mirror of https://github.com/YosysHQ/abc.git
Improving bit-blasting of a multiplier and squarer.
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390a145f0a
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@ -581,24 +581,18 @@ void Wlc_IntInsert( Vec_Int_t * vProd, Vec_Int_t * vLevel, int Node, int Level )
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{
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int i;
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for ( i = Vec_IntSize(vLevel) - 1; i >= 0; i-- )
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if ( Vec_IntEntry(vLevel, i) > Level )
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if ( Vec_IntEntry(vLevel, i) >= Level )
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break;
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Vec_IntInsert( vProd, i + 1, Node );
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Vec_IntInsert( vLevel, i + 1, Level );
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}
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void Wlc_BlastMultiplier3( Gia_Man_t * pNew, int * pArgA, int * pArgB, int nArgA, int nArgB, Vec_Int_t * vRes )
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void Wlc_BlastReduceMatrix( Gia_Man_t * pNew, Vec_Wec_t * vProds, Vec_Wec_t * vLevels, Vec_Int_t * vRes )
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{
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Vec_Int_t * vLevel, * vProd;
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Vec_Wec_t * vProds = Vec_WecStart( nArgA + nArgB );
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Vec_Wec_t * vLevels = Vec_WecStart( nArgA + nArgB );
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int i, k, NodeS, NodeC, LevelS, LevelC, Node1, Node2, Node3, Level1, Level2, Level3;
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for ( i = 0; i < nArgA; i++ )
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for ( k = 0; k < nArgB; k++ )
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{
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Vec_WecPush( vProds, i+k, Gia_ManHashAnd(pNew, pArgA[i], pArgB[k]) );
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Vec_WecPush( vLevels, i+k, 0 );
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}
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for ( i = 0; i < nArgA + nArgB; i++ )
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int i, NodeS, NodeC, LevelS, LevelC, Node1, Node2, Node3, Level1, Level2, Level3;
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int nSize = Vec_WecSize(vProds);
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assert( nSize == Vec_WecSize(vLevels) );
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for ( i = 0; i < nSize; i++ )
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{
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while ( 1 )
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{
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@ -630,7 +624,7 @@ void Wlc_BlastMultiplier3( Gia_Man_t * pNew, int * pArgA, int * pArgB, int nArgA
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}
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// make all ranks have two products
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for ( i = 0; i < nArgA + nArgB; i++ )
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for ( i = 0; i < nSize; i++ )
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{
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vProd = Vec_WecEntry( vProds, i );
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while ( Vec_IntSize(vProd) < 2 )
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@ -641,19 +635,55 @@ void Wlc_BlastMultiplier3( Gia_Man_t * pNew, int * pArgA, int * pArgB, int nArgA
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vLevel = Vec_WecEntry( vLevels, 0 );
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Vec_IntClear( vRes );
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Vec_IntClear( vLevel );
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for ( i = 0; i < nArgA + nArgB; i++ )
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for ( i = 0; i < nSize; i++ )
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{
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vProd = Vec_WecEntry( vProds, i );
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Vec_IntPush( vRes, Vec_IntEntry(vProd, 0) );
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Vec_IntPush( vLevel, Vec_IntEntry(vProd, 1) );
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}
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Wlc_BlastAdder( pNew, Vec_IntArray(vRes), Vec_IntArray(vLevel), nArgA + nArgB );
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Wlc_BlastAdder( pNew, Vec_IntArray(vRes), Vec_IntArray(vLevel), nSize );
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}
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void Wlc_BlastMultiplier3( Gia_Man_t * pNew, int * pArgA, int * pArgB, int nArgA, int nArgB, Vec_Int_t * vRes )
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{
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Vec_Wec_t * vProds = Vec_WecStart( nArgA + nArgB );
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Vec_Wec_t * vLevels = Vec_WecStart( nArgA + nArgB );
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int i, k;
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for ( i = 0; i < nArgA; i++ )
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for ( k = 0; k < nArgB; k++ )
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{
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Vec_WecPush( vProds, i+k, Gia_ManHashAnd(pNew, pArgA[i], pArgB[k]) );
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Vec_WecPush( vLevels, i+k, 0 );
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}
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Wlc_BlastReduceMatrix( pNew, vProds, vLevels, vRes );
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Vec_WecFree( vProds );
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Vec_WecFree( vLevels );
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}
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void Wlc_BlastSquare( Gia_Man_t * pNew, int * pNum, int nNum, Vec_Int_t * vTmp, Vec_Int_t * vRes )
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{
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Vec_Wec_t * vProds = Vec_WecStart( 2*nNum );
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Vec_Wec_t * vLevels = Vec_WecStart( 2*nNum );
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int i, k;
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for ( i = 0; i < nNum; i++ )
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for ( k = 0; k < nNum; k++ )
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{
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if ( i == k )
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{
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Vec_WecPush( vProds, i+k, pNum[i] );
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Vec_WecPush( vLevels, i+k, 0 );
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}
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else if ( i < k )
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{
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Vec_WecPush( vProds, i+k+1, Gia_ManHashAnd(pNew, pNum[i], pNum[k]) );
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Vec_WecPush( vLevels, i+k+1, 0 );
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}
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}
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Wlc_BlastReduceMatrix( pNew, vProds, vLevels, vRes );
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Vec_WecFree( vProds );
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Vec_WecFree( vLevels );
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}
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/**Function*************************************************************
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@ -662,7 +662,7 @@ static inline int Wlc_PrsFindDefinition( Wlc_Prs_t * p, char * pStr, Vec_Int_t *
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return 0;
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Type = WLC_OBJ_CONST;
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}
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else if ( pStr[0] == '!' || pStr[0] == '~' || pStr[0] == '@' )
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else if ( pStr[0] == '!' || pStr[0] == '~' || pStr[0] == '@' || pStr[0] == '#' )
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{
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if ( pStr[0] == '!' )
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Type = WLC_OBJ_LOGIC_NOT;
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