhase( Gia_Man_t * p );
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extern int Gia_ManLevelNum( Gia_Man_t * p );
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extern Vec_Int_t * Gia_ManGetCiLevels( Gia_Man_t * p );
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extern int Gia_ManSetLevels( Gia_Man_t * p, Vec_Int_t * vCiLevels );
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extern Vec_Int_t * Gia_ManReverseLevel( Gia_Man_t * p );
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extern Vec_Int_t * Gia_ManRequiredLevel( Gia_Man_t * p );
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extern void Gia_ManCreateValueRefs( Gia_Man_t * p );
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@ -521,9 +521,6 @@ void Dam_ManCreatePairs( Dam_Man_t * p, int fVerbose )
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int nPairsAll = 0, nPairsTried = 0, nPairsUsed = 0, nPairsXor = 0;
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int nDivsAll = 0, nDivsUsed = 0, nDivsXor = 0;
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Dam_ManCollectSets( p );
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p->nLevelMax = Gia_ManLevelNum( p->pGia );
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p->vNodLevR = Gia_ManReverseLevel( p->pGia );
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Vec_IntFillExtra( p->pGia->vLevels, 3*Gia_ManObjNum(p->pGia)/2, 0 );
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vSuper = p->pGia->vSuper;
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vDivs = Vec_IntAlloc( Gia_ManObjNum(p->pGia) );
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vHash = Hash_IntManStart( Gia_ManObjNum(p->pGia)/2 );
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@ -711,7 +708,10 @@ Gia_Man_t * Dam_ManMultiAig( Dam_Man_t * pMan )
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Gia_ManFillValue( p );
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Gia_ManConst0(p)->Value = 0;
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Gia_ManForEachCi( p, pObj, i )
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{
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pObj->Value = Gia_ManAppendCi( pNew );
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Vec_IntWriteEntry( pNew->vLevels, Abc_Lit2Var(pObj->Value), Gia_ObjLevel(p, pObj) );
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}
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// create internal nodes
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Gia_ManHashStart( pNew );
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Gia_ManForEachCo( p, pObj, i )
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@ -912,12 +912,15 @@ void Dam_ManUpdate( Dam_Man_t * p, int iDiv )
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SeeAlso []
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***********************************************************************/
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Gia_Man_t * Dam_ManAreaBalanceInt( Gia_Man_t * pGia, int nNewNodesMax, int fVerbose, int fVeryVerbose )
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Gia_Man_t * Dam_ManAreaBalanceInt( Gia_Man_t * pGia, Vec_Int_t * vCiLevels, int nNewNodesMax, int fVerbose, int fVeryVerbose )
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{
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Gia_Man_t * pNew;
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Dam_Man_t * p;
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int i, iDiv;
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p = Dam_ManAlloc( pGia );
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p->nLevelMax = Gia_ManSetLevels( p->pGia, vCiLevels );
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p->vNodLevR = Gia_ManReverseLevel( p->pGia );
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Vec_IntFillExtra( p->pGia->vLevels, 3*Gia_ManObjNum(p->pGia)/2, 0 );
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Dam_ManCreatePairs( p, fVerbose );
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for ( i = 0; i < nNewNodesMax && Vec_QueTopPriority(p->vQue) >= 2; i++ )
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{
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@ -946,6 +949,11 @@ Gia_Man_t * Dam_ManAreaBalanceInt( Gia_Man_t * pGia, int nNewNodesMax, int fVerb
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Gia_Man_t * Gia_ManAreaBalance( Gia_Man_t * p, int fSimpleAnd, int nNewNodesMax, int fVerbose, int fVeryVerbose )
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{
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Gia_Man_t * pNew0, * pNew, * pNew1, * pNew2;
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Vec_Int_t * vCiLevels;
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// determine CI levels
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if ( p->pManTime && p->vLevels == NULL )
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Gia_ManLevelWithBoxes( p );
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vCiLevels = Gia_ManGetCiLevels( p );
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// get the starting manager
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pNew0 = Gia_ManHasMapping(p) ? (Gia_Man_t *)Dsm_ManDeriveGia(p, 0) : p;
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if ( fVerbose ) Gia_ManPrintStats( pNew0, NULL );
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@ -954,9 +962,10 @@ Gia_Man_t * Gia_ManAreaBalance( Gia_Man_t * p, int fSimpleAnd, int nNewNodesMax,
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if ( fVerbose ) Gia_ManPrintStats( pNew, NULL );
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if ( pNew0 != p ) Gia_ManStop( pNew0 );
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// perform the operation
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pNew1 = Dam_ManAreaBalanceInt( pNew, nNewNodesMax, fVerbose, fVeryVerbose );
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pNew1 = Dam_ManAreaBalanceInt( pNew, vCiLevels, nNewNodesMax, fVerbose, fVeryVerbose );
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if ( fVerbose ) Gia_ManPrintStats( pNew1, NULL );
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Gia_ManStop( pNew );
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Vec_IntFree( vCiLevels );
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// derive the final result
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pNew2 = Gia_ManDupNoMuxes( pNew1 );
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if ( fVerbose ) Gia_ManPrintStats( pNew2, NULL );
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@ -506,6 +506,54 @@ int Gia_ManLevelNum( Gia_Man_t * p )
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return p->nLevels;
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}
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/**Function*************************************************************
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Synopsis [Assigns levels using CI level information.]
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Description []
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SideEffects []
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SeeAlso []
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***********************************************************************/
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Vec_Int_t * Gia_ManGetCiLevels( Gia_Man_t * p )
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{
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Vec_Int_t * vCiLevels;
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Gia_Obj_t * pObj;
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int i;
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if ( p->vLevels == NULL )
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return NULL;
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vCiLevels = Vec_IntAlloc( Gia_ManCiNum(p) );
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Gia_ManForEachCi( p, pObj, i )
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Vec_IntPush( vCiLevels, Gia_ObjLevel(p, pObj) );
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return vCiLevels;
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}
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int Gia_ManSetLevels( Gia_Man_t * p, Vec_Int_t * vCiLevels )
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{
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Gia_Obj_t * pObj;
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int i;
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if ( vCiLevels == NULL )
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return Gia_ManLevelNum( p );
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Gia_ManCleanLevels( p, Gia_ManObjNum(p) );
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p->nLevels = 0;
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Gia_ManForEachCi( p, pObj, i )
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{
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Gia_ObjSetLevel( p, pObj, Vec_IntEntry(vCiLevels, i) );
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p->nLevels = Abc_MaxInt( p->nLevels, Gia_ObjLevel(p, pObj) );
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}
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Gia_ManForEachObj( p, pObj, i )
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{
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if ( Gia_ObjIsAnd(pObj) )
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Gia_ObjSetGateLevel( p, pObj );
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else if ( Gia_ObjIsCo(pObj) )
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Gia_ObjSetCoLevel( p, pObj );
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else continue;
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p->nLevels = Abc_MaxInt( p->nLevels, Gia_ObjLevel(p, pObj) );
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}
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return p->nLevels;
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}
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/**Function*************************************************************
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Synopsis [Compute reverse levels.]
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