mirror of https://github.com/YosysHQ/abc.git
Changing default values.
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3d5744f847
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846da1d2c7
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@ -470,7 +470,8 @@ int Dam_ManDivSlack( Dam_Man_t * p, int iLit0, int iLit1, int LevR )
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{
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int Lev0 = Gia_ObjLevel(p->pGia, Gia_ManObj(p->pGia, Abc_Lit2Var(iLit0)));
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int Lev1 = Gia_ObjLevel(p->pGia, Gia_ManObj(p->pGia, Abc_Lit2Var(iLit1)));
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return p->nLevelMax - LevR - Abc_MaxInt(Lev0, Lev1) - 1 - (int)(iLit0 > iLit1);
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int Slack = p->nLevelMax - LevR - Abc_MaxInt(Lev0, Lev1) - 1 - (int)(iLit0 > iLit1);
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return Abc_MinInt( Slack, 100 );
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}
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void Dam_ManCreateMultiRefs( Dam_Man_t * p, Vec_Int_t ** pvRefsAnd, Vec_Int_t ** pvRefsXor )
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{
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@ -583,7 +584,7 @@ void Dam_ManCreatePairs( Dam_Man_t * p, int fVerbose )
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Num = Hash_Int2ManInsert( p->vHash, Hash_IntObjData0(vHash, i), Hash_IntObjData1(vHash, i), 0 );
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assert( Num == Hash_IntManEntryNum(p->vHash) );
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assert( Num == Vec_FltSize(p->vCounts) );
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Vec_FltPush( p->vCounts, nRefs + 0.001*Dam_ManDivSlack(p, Hash_IntObjData0(vHash, i), Hash_IntObjData1(vHash, i), Vec_IntEntry(vLevRMax, i)) );
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Vec_FltPush( p->vCounts, nRefs + 0.005*Dam_ManDivSlack(p, Hash_IntObjData0(vHash, i), Hash_IntObjData1(vHash, i), Vec_IntEntry(vLevRMax, i)) );
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Vec_QuePush( p->vQue, Num );
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// remember divisors
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assert( Num == Vec_IntSize(p->vDiv2Nod) );
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@ -853,7 +854,7 @@ void Dam_ManUpdate( Dam_Man_t * p, int iDiv )
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nRefs = Hash_IntObjData2(p->vHash, i);
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if ( nRefs < 2 )
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continue;
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Vec_FltWriteEntry( p->vCounts, i, nRefs + 0.0001*Dam_ManDivSlack(p, Hash_IntObjData0(p->vHash, i), Hash_IntObjData1(p->vHash, i), Vec_IntEntry(p->vDivLevR, i)) );
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Vec_FltWriteEntry( p->vCounts, i, nRefs + 0.001*Dam_ManDivSlack(p, Hash_IntObjData0(p->vHash, i), Hash_IntObjData1(p->vHash, i), Vec_IntEntry(p->vDivLevR, i)) );
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Vec_QuePush( p->vQue, i );
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// remember divisors
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Vec_IntWriteEntry( p->vDiv2Nod, i, Vec_IntSize(p->vNodStore) );
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@ -95,6 +95,7 @@ struct Fx_Man_t_
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Vec_Flt_t * vWeights; // divisor weights
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Vec_Que_t * vPrio; // priority queue for divisors by weight
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Vec_Int_t * vVarCube; // mapping ObjId into its first cube
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Vec_Int_t * vLevels; // variable levels
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// temporary data to update the data-structure when a divisor is extracted
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Vec_Int_t * vCubesS; // single cubes for the given divisor
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Vec_Int_t * vCubesD; // cube pairs for the given divisor
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@ -368,6 +369,7 @@ void Fx_ManStop( Fx_Man_t * p )
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Vec_FltFree( p->vWeights );
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Vec_QueFree( p->vPrio );
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Vec_IntFree( p->vVarCube );
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Vec_IntFree( p->vLevels );
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// temporary data
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Vec_IntFree( p->vCubesS );
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Vec_IntFree( p->vCubesD );
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@ -377,6 +379,49 @@ void Fx_ManStop( Fx_Man_t * p )
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ABC_FREE( p );
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}
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/**Function*************************************************************
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Synopsis [Compute levels of the nodes.]
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Description []
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SideEffects []
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SeeAlso []
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***********************************************************************/
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static inline int Fx_ManComputeLevelDiv( Fx_Man_t * p, Vec_Int_t * vCubeFree )
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{
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int i, Lit, Level = 0;
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Vec_IntForEachEntry( vCubeFree, Lit, i )
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Level = Abc_MaxInt( Level, Vec_IntEntry(p->vLevels, Abc_Lit2Var(Abc_Lit2Var(Lit))) );
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return Abc_MinInt( Level, 200 );
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}
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static inline int Fx_ManComputeLevelCube( Fx_Man_t * p, Vec_Int_t * vCube )
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{
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int k, Lit, Level = 0;
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Vec_IntForEachEntryStart( vCube, Lit, k, 1 )
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Level = Abc_MaxInt( Level, Vec_IntEntry(p->vLevels, Abc_Lit2Var(Lit)) );
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return Level;
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}
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void Fx_ManComputeLevel( Fx_Man_t * p )
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{
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Vec_Int_t * vCube;
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int i, iVar, iFirst = 0;
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iVar = Vec_IntEntry( Vec_WecEntry(p->vCubes,0), 0 );
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p->vLevels = Vec_IntStart( p->nVars );
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Vec_WecForEachLevel( p->vCubes, vCube, i )
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{
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Vec_IntUpdateEntry( p->vLevels, Vec_IntEntry(vCube, 0), Fx_ManComputeLevelCube(p, vCube) );
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if ( iVar == Vec_IntEntry(vCube, 0) )
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continue;
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// add the number of cubes
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Vec_IntAddToEntry( p->vLevels, iVar, i - iFirst );
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iVar = Vec_IntEntry(vCube, 0);
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iFirst = i;
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}
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}
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/**Function*************************************************************
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Synopsis [Printing procedures.]
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@ -748,7 +793,7 @@ int Fx_ManCubeSingleCubeDivisors( Fx_Man_t * p, Vec_Int_t * vPivot, int fRemove,
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{
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if ( Vec_FltSize(p->vWeights) == iDiv )
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{
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Vec_FltPush(p->vWeights, -2);
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Vec_FltPush(p->vWeights, -2 -0.001 * Fx_ManComputeLevelDiv(p, p->vCubeFree));
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p->nDivsS++;
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}
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assert( iDiv < Vec_FltSize(p->vWeights) );
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@ -800,7 +845,7 @@ void Fx_ManCubeDoubleCubeDivisors( Fx_Man_t * p, int iFirst, Vec_Int_t * vPivot,
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if ( !fRemove )
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{
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if ( iDiv == Vec_FltSize(p->vWeights) )
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Vec_FltPush(p->vWeights, -Vec_IntSize(p->vCubeFree));
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Vec_FltPush(p->vWeights, -Vec_IntSize(p->vCubeFree) -0.001 * Fx_ManComputeLevelDiv(p, p->vCubeFree));
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assert( iDiv < Vec_FltSize(p->vWeights) );
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Vec_FltAddToEntry( p->vWeights, iDiv, Base + Vec_IntSize(p->vCubeFree) - 1 );
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p->nPairsD++;
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@ -938,7 +983,7 @@ void Fx_ManUpdate( Fx_Man_t * p, int iDiv )
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Vec_Int_t * vCube, * vCube2, * vLitP, * vLitN;
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Vec_Int_t * vDiv = p->vDiv;
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int nLitsNew = p->nLits - (int)Vec_FltEntry(p->vWeights, iDiv);
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int i, k, Lit0, Lit1, iVarNew, RetValue;
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int i, k, Lit0, Lit1, iVarNew, RetValue, Level;
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// get the divisor and select pivot variables
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p->nDivs++;
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@ -996,6 +1041,7 @@ void Fx_ManUpdate( Fx_Man_t * p, int iDiv )
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{
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Vec_IntPush( vCube, Abc_LitNot(Lit0) );
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Vec_IntPush( vCube, Abc_LitNot(Lit1) );
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Level = 1 + Fx_ManComputeLevelCube( p, vCube );
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}
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else
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{
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@ -1003,7 +1049,10 @@ void Fx_ManUpdate( Fx_Man_t * p, int iDiv )
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vCube = Vec_WecEntry( p->vCubes, Vec_WecSize(p->vCubes) - 2 );
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Vec_IntPush( vCube2, iVarNew );
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Fx_ManDivAddLits( vCube, vCube2, vDiv );
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Level = 2 + Abc_MaxInt( Fx_ManComputeLevelCube(p, vCube), Fx_ManComputeLevelCube(p, vCube2) );
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}
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assert( Vec_IntSize(p->vLevels) == iVarNew );
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Vec_IntPush( p->vLevels, Level );
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// do not add new cubes to the matrix
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p->nLits += Vec_IntSize( vDiv );
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// create new literals
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@ -1121,6 +1170,7 @@ int Fx_FastExtract( Vec_Wec_t * vCubes, int ObjIdMax, int nNewNodesMax, int LitC
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p = Fx_ManStart( vCubes );
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p->LitCountMax = LitCountMax;
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Fx_ManCreateLiterals( p, ObjIdMax );
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Fx_ManComputeLevel( p );
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Fx_ManCreateDivisors( p );
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if ( fVeryVerbose )
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Fx_PrintMatrix( p );
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