mirror of https://github.com/YosysHQ/abc.git
Improvements to buffering and sizing.
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@ -102,7 +102,7 @@ int Abc_SclCheckImprovement( SC_Man * p, Abc_Obj_t * pObj, Vec_Int_t * vNodes, V
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{
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Abc_Obj_t * pTemp;
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SC_Cell * pCellOld, * pCellNew;
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float dGain, dGainBest, gGainCur;
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float dGain, dGainBest;
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int i, k, gateBest;
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abctime clk;
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clk = Abc_Clock();
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@ -132,20 +132,6 @@ clk = Abc_Clock();
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Abc_SclObjSetCell( pObj, pCellOld );
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Abc_SclLoadRestore( p, pObj );
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// evaluate gain
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/*
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dGain = 0.0;
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Abc_NtkForEachObjVec( vEvals, p->pNtk, pTemp, k )
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if ( Abc_SclObjLegal(p, pTemp, p->MaxDelay0) )
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{
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gGainCur = Abc_SclObjGain( p, pTemp );
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dGain += (gGainCur > 0) ? gGainCur : 1.0 * gGainCur;
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}
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else
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break;
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if ( k < Vec_IntSize(vEvals) )
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continue;
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dGain /= Vec_IntSize(vEvals);
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*/
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dGain = Abc_SclEvalPerformLegal( p, vEvals, p->MaxDelay0 );
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if ( dGain == -1 )
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continue;
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@ -47,27 +47,24 @@ struct SC_Man_
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Abc_Ntk_t * pNtk; // network
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int nObjs; // allocated size
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// get assignment
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// Vec_Int_t * vGates; // mapping of objId into gateId
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Vec_Int_t * vGatesBest; // best gate sizes found so far
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Vec_Int_t * vUpdates; // sizing updates in this round
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Vec_Int_t * vUpdates2; // sizing updates in this round
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// timing information
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SC_WireLoad * pWLoadUsed; // name of the used WireLoad model
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SC_Pair * pLoads; // loads for each gate
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SC_Pair * pDepts; // departures for each gate
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SC_Pair * pTimes; // arrivals for each gate
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SC_Pair * pSlews; // slews for each gate
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SC_Pair * pTimes2; // arrivals for each gate
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SC_Pair * pSlews2; // slews for each gate
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Vec_Flt_t * vTimes2; // backup storage for times
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Vec_Flt_t * vTimes3; // backup storage for slews
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Vec_Flt_t * vLoads2; // backup storage for loads
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Vec_Flt_t * vLoads3; // backup storage for loads
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float * pSlack; // slacks for each gatt
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float * pInDrive; // maximum input drive strength
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Vec_Int_t * vBestFans; // best fanouts
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Vec_Flt_t * vTimesOut; // output arrival times
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Vec_Que_t * vQue; // outputs by their time
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SC_WireLoad * pWLoadUsed; // name of the used WireLoad model
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Vec_Flt_t * vTimesOut; // output arrival times
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// backup information
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Vec_Flt_t * vLoads2; // backup storage for loads
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Vec_Flt_t * vLoads3; // backup storage for loads
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Vec_Flt_t * vTimes2; // backup storage for times
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Vec_Flt_t * vTimes3; // backup storage for slews
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// buffer trees
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float EstLoadMax; // max ratio of Cout/Cin when this kicks in
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float EstLoadAve; // average load of the gate
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@ -78,6 +75,7 @@ struct SC_Man_
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Vec_Flt_t * vNode2Gain; // mapping node into its gain
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Vec_Int_t * vNode2Gate; // mapping node into its best gate
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Vec_Int_t * vNodeIter; // the last iteration the node was upsized
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Vec_Int_t * vBestFans; // best fanouts
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// optimization parameters
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float SumArea; // total area
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float MaxDelay; // max delay
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@ -109,8 +107,6 @@ static inline SC_Pair * Abc_SclObjLoad( SC_Man * p, Abc_Obj_t * pObj )
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static inline SC_Pair * Abc_SclObjDept( SC_Man * p, Abc_Obj_t * pObj ) { return p->pDepts + Abc_ObjId(pObj); }
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static inline SC_Pair * Abc_SclObjTime( SC_Man * p, Abc_Obj_t * pObj ) { return p->pTimes + Abc_ObjId(pObj); }
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static inline SC_Pair * Abc_SclObjSlew( SC_Man * p, Abc_Obj_t * pObj ) { return p->pSlews + Abc_ObjId(pObj); }
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static inline SC_Pair * Abc_SclObjTime2( SC_Man * p, Abc_Obj_t * pObj ) { return p->pTimes2 + Abc_ObjId(pObj); }
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static inline SC_Pair * Abc_SclObjSlew2( SC_Man * p, Abc_Obj_t * pObj ) { return p->pSlews2 + Abc_ObjId(pObj); }
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static inline float Abc_SclObjTimeMax( SC_Man * p, Abc_Obj_t * pObj ) { return Abc_MaxFloat(Abc_SclObjTime(p, pObj)->rise, Abc_SclObjTime(p, pObj)->fall); }
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static inline float Abc_SclObjDepthMax( SC_Man * p, Abc_Obj_t * pObj ) { return Abc_MaxFloat(Abc_SclObjDept(p, pObj)->rise, Abc_SclObjDept(p, pObj)->fall); }
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@ -119,10 +115,7 @@ static inline float Abc_SclObjGetSlackR( SC_Man * p, Abc_Obj_t * pObj, float
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static inline float Abc_SclObjGetSlackF( SC_Man * p, Abc_Obj_t * pObj, float D ){ return D - (Abc_SclObjTime(p, pObj)->fall + Abc_SclObjDept(p, pObj)->fall); }
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static inline float Abc_SclObjSlack( SC_Man * p, Abc_Obj_t * pObj ) { return p->pSlack[Abc_ObjId(pObj)]; }
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static inline float Abc_SclObjLoadAve( SC_Man * p, Abc_Obj_t * pObj ) { return 0.5 * Abc_SclObjLoad(p, pObj)->rise + 0.5 * Abc_SclObjLoad(p, pObj)->fall; }
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static inline void Abc_SclObjDupFanin( SC_Man * p, Abc_Obj_t * pObj ) { assert( Abc_ObjIsCo(pObj) ); *Abc_SclObjTime(p, pObj) = *Abc_SclObjTime(p, Abc_ObjFanin0(pObj)); }
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static inline float Abc_SclObjGain( SC_Man * p, Abc_Obj_t * pObj ) { return 0.5*((Abc_SclObjTime2(p, pObj)->rise - Abc_SclObjTime(p, pObj)->rise) + (Abc_SclObjTime2(p, pObj)->fall - Abc_SclObjTime(p, pObj)->fall)); }
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//static inline int Abc_SclObjLegal( SC_Man * p, Abc_Obj_t * pObj, float D ) { return Abc_SclObjTime(p, pObj)->rise <= Abc_SclObjTime2(p, pObj)->rise + Abc_SclObjGetSlackR(p, pObj, D) && Abc_SclObjTime(p, pObj)->fall <= Abc_SclObjTime2(p, pObj)->fall + Abc_SclObjGetSlackF(p, pObj, D); }
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static inline double Abc_SclObjLoadFf( SC_Man * p, Abc_Obj_t * pObj, int fRise ) { return SC_LibCapFf( p->pLib, fRise ? Abc_SclObjLoad(p, pObj)->rise : Abc_SclObjLoad(p, pObj)->fall); }
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static inline double Abc_SclObjTimePs( SC_Man * p, Abc_Obj_t * pObj, int fRise ) { return SC_LibTimePs(p->pLib, fRise ? Abc_SclObjTime(p, pObj)->rise : Abc_SclObjTime(p, pObj)->fall); }
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@ -157,8 +150,6 @@ static inline SC_Man * Abc_SclManAlloc( SC_Lib * pLib, Abc_Ntk_t * pNtk )
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p->pDepts = ABC_CALLOC( SC_Pair, p->nObjs );
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p->pTimes = ABC_CALLOC( SC_Pair, p->nObjs );
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p->pSlews = ABC_CALLOC( SC_Pair, p->nObjs );
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p->pTimes2 = ABC_CALLOC( SC_Pair, p->nObjs );
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p->pSlews2 = ABC_CALLOC( SC_Pair, p->nObjs );
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p->pSlack = ABC_FALLOC( float, p->nObjs );
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p->vBestFans = Vec_IntStart( p->nObjs );
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p->vTimesOut = Vec_FltStart( Abc_NtkCoNum(pNtk) );
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@ -189,10 +180,10 @@ static inline void Abc_SclManFree( SC_Man * p )
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Vec_FltFreeP( &p->vNode2Gain );
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Vec_IntFreeP( &p->vNode2Gate );
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// intermediate data
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Vec_FltFreeP( &p->vTimes2 );
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Vec_FltFreeP( &p->vTimes3 );
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Vec_FltFreeP( &p->vLoads2 );
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Vec_FltFreeP( &p->vLoads3 );
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Vec_FltFreeP( &p->vTimes2 );
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Vec_FltFreeP( &p->vTimes3 );
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Vec_IntFreeP( &p->vUpdates );
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Vec_IntFreeP( &p->vUpdates2 );
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Vec_IntFreeP( &p->vGatesBest );
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@ -200,14 +191,11 @@ static inline void Abc_SclManFree( SC_Man * p )
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Vec_QueCheck( p->vQue );
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Vec_QueFreeP( &p->vQue );
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Vec_FltFreeP( &p->vTimesOut );
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// Vec_IntFreeP( &p->vGates );
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Vec_IntFreeP( &p->vBestFans );
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ABC_FREE( p->pLoads );
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ABC_FREE( p->pDepts );
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ABC_FREE( p->pTimes );
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ABC_FREE( p->pSlews );
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ABC_FREE( p->pTimes2 );
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ABC_FREE( p->pSlews2 );
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ABC_FREE( p->pSlack );
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ABC_FREE( p->pInDrive );
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ABC_FREE( p );
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@ -297,17 +285,6 @@ static inline void Abc_SclLoadRestore3( SC_Man * p, Abc_Obj_t * pObj )
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}
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assert( Vec_FltSize(p->vLoads3) == k );
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}
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static inline void Abc_SclConeClear( SC_Man * p, Vec_Int_t * vCone )
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{
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SC_Pair Zero = { 0.0, 0.0 };
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Abc_Obj_t * pObj;
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int i;
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Abc_NtkForEachObjVec( vCone, p->pNtk, pObj, i )
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{
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*Abc_SclObjTime(p, pObj) = Zero;
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*Abc_SclObjSlew(p, pObj) = Zero;
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}
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}
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static inline void Abc_SclConeStore( SC_Man * p, Vec_Int_t * vCone )
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{
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Abc_Obj_t * pObj;
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@ -319,8 +296,6 @@ static inline void Abc_SclConeStore( SC_Man * p, Vec_Int_t * vCone )
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Vec_FltPush( p->vTimes2, Abc_SclObjTime(p, pObj)->fall );
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Vec_FltPush( p->vTimes2, Abc_SclObjSlew(p, pObj)->rise );
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Vec_FltPush( p->vTimes2, Abc_SclObjSlew(p, pObj)->fall );
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*Abc_SclObjTime2(p, pObj) = *Abc_SclObjTime(p, pObj);
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*Abc_SclObjSlew2(p, pObj) = *Abc_SclObjSlew(p, pObj);
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}
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}
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static inline void Abc_SclConeRestore( SC_Man * p, Vec_Int_t * vCone )
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@ -333,8 +308,6 @@ static inline void Abc_SclConeRestore( SC_Man * p, Vec_Int_t * vCone )
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Abc_SclObjTime(p, pObj)->fall = Vec_FltEntry(p->vTimes2, k++);
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Abc_SclObjSlew(p, pObj)->rise = Vec_FltEntry(p->vTimes2, k++);
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Abc_SclObjSlew(p, pObj)->fall = Vec_FltEntry(p->vTimes2, k++);
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*Abc_SclObjTime(p, pObj) = *Abc_SclObjTime2(p, pObj);
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*Abc_SclObjSlew(p, pObj) = *Abc_SclObjSlew2(p, pObj);
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}
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assert( Vec_FltSize(p->vTimes2) == k );
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}
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@ -374,11 +347,22 @@ static inline float Abc_SclEvalPerformLegal( SC_Man * p, Vec_Int_t * vCone, floa
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Fall = Vec_FltEntry(p->vTimes3, k++) - Abc_SclObjTime(p, pObj)->fall;
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if ( Rise + Abc_SclObjGetSlackR(p, pObj, D) < 0 || Fall + Abc_SclObjGetSlackF(p, pObj, D) < 0 )
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return -1;
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Eval = 0.5 * Rise + 0.5 * Fall;
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Eval += 0.5 * Rise + 0.5 * Fall;
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}
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assert( Vec_FltSize(p->vTimes3) == k );
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return Eval / Vec_IntSize(vCone);
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}
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static inline void Abc_SclConeClear( SC_Man * p, Vec_Int_t * vCone )
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{
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SC_Pair Zero = { 0.0, 0.0 };
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Abc_Obj_t * pObj;
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int i;
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Abc_NtkForEachObjVec( vCone, p->pNtk, pObj, i )
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{
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*Abc_SclObjTime(p, pObj) = Zero;
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*Abc_SclObjSlew(p, pObj) = Zero;
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}
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}
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/**Function*************************************************************
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@ -271,9 +271,8 @@ void Abc_SclFindNodesToUpdate( Abc_Obj_t * pPivot, Vec_Int_t ** pvNodes, Vec_Int
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int Abc_SclFindBestCell( SC_Man * p, Abc_Obj_t * pObj, Vec_Int_t * vRecalcs, Vec_Int_t * vEvals, int Notches, int DelayGap, float * pGainBest )
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{
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SC_Cell * pCellOld, * pCellNew;
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Abc_Obj_t * pTemp;
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float dGain, dGainBest, gGainCur;
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int k, n, gateBest;
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float dGain, dGainBest;
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int k, gateBest;
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// save old gate, timing, fanin load
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pCellOld = Abc_SclObjCell( pObj );
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Abc_SclConeStore( p, vRecalcs );
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@ -298,18 +297,8 @@ int Abc_SclFindBestCell( SC_Man * p, Abc_Obj_t * pObj, Vec_Int_t * vRecalcs, Vec
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// set old cell
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Abc_SclObjSetCell( pObj, pCellOld );
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Abc_SclLoadRestore( p, pObj );
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// evaluate gain
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dGain = 0.0;
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Abc_NtkForEachObjVec( vEvals, p->pNtk, pTemp, n )
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{
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gGainCur = Abc_SclObjGain( p, pTemp );
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dGain += (gGainCur > 0) ? gGainCur : 2.0 * gGainCur;
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}
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dGain /= Vec_IntSize(vEvals);
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// dGain = Abc_SclEvalPerform( p, vEvals );
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// save best gain
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dGain = Abc_SclEvalPerform( p, vEvals );
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if ( dGainBest < dGain )
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{
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dGainBest = dGain;
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