abc/src/aig/gia/giaSimBase.c

2140 lines
75 KiB
C

/**CFile****************************************************************
FileName [giaSim.c]
SystemName [ABC: Logic synthesis and verification system.]
PackageName [Scalable AIG package.]
Synopsis [Fast sequential simulator.]
Author [Alan Mishchenko]
Affiliation [UC Berkeley]
Date [Ver. 1.0. Started - June 20, 2005.]
Revision [$Id: giaSim.c,v 1.00 2005/06/20 00:00:00 alanmi Exp $]
***********************************************************************/
#include "gia.h"
#include "misc/util/utilTruth.h"
#include "misc/extra/extra.h"
//#include <immintrin.h>
ABC_NAMESPACE_IMPL_START
////////////////////////////////////////////////////////////////////////
/// DECLARATIONS ///
////////////////////////////////////////////////////////////////////////
typedef struct Gia_SimRsbMan_t_ Gia_SimRsbMan_t;
struct Gia_SimRsbMan_t_
{
Gia_Man_t * pGia;
Vec_Int_t * vTfo;
Vec_Int_t * vCands;
Vec_Int_t * vFanins;
Vec_Int_t * vFanins2;
Vec_Wrd_t * vSimsObj;
Vec_Wrd_t * vSimsObj2;
int nWords;
word * pFunc[3];
};
typedef struct Gia_SimAbsMan_t_ Gia_SimAbsMan_t;
struct Gia_SimAbsMan_t_
{
// problem formulation
Gia_Man_t * pGia; // AIG manager
word * pSet[2]; // offset/onset truth tables
int nCands; // candidate count
int nWords; // word count
Vec_Wrd_t * vSims; // candidate simulation info
Vec_Int_t * vResub; // the result
int fVerbose; // verbose
// intermediate result
Vec_Int_t * vValues; // function values in each pattern
Vec_Int_t * vPatPairs; // used minterms
int nWordsTable; // words of table data
word * pTableTemp; // temporary table pattern
Vec_Wrd_t * vCoverTable; // columns = minterms; rows = classes
Vec_Int_t * vTtMints; // truth table minterms
};
////////////////////////////////////////////////////////////////////////
/// FUNCTION DEFINITIONS ///
////////////////////////////////////////////////////////////////////////
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Gia_ManSimPatAssignInputs( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, Vec_Wrd_t * vSimsIn )
{
int i, Id;
assert( Vec_WrdSize(vSims) == nWords * Gia_ManObjNum(p) );
assert( Vec_WrdSize(vSimsIn) == nWords * Gia_ManCiNum(p) );
Gia_ManForEachCiId( p, Id, i )
memcpy( Vec_WrdEntryP(vSims, Id*nWords), Vec_WrdEntryP(vSimsIn, i*nWords), sizeof(word)*nWords );
}
static inline void Gia_ManSimPatSimAnd( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims )
{
word pComps[2] = { 0, ~(word)0 };
word Diff0 = pComps[Gia_ObjFaninC0(pObj)];
word Diff1 = pComps[Gia_ObjFaninC1(pObj)];
word * pSims = Vec_WrdArray(vSims);
word * pSims0 = pSims + nWords*Gia_ObjFaninId0(pObj, i);
word * pSims1 = pSims + nWords*Gia_ObjFaninId1(pObj, i);
word * pSims2 = pSims + nWords*i; int w;
if ( Gia_ObjIsXor(pObj) )
for ( w = 0; w < nWords; w++ )
pSims2[w] = (pSims0[w] ^ Diff0) ^ (pSims1[w] ^ Diff1);
else
for ( w = 0; w < nWords; w++ )
pSims2[w] = (pSims0[w] ^ Diff0) & (pSims1[w] ^ Diff1);
}
static inline void Gia_ManSimPatSimPo( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims )
{
word pComps[2] = { 0, ~(word)0 };
word Diff0 = pComps[Gia_ObjFaninC0(pObj)];
word * pSims = Vec_WrdArray(vSims);
word * pSims0 = pSims + nWords*Gia_ObjFaninId0(pObj, i);
word * pSims2 = pSims + nWords*i; int w;
for ( w = 0; w < nWords; w++ )
pSims2[w] = (pSims0[w] ^ Diff0);
}
static inline void Gia_ManSimPatSimNot( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims )
{
word * pSims = Vec_WrdArray(vSims) + nWords*i; int w;
for ( w = 0; w < nWords; w++ )
pSims[w] = ~pSims[w];
}
Vec_Wrd_t * Gia_ManSimPatSim( Gia_Man_t * pGia )
{
Gia_Obj_t * pObj;
int i, nWords = Vec_WrdSize(pGia->vSimsPi) / Gia_ManCiNum(pGia);
Vec_Wrd_t * vSims = Vec_WrdStart( Gia_ManObjNum(pGia) * nWords );
assert( Vec_WrdSize(pGia->vSimsPi) % Gia_ManCiNum(pGia) == 0 );
Gia_ManSimPatAssignInputs( pGia, nWords, vSims, pGia->vSimsPi );
Gia_ManForEachAnd( pGia, pObj, i )
Gia_ManSimPatSimAnd( pGia, i, pObj, nWords, vSims );
Gia_ManForEachCo( pGia, pObj, i )
Gia_ManSimPatSimPo( pGia, Gia_ObjId(pGia, pObj), pObj, nWords, vSims );
return vSims;
}
void Gia_ManSimPatResim( Gia_Man_t * pGia, Vec_Int_t * vObjs, int nWords, Vec_Wrd_t * vSims )
{
Gia_Obj_t * pObj; int i;
Gia_ManForEachObjVec( vObjs, pGia, pObj, i )
if ( i == 0 )
Gia_ManSimPatSimNot( pGia, Gia_ObjId(pGia, pObj), pObj, nWords, vSims );
else if ( Gia_ObjIsAnd(pObj) )
Gia_ManSimPatSimAnd( pGia, Gia_ObjId(pGia, pObj), pObj, nWords, vSims );
else if ( !Gia_ObjIsCo(pObj) ) assert(0);
}
void Gia_ManSimPatWrite( char * pFileName, Vec_Wrd_t * vSimsIn, int nWords )
{
Vec_WrdDumpHex( pFileName, vSimsIn, nWords, 0 );
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Gia_ManSimPatAssignInputs2( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, Vec_Wrd_t * vSimsIn )
{
int i, Id;
assert( Vec_WrdSize(vSims) == 2 * nWords * Gia_ManObjNum(p) );
assert( Vec_WrdSize(vSimsIn) == nWords * Gia_ManCiNum(p) );
Gia_ManForEachCiId( p, Id, i )
{
Abc_TtCopy( Vec_WrdEntryP(vSims, 2*Id*nWords+0), Vec_WrdEntryP(vSimsIn, i*nWords), nWords, 0 );
Abc_TtCopy( Vec_WrdEntryP(vSims, 2*Id*nWords+1), Vec_WrdEntryP(vSimsIn, i*nWords), nWords, 1 );
}
}
static inline void Gia_ManSimPatSimAnd2( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims )
{
word * pSims = Vec_WrdArray(vSims);
word * pSims0 = pSims + nWords*Gia_ObjFaninLit0(pObj, i);
word * pSims1 = pSims + nWords*Gia_ObjFaninLit1(pObj, i);
word * pSims2 = pSims + nWords*(2*i+0);
word * pSims3 = pSims + nWords*(2*i+1); int w;
assert( !Gia_ObjIsXor(pObj) );
// if ( Gia_ObjIsXor(pObj) )
// for ( w = 0; w < nWords; w++ )
// pSims2[w] = pSims0[w] ^ pSims1[w];
// else
for ( w = 0; w < nWords; w++ )
{
pSims2[w] = pSims0[w] & pSims1[w];
pSims3[w] = ~pSims2[w];
}
//_mm256_storeu_ps( (float *)pSims2, _mm256_and_ps(_mm256_loadu_ps((float *)pSims0), _mm256_loadu_ps((float *)pSims1)) );
}
static inline void Gia_ManSimPatSimPo2( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims )
{
word * pSims = Vec_WrdArray(vSims);
word * pSims0 = pSims + nWords*Gia_ObjFaninLit0(pObj, i);
word * pSims2 = pSims + nWords*i; int w;
for ( w = 0; w < nWords; w++ )
pSims2[w] = pSims0[w];
}
Vec_Wrd_t * Gia_ManSimPatSim2( Gia_Man_t * pGia )
{
Gia_Obj_t * pObj;
int i, nWords = Vec_WrdSize(pGia->vSimsPi) / Gia_ManCiNum(pGia);
Vec_Wrd_t * vSims = Vec_WrdStart( Gia_ManObjNum(pGia) * nWords * 2 );
assert( Vec_WrdSize(pGia->vSimsPi) % Gia_ManCiNum(pGia) == 0 );
Gia_ManSimPatAssignInputs2( pGia, nWords, vSims, pGia->vSimsPi );
Gia_ManForEachAnd( pGia, pObj, i )
Gia_ManSimPatSimAnd2( pGia, i, pObj, nWords, vSims );
Gia_ManForEachCo( pGia, pObj, i )
Gia_ManSimPatSimPo2( pGia, Gia_ObjId(pGia, pObj), pObj, nWords, vSims );
return vSims;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Gia_ManSimPatValuesDerive( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, Vec_Wrd_t * vValues )
{
int i, Id;
assert( Vec_WrdSize(vSims) == nWords * Gia_ManObjNum(p) );
assert( Vec_WrdSize(vValues) == nWords * Gia_ManCoNum(p) );
Gia_ManForEachCoId( p, Id, i )
memcpy( Vec_WrdEntryP(vValues, nWords * i), Vec_WrdEntryP(vSims, nWords * Id), sizeof(word)* nWords );
}
Vec_Wrd_t * Gia_ManSimPatValues( Gia_Man_t * p )
{
int i, Id, nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
Vec_Wrd_t * vSims = Gia_ManSimPatSim( p );
Vec_Wrd_t * vValues = Vec_WrdStart( Gia_ManCoNum(p) * nWords );
assert( Vec_WrdSize(p->vSimsPi) == nWords * Gia_ManCiNum(p) );
assert( Vec_WrdSize(vValues) == nWords * Gia_ManCoNum(p) );
assert( Vec_WrdSize(vSims) == nWords * Gia_ManObjNum(p) );
Gia_ManForEachCoId( p, Id, i )
memcpy( Vec_WrdEntryP(vValues, nWords * i), Vec_WrdEntryP(vSims, nWords * Id), sizeof(word)* nWords );
Vec_WrdFree( vSims );
return vValues;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
Vec_Wrd_t * Gia_ManSimCombine( int nInputs, Vec_Wrd_t * vBase, Vec_Wrd_t * vAddOn, int nWordsUse )
{
int nWordsBase = Vec_WrdSize(vBase) / nInputs;
int nWordsAddOn = Vec_WrdSize(vAddOn) / nInputs; int i, w;
Vec_Wrd_t * vSimsIn = Vec_WrdAlloc( nInputs * (nWordsBase + nWordsUse) );
assert( Vec_WrdSize(vBase) % nInputs == 0 );
assert( Vec_WrdSize(vAddOn) % nInputs == 0 );
assert( nWordsUse <= nWordsAddOn );
for ( i = 0; i < nInputs; i++ )
{
word * pSimsB = nWordsBase ? Vec_WrdEntryP( vBase, i * nWordsBase ) : NULL;
word * pSimsA = nWordsAddOn ? Vec_WrdEntryP( vAddOn, i * nWordsAddOn ) : NULL;
for ( w = 0; w < nWordsBase; w++ )
Vec_WrdPush( vSimsIn, pSimsB[w] );
for ( w = 0; w < nWordsUse; w++ )
Vec_WrdPush( vSimsIn, pSimsA[w] );
}
assert( Vec_WrdSize(vSimsIn) == Vec_WrdCap(vSimsIn) || Vec_WrdSize(vSimsIn) < 16 );
return vSimsIn;
}
int Gia_ManSimBitPackOne( int nWords, Vec_Wrd_t * vSimsIn, Vec_Wrd_t * vSimsCare, int iPat, int * pLits, int nLits )
{
word * pSimsI, * pSimsC; int i, k;
for ( i = 0; i < iPat; i++ )
{
for ( k = 0; k < nLits; k++ )
{
int iVar = Abc_Lit2Var( pLits[k] );
pSimsI = Vec_WrdEntryP( vSimsIn, nWords * iVar );
pSimsC = Vec_WrdEntryP( vSimsCare, nWords * iVar );
if ( Abc_TtGetBit(pSimsC, i) && (Abc_TtGetBit(pSimsI, i) == Abc_LitIsCompl(pLits[k])) )
break;
}
if ( k == nLits )
break;
}
for ( k = 0; k < nLits; k++ )
{
int iVar = Abc_Lit2Var( pLits[k] );
pSimsI = Vec_WrdEntryP( vSimsIn, nWords * iVar );
pSimsC = Vec_WrdEntryP( vSimsCare, nWords * iVar );
if ( !Abc_TtGetBit(pSimsC, i) && Abc_TtGetBit(pSimsI, i) == Abc_LitIsCompl(pLits[k]) )
Abc_TtXorBit( pSimsI, i );
Abc_TtSetBit( pSimsC, i );
assert( Abc_TtGetBit(pSimsC, i) && (Abc_TtGetBit(pSimsI, i) != Abc_LitIsCompl(pLits[k])) );
}
return (int)(i == iPat);
}
Vec_Wrd_t * Gia_ManSimBitPacking( Gia_Man_t * p, Vec_Int_t * vCexStore, int nCexes, int nUnDecs )
{
int c, iCur = 0, iPat = 0;
int nWordsMax = Abc_Bit6WordNum( nCexes );
Vec_Wrd_t * vSimsIn = Vec_WrdStartRandom( Gia_ManCiNum(p) * nWordsMax );
Vec_Wrd_t * vSimsCare = Vec_WrdStart( Gia_ManCiNum(p) * nWordsMax );
Vec_Wrd_t * vSimsRes = NULL;
for ( c = 0; c < nCexes + nUnDecs; c++ )
{
int Out = Vec_IntEntry( vCexStore, iCur++ );
int Size = Vec_IntEntry( vCexStore, iCur++ );
if ( Size == -1 )
continue;
iPat += Gia_ManSimBitPackOne( nWordsMax, vSimsIn, vSimsCare, iPat, Vec_IntEntryP(vCexStore, iCur), Size );
iCur += Size;
assert( iPat <= nCexes + nUnDecs );
Out = 0;
}
assert( iCur == Vec_IntSize(vCexStore) );
vSimsRes = Gia_ManSimCombine( Gia_ManCiNum(p), p->vSimsPi, vSimsIn, Abc_Bit6WordNum(iPat+1) );
printf( "Compressed %d CEXes into %d patterns and added %d words to available %d words.\n",
nCexes, iPat, Abc_Bit6WordNum(iPat+1), Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p) );
Vec_WrdFree( vSimsIn );
Vec_WrdFree( vSimsCare );
return vSimsRes;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
int Gia_ManSimPatHashPatterns( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, int * pnC0, int * pnC1 )
{
Gia_Obj_t * pObj;
int i, nUnique;
Vec_Mem_t * vStore;
vStore = Vec_MemAlloc( nWords, 12 ); // 2^12 N-word entries per page
Vec_MemHashAlloc( vStore, 1 << 12 );
Gia_ManForEachCand( p, pObj, i )
{
word * pSim = Vec_WrdEntryP(vSims, i*nWords);
if ( pnC0 && Abc_TtIsConst0(pSim, nWords) )
(*pnC0)++;
if ( pnC1 && Abc_TtIsConst1(pSim, nWords) )
(*pnC1)++;
Vec_MemHashInsert( vStore, pSim );
}
nUnique = Vec_MemEntryNum( vStore );
Vec_MemHashFree( vStore );
Vec_MemFree( vStore );
return nUnique;
}
Gia_Man_t * Gia_ManSimPatGenMiter( Gia_Man_t * p, Vec_Wrd_t * vSims )
{
Gia_Man_t * pNew;
Gia_Obj_t * pObj;
int i, nWords = Vec_WrdSize(vSims) / Gia_ManObjNum(p);
pNew = Gia_ManStart( Gia_ManObjNum(p) + Gia_ManCoNum(p) );
Gia_ManHashStart( pNew );
Gia_ManConst0(p)->Value = 0;
Gia_ManForEachCi( p, pObj, i )
pObj->Value = Gia_ManAppendCi( pNew );
Gia_ManForEachAnd( p, pObj, i )
pObj->Value = Gia_ManHashAnd( pNew, Gia_ObjFanin0Copy(pObj), Gia_ObjFanin1Copy(pObj) );
Gia_ManForEachAnd( p, pObj, i )
{
word * pSim = Vec_WrdEntryP(vSims, i*nWords);
if ( Abc_TtIsConst0(pSim, nWords) )
Gia_ManAppendCo( pNew, Abc_LitNotCond(pObj->Value, 0) );
if ( Abc_TtIsConst1(pSim, nWords) )
Gia_ManAppendCo( pNew, Abc_LitNotCond(pObj->Value, 1) );
}
Gia_ManHashStop( pNew );
return pNew;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Gia_ManSimProfile( Gia_Man_t * pGia )
{
Vec_Wrd_t * vSims = Gia_ManSimPatSim( pGia );
int nWords = Vec_WrdSize(vSims) / Gia_ManObjNum(pGia);
int nC0s = 0, nC1s = 0, nUnique = Gia_ManSimPatHashPatterns( pGia, nWords, vSims, &nC0s, &nC1s );
printf( "Simulating %d patterns leads to %d unique objects (%.2f %% out of %d), Const0 = %d. Const1 = %d.\n",
64*nWords, nUnique, 100.0*nUnique/Gia_ManCandNum(pGia), Gia_ManCandNum(pGia), nC0s, nC1s );
Vec_WrdFree( vSims );
}
void Gia_ManPatSatImprove( Gia_Man_t * p, int nWords0, int fVerbose )
{
extern Vec_Int_t * Cbs2_ManSolveMiterNc( Gia_Man_t * pAig, int nConfs, Vec_Str_t ** pvStatus, int fVerbose );
int i, Status, Counts[3] = {0};
Gia_Man_t * pGia;
Vec_Wrd_t * vSimsIn = NULL;
Vec_Str_t * vStatus = NULL;
Vec_Int_t * vCexStore = NULL;
Vec_Wrd_t * vSims = Gia_ManSimPatSim( p );
//Gia_ManSimProfile( p );
pGia = Gia_ManSimPatGenMiter( p, vSims );
vCexStore = Cbs2_ManSolveMiterNc( pGia, 1000, &vStatus, 0 );
Gia_ManStop( pGia );
Vec_StrForEachEntry( vStatus, Status, i )
{
assert( Status >= -1 && Status <= 1 );
Counts[Status+1]++;
}
if ( fVerbose )
printf( "Total = %d : SAT = %d. UNSAT = %d. UNDEC = %d.\n", Counts[1]+Counts[2]+Counts[0], Counts[1], Counts[2], Counts[0] );
if ( Counts[1] == 0 )
printf( "There are no counter-examples. No need for more simulation.\n" );
else
{
vSimsIn = Gia_ManSimBitPacking( p, vCexStore, Counts[1], Counts[0] );
Vec_WrdFreeP( &p->vSimsPi );
p->vSimsPi = vSimsIn;
//Gia_ManSimProfile( p );
}
Vec_StrFree( vStatus );
Vec_IntFree( vCexStore );
Vec_WrdFree( vSims );
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
Gia_SimRsbMan_t * Gia_SimRsbAlloc( Gia_Man_t * pGia )
{
Gia_SimRsbMan_t * p = ABC_CALLOC( Gia_SimRsbMan_t, 1 );
p->pGia = pGia;
p->nWords = Vec_WrdSize(pGia->vSimsPi) / Gia_ManCiNum(pGia); assert( Vec_WrdSize(pGia->vSimsPi) % Gia_ManCiNum(pGia) == 0 );
p->pFunc[0] = ABC_CALLOC( word, p->nWords );
p->pFunc[1] = ABC_CALLOC( word, p->nWords );
p->pFunc[2] = ABC_CALLOC( word, p->nWords );
p->vTfo = Vec_IntAlloc( 1000 );
p->vCands = Vec_IntAlloc( 1000 );
p->vFanins = Vec_IntAlloc( 10 );
p->vFanins2 = Vec_IntAlloc( 10 );
p->vSimsObj = Gia_ManSimPatSim( pGia );
p->vSimsObj2 = Vec_WrdStart( Vec_WrdSize(p->vSimsObj) );
assert( p->nWords == Vec_WrdSize(p->vSimsObj) / Gia_ManObjNum(pGia) );
Gia_ManStaticFanoutStart( pGia );
return p;
}
void Gia_SimRsbFree( Gia_SimRsbMan_t * p )
{
Gia_ManStaticFanoutStop( p->pGia );
Vec_IntFree( p->vTfo );
Vec_IntFree( p->vCands );
Vec_IntFree( p->vFanins );
Vec_IntFree( p->vFanins2 );
Vec_WrdFree( p->vSimsObj );
Vec_WrdFree( p->vSimsObj2 );
ABC_FREE( p->pFunc[0] );
ABC_FREE( p->pFunc[1] );
ABC_FREE( p->pFunc[2] );
ABC_FREE( p );
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Gia_SimRsbTfo_rec( Gia_Man_t * p, int iObj, int iFanout, Vec_Int_t * vTfo )
{
int i, iFan;
if ( Gia_ObjIsTravIdCurrentId(p, iObj) )
return;
Gia_ObjSetTravIdCurrentId(p, iObj);
Gia_ObjForEachFanoutStaticId( p, iObj, iFan, i )
if ( iFanout == -1 || iFan == iFanout )
Gia_SimRsbTfo_rec( p, iFan, -1, vTfo );
Vec_IntPush( vTfo, iObj );
}
Vec_Int_t * Gia_SimRsbTfo( Gia_SimRsbMan_t * p, int iObj, int iFanout )
{
assert( iObj > 0 );
Vec_IntClear( p->vTfo );
Gia_ManIncrementTravId( p->pGia );
Gia_SimRsbTfo_rec( p->pGia, iObj, iFanout, p->vTfo );
assert( Vec_IntEntryLast(p->vTfo) == iObj );
Vec_IntPop( p->vTfo );
Vec_IntReverseOrder( p->vTfo );
Vec_IntSort( p->vTfo, 0 );
return p->vTfo;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
word * Gia_SimRsbFunc( Gia_SimRsbMan_t * p, int iObj, Vec_Int_t * vFanins, int fOnSet )
{
int nTruthWords = Abc_Truth6WordNum( Vec_IntSize(vFanins) );
word * pTruth = ABC_CALLOC( word, nTruthWords );
word * pFunc = Vec_WrdEntryP( p->vSimsObj, p->nWords*iObj );
word * pFanins[16] = {NULL}; int s, b, iMint, i, iFanin;
assert( Vec_IntSize(vFanins) <= 16 );
Vec_IntForEachEntry( vFanins, iFanin, i )
pFanins[i] = Vec_WrdEntryP( p->vSimsObj, p->nWords*iFanin );
for ( s = 0; s < 64*p->nWords; s++ )
{
if ( !Abc_TtGetBit(p->pFunc[2], s) || Abc_TtGetBit(pFunc, s) != fOnSet )
continue;
iMint = 0;
for ( b = 0; b < Vec_IntSize(vFanins); b++ )
if ( Abc_TtGetBit(pFanins[b], s) )
iMint |= 1 << b;
Abc_TtSetBit( pTruth, iMint );
}
return pTruth;
}
int Gia_SimRsbResubVerify( Gia_SimRsbMan_t * p, int iObj, Vec_Int_t * vFanins )
{
word * pTruth0 = Gia_SimRsbFunc( p, iObj, p->vFanins, 0 );
word * pTruth1 = Gia_SimRsbFunc( p, iObj, p->vFanins, 1 );
int Res = !Abc_TtIntersect( pTruth0, pTruth1, p->nWords, 0 );
ABC_FREE( pTruth0 );
ABC_FREE( pTruth1 );
return Res;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
static inline void Gia_SimRsbSimAndCareSet( Gia_Man_t * p, int i, Gia_Obj_t * pObj, int nWords, Vec_Wrd_t * vSims, Vec_Wrd_t * vSims2 )
{
word pComps[2] = { 0, ~(word)0 };
word Diff0 = pComps[Gia_ObjFaninC0(pObj)];
word Diff1 = pComps[Gia_ObjFaninC1(pObj)];
Vec_Wrd_t * vSims0 = Gia_ObjIsTravIdCurrentId(p, Gia_ObjFaninId0(pObj, i)) ? vSims2 : vSims;
Vec_Wrd_t * vSims1 = Gia_ObjIsTravIdCurrentId(p, Gia_ObjFaninId1(pObj, i)) ? vSims2 : vSims;
word * pSims0 = Vec_WrdEntryP( vSims0, nWords*Gia_ObjFaninId0(pObj, i) );
word * pSims1 = Vec_WrdEntryP( vSims1, nWords*Gia_ObjFaninId1(pObj, i) );
word * pSims2 = Vec_WrdEntryP( vSims2, nWords*i ); int w;
if ( Gia_ObjIsXor(pObj) )
for ( w = 0; w < nWords; w++ )
pSims2[w] = (pSims0[w] ^ Diff0) ^ (pSims1[w] ^ Diff1);
else
for ( w = 0; w < nWords; w++ )
pSims2[w] = (pSims0[w] ^ Diff0) & (pSims1[w] ^ Diff1);
}
word * Gia_SimRsbCareSet( Gia_SimRsbMan_t * p, int iObj, Vec_Int_t * vTfo )
{
word * pSims = Vec_WrdEntryP( p->vSimsObj, p->nWords*iObj );
word * pSims2 = Vec_WrdEntryP( p->vSimsObj2, p->nWords*iObj ); int iNode, i;
Abc_TtCopy( pSims2, pSims, p->nWords, 1 );
Abc_TtClear( p->pFunc[2], p->nWords );
Vec_IntForEachEntry( vTfo, iNode, i )
{
Gia_Obj_t * pNode = Gia_ManObj(p->pGia, iNode);
if ( Gia_ObjIsAnd(pNode) )
Gia_SimRsbSimAndCareSet( p->pGia, iNode, pNode, p->nWords, p->vSimsObj, p->vSimsObj2 );
else if ( Gia_ObjIsCo(pNode) )
{
word * pSimsA = Vec_WrdEntryP( p->vSimsObj, p->nWords*Gia_ObjFaninId0p(p->pGia, pNode) );
word * pSimsB = Vec_WrdEntryP( p->vSimsObj2, p->nWords*Gia_ObjFaninId0p(p->pGia, pNode) );
Abc_TtOrXor( p->pFunc[2], pSimsA, pSimsB, p->nWords );
}
else assert( 0 );
}
return p->pFunc[2];
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Gia_ObjSimCollect( Gia_SimRsbMan_t * p )
{
int i, k, iTemp, iFanout;
Vec_IntClear( p->vFanins2 );
assert( Vec_IntSize(p->vFanins) > 0 );
Vec_IntForEachEntry( p->vFanins, iTemp, i )
{
Gia_Obj_t * pObj = Gia_ManObj( p->pGia, iTemp );
if ( Gia_ObjIsAnd(pObj) && !Gia_ObjIsTravIdCurrentId( p->pGia, Gia_ObjFaninId0(pObj, iTemp) ) )
Vec_IntPush( p->vFanins2, Gia_ObjFaninId0(pObj, iTemp) );
if ( Gia_ObjIsAnd(pObj) && !Gia_ObjIsTravIdCurrentId( p->pGia, Gia_ObjFaninId1(pObj, iTemp) ) )
Vec_IntPush( p->vFanins2, Gia_ObjFaninId1(pObj, iTemp) );
Gia_ObjForEachFanoutStaticId( p->pGia, iTemp, iFanout, k )
if ( Gia_ObjIsAnd(Gia_ManObj(p->pGia, iFanout)) && !Gia_ObjIsTravIdCurrentId( p->pGia, iFanout ) )
Vec_IntPush( p->vFanins2, iFanout );
}
}
Vec_Int_t * Gia_ObjSimCands( Gia_SimRsbMan_t * p, int iObj, int nCands )
{
assert( iObj > 0 );
assert( Gia_ObjIsAnd(Gia_ManObj(p->pGia, iObj)) );
Vec_IntClear( p->vCands );
Vec_IntFill( p->vFanins, 1, iObj );
while ( Vec_IntSize(p->vFanins) > 0 && Vec_IntSize(p->vCands) < nCands )
{
int i, iTemp;
Vec_IntForEachEntry( p->vFanins, iTemp, i )
Gia_ObjSetTravIdCurrentId( p->pGia, iTemp );
Gia_ObjSimCollect( p ); // p->vFanins -> p->vFanins2
Vec_IntAppend( p->vCands, p->vFanins2 );
ABC_SWAP( Vec_Int_t *, p->vFanins, p->vFanins2 );
}
assert( Vec_IntSize(p->vFanins) == 0 || Vec_IntSize(p->vCands) >= nCands );
if ( Vec_IntSize(p->vCands) > nCands )
Vec_IntShrink( p->vCands, nCands );
return p->vCands;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
int Gia_ObjSimRsb( Gia_SimRsbMan_t * p, int iObj, int nCands, int fVerbose, int * pnBufs, int * pnInvs )
{
int i, iCand, RetValue = 0;
Vec_Int_t * vTfo = Gia_SimRsbTfo( p, iObj, -1 );
word * pCareSet = Gia_SimRsbCareSet( p, iObj, vTfo );
word * pFunc = Vec_WrdEntryP( p->vSimsObj, p->nWords*iObj );
Vec_Int_t * vCands = Gia_ObjSimCands( p, iObj, nCands );
Abc_TtAndSharp( p->pFunc[0], pCareSet, pFunc, p->nWords, 1 );
Abc_TtAndSharp( p->pFunc[1], pCareSet, pFunc, p->nWords, 0 );
/*
printf( "Considering node %d with %d candidates:\n", iObj, Vec_IntSize(vCands) );
Vec_IntPrint( vTfo );
Vec_IntPrint( vCands );
Extra_PrintBinary( stdout, (unsigned *)pCareSet, 64 ); printf( "\n" );
Extra_PrintBinary( stdout, (unsigned *)pFunc, 64 ); printf( "\n" );
Extra_PrintBinary( stdout, (unsigned *)p->pFunc[0], 64 ); printf( "\n" );
Extra_PrintBinary( stdout, (unsigned *)p->pFunc[1], 64 ); printf( "\n" );
*/
Vec_IntForEachEntry( vCands, iCand, i )
{
word * pDiv = Vec_WrdEntryP( p->vSimsObj, p->nWords*iCand );
if ( !Abc_TtIntersect(pDiv, p->pFunc[0], p->nWords, 0) &&
!Abc_TtIntersect(pDiv, p->pFunc[1], p->nWords, 1) )
{ (*pnBufs)++; if ( fVerbose ) printf( "Level %3d : %d = buf(%d)\n", Gia_ObjLevelId(p->pGia, iObj), iObj, iCand ); RetValue = 1; }
if ( !Abc_TtIntersect(pDiv, p->pFunc[0], p->nWords, 1) &&
!Abc_TtIntersect(pDiv, p->pFunc[1], p->nWords, 0) )
{ (*pnInvs)++; if ( fVerbose ) printf( "Level %3d : %d = inv(%d)\n", Gia_ObjLevelId(p->pGia, iObj), iObj, iCand ); RetValue = 1; }
}
return RetValue;
}
int Gia_ManSimRsb( Gia_Man_t * pGia, int nCands, int fVerbose )
{
abctime clk = Abc_Clock();
Gia_Obj_t * pObj; int iObj, nCount = 0, nBufs = 0, nInvs = 0;
Gia_SimRsbMan_t * p = Gia_SimRsbAlloc( pGia );
assert( pGia->vSimsPi != NULL );
Gia_ManLevelNum( pGia );
Gia_ManForEachAnd( pGia, pObj, iObj )
//if ( iObj == 6 )
nCount += Gia_ObjSimRsb( p, iObj, nCands, fVerbose, &nBufs, &nInvs );
printf( "Can resubstitute %d nodes (%.2f %% out of %d) (Bufs = %d Invs = %d) ",
nCount, 100.0*nCount/Gia_ManAndNum(pGia), Gia_ManAndNum(pGia), nBufs, nInvs );
Abc_PrintTime( 1, "Time", Abc_Clock() - clk );
Gia_SimRsbFree( p );
return nCount;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Gia_ManSimRelAssignInputs( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, int nWordsIn, Vec_Wrd_t * vSimsIn )
{
int i, m, Id, nMints = nWords / nWordsIn;
assert( Vec_WrdSize(vSims) == nWords * Gia_ManObjNum(p) );
assert( Vec_WrdSize(vSimsIn) == nWordsIn * Gia_ManCiNum(p) );
Gia_ManForEachCiId( p, Id, i )
for ( m = 0; m < nMints; m++ )
memcpy( Vec_WrdEntryP(vSims, Id * nWords + nWordsIn * m),
Vec_WrdEntryP(vSimsIn, i * nWordsIn), sizeof(word) * nWordsIn );
}
int Gia_ManSimRelCompare( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, int nWordsOut, Vec_Wrd_t * vSimsOut, int iPat, int iMint )
{
int i, Id;
Gia_ManForEachCoId( p, Id, i )
{
word * pSim = Vec_WrdEntryP( vSims, nWords * Id + iMint * nWordsOut );
word * pSimOut = Vec_WrdEntryP( vSimsOut, nWordsOut * i );
/*
int k;
for ( k = 0; k < 64*nWordsOut; k++ )
printf( "%d", Abc_TtGetBit( pSim, k ) );
printf( "\n" );
for ( k = 0; k < 64*nWordsOut; k++ )
printf( "%d", Abc_TtGetBit( pSimOut, k ) );
printf( "\n\n" );
*/
if ( Abc_TtGetBit(pSim, iPat) != Abc_TtGetBit(pSimOut, iPat) )
return 0;
}
return 1;
}
int Gia_ManSimRelCollectOutputs( Gia_Man_t * p, int nWords, Vec_Wrd_t * vSims, int nWordsOut, Vec_Wrd_t * vSimsOut, Vec_Wrd_t * vRel )
{
int i, m, nMints = nWords / nWordsOut, Count = 0;
assert( Vec_WrdSize(vSims) == nWords * Gia_ManObjNum(p) );
assert( Vec_WrdSize(vSimsOut) == nWordsOut * Gia_ManCoNum(p) );
assert( Vec_WrdSize(vRel) == nWordsOut * nMints );
for ( i = 0; i < 64 * nWordsOut; i++ )
{
int CountMints = 0;
for ( m = 0; m < nMints; m++ )
if ( Gia_ManSimRelCompare(p, nWords, vSims, nWordsOut, vSimsOut, i, m) )
Abc_TtSetBit( Vec_WrdArray(vRel), i*nMints+m ), CountMints++;
Count += CountMints == 0;
}
if ( Count )
printf( "The relation is not well-defined for %d (out of %d) patterns.\n", Count, 64 * nWordsOut );
return Count;
}
Vec_Wrd_t * Gia_ManSimRel( Gia_Man_t * p, Vec_Int_t * vObjs, Vec_Wrd_t * vVals )
{
int nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
int nMints = 1 << Vec_IntSize(vObjs), i, m, iObj;
Gia_Obj_t * pObj;
Vec_Wrd_t * vRel = Vec_WrdStart( nWords * nMints );
Vec_Wrd_t * vSims = Vec_WrdStart( Gia_ManObjNum(p) * nWords * nMints );
Gia_ManSimRelAssignInputs( p, nWords * nMints, vSims, nWords, p->vSimsPi );
Vec_IntForEachEntry( vObjs, iObj, i )
for ( m = 0; m < nMints; m++ )
if ( (m >> i) & 1 )
memset( Vec_WrdEntryP(vSims, iObj*nMints*nWords + nWords*m), 0xFF, sizeof(word)*nWords );
else
memset( Vec_WrdEntryP(vSims, iObj*nMints*nWords + nWords*m), 0x00, sizeof(word)*nWords );
Gia_ManCleanPhase( p );
Gia_ManForEachObjVec( vObjs, p, pObj, i )
pObj->fPhase = 1;
Gia_ManForEachAnd( p, pObj, i )
if ( !pObj->fPhase )
Gia_ManSimPatSimAnd( p, i, pObj, nWords * nMints, vSims );
Gia_ManForEachCo( p, pObj, i )
if ( !pObj->fPhase )
Gia_ManSimPatSimPo( p, Gia_ObjId(p, pObj), pObj, nWords * nMints, vSims );
Gia_ManForEachObjVec( vObjs, p, pObj, i )
pObj->fPhase = 0;
if ( Gia_ManSimRelCollectOutputs( p, nWords * nMints, vSims, nWords, vVals, vRel ) )
Vec_WrdFreeP( &vRel );
Vec_WrdFree( vSims );
return vRel;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Gia_ManSimRelCheckFuncs( Gia_Man_t * p, Vec_Wrd_t * vRel, int nOuts, Vec_Wrd_t * vFuncs )
{
int i, k, m, Values[32], nErrors = 0, nMints = 1 << nOuts, nWords = Vec_WrdSize(vRel) / nMints;
assert( Vec_WrdSize(vFuncs) == 2 * nOuts * nWords );
assert( nOuts <= 32 );
for ( i = 0; i < 64 * nWords; i++ )
{
for ( k = 0; k < nOuts; k++ )
{
int Value0 = Abc_TtGetBit( Vec_WrdEntryP(vFuncs, (2*k+0)*nWords), i );
int Value1 = Abc_TtGetBit( Vec_WrdEntryP(vFuncs, (2*k+1)*nWords), i );
if ( Value0 && !Value1 )
Values[k] = 1;
else if ( !Value0 && Value1 )
Values[k] = 2;
else if ( !Value0 && !Value1 )
Values[k] = 3;
else assert( 0 );
}
for ( m = 0; m < nMints; m++ )
{
for ( k = 0; k < nOuts; k++ )
if ( ((Values[k] >> ((m >> k) & 1)) & 1) == 0 )
break;
if ( k < nOuts )
continue;
if ( Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m ) )
continue;
if ( nErrors++ == 0 )
printf( "For pattern %d, minterm %d produced by function is not in the relation.\n", i, m );
}
}
if ( nErrors )
printf( "Total number of similar errors = %d.\n", nErrors );
else
printf( "The function agrees with the relation.\n" );
}
Vec_Wrd_t * Gia_ManSimRelDeriveFuncs( Gia_Man_t * p, Vec_Wrd_t * vRel, int nOuts )
{
int i, k, m, Count = 0, nMints = 1 << nOuts, nWords = Vec_WrdSize(vRel) / nMints;
Vec_Wrd_t * vFuncs = Vec_WrdStart( 2 * nOuts * nWords );
assert( Vec_WrdSize(vRel) % nMints == 0 );
for ( i = 0; i < 64 * nWords; i++ )
{
for ( m = 0; m < nMints; m++ )
if ( Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m ) )
break;
Count += m == nMints;
for ( k = 0; k < nOuts; k++ )
if ( (m >> k) & 1 )
Abc_TtSetBit( Vec_WrdEntryP(vFuncs, (2*k+1)*nWords), i );
else
Abc_TtSetBit( Vec_WrdEntryP(vFuncs, (2*k+0)*nWords), i );
}
if ( Count )
printf( "The relation is not well-defined for %d (out of %d) patterns.\n", Count, 64 * nWords );
else
printf( "The relation was successfully determized without don't-cares for %d patterns.\n", 64 * nWords );
Gia_ManSimRelCheckFuncs( p, vRel, nOuts, vFuncs );
return vFuncs;
}
Vec_Wrd_t * Gia_ManSimRelDeriveFuncs2( Gia_Man_t * p, Vec_Wrd_t * vRel, int nOuts )
{
int i, k, m, nDCs[32] = {0}, Count = 0, nMints = 1 << nOuts, nWords = Vec_WrdSize(vRel) / nMints;
Vec_Wrd_t * vFuncs = Vec_WrdStart( 2 * nOuts * nWords );
assert( Vec_WrdSize(vRel) % nMints == 0 );
assert( nOuts <= 32 );
for ( i = 0; i < 64 * nWords; i++ )
{
for ( m = 0; m < nMints; m++ )
if ( Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m ) )
break;
Count += m == nMints;
for ( k = 0; k < nOuts; k++ )
{
if ( Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+(m^(1<<k)) ) )
{
nDCs[k]++;
continue;
}
if ( (m >> k) & 1 )
Abc_TtSetBit( Vec_WrdEntryP(vFuncs, (2*k+1)*nWords), i );
else
Abc_TtSetBit( Vec_WrdEntryP(vFuncs, (2*k+0)*nWords), i );
}
if ( 0 )
{
for ( m = 0; m < nMints; m++ )
printf( "%d", Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m ) );
printf( " " );
for ( k = 0; k < nOuts; k++ )
{
if ( Abc_TtGetBit( Vec_WrdEntryP(vFuncs, (2*k+0)*nWords), i ) )
printf( "0" );
else if ( Abc_TtGetBit( Vec_WrdEntryP(vFuncs, (2*k+1)*nWords), i ) )
printf( "1" );
else
printf( "-" );
}
printf( "\n" );
}
}
if ( Count )
printf( "The relation is not well-defined for %d (out of %d) patterns.\n", Count, 64 * nWords );
else
{
printf( "The relation was successfully determized with don't-cares for %d patterns.\n", 64 * nWords );
for ( k = 0; k < nOuts; k++ )
{
int nOffs = Abc_TtCountOnesVec( Vec_WrdEntryP(vFuncs, (2*k+0)*nWords), nWords );
int nOns = Abc_TtCountOnesVec( Vec_WrdEntryP(vFuncs, (2*k+1)*nWords), nWords );
printf( "%4d : Off = %6d On = %6d Dc = %6d (%6.2f %%)\n", k, nOffs, nOns, nDCs[k], 100.0*nDCs[k]/(64*nWords) );
}
printf( "\n" );
}
Gia_ManSimRelCheckFuncs( p, vRel, nOuts, vFuncs );
return vFuncs;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Gia_ManSimRelPrint( Gia_Man_t * p, Vec_Wrd_t * vRel, Vec_Int_t * vOutMints )
{
int nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
int nMints = Vec_WrdSize(vRel) / nWords;
int i, m, Count;
/*
for ( i = 0; i < 64 * nWords; i++ )
{
int k;
for ( k = 0; k < Gia_ManCiNum(p); k++ )
printf( "%d", Abc_TtGetBit( Vec_WrdEntryP(p->vSimsPi, k), i ) );
printf( " " );
Count = 0;
for ( m = 0; m < nMints; m++ )
{
printf( "%d", Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m ) );
Count += Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m );
}
printf( " Count = %2d ", Count );
if ( vOutMints )
{
printf( " %3d ", Vec_IntEntry(vOutMints, i) );
if ( Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+Vec_IntEntry(vOutMints, i) ) )
printf( "yes" );
else
printf( "no" );
}
printf( "\n" );
}
*/
/*
for ( i = 0; i < 64 * nWords; i++ )
{
Count = 0;
for ( m = 0; m < nMints; m++ )
Count += Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m );
printf( "%d ", Count );
}
printf( "\n" );
*/
for ( i = 0; i < 64 * nWords; i++ )
{
Count = 0;
for ( m = 0; m < nMints; m++ )
{
printf( "%d", Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m ) );
Count += Abc_TtGetBit( Vec_WrdArray(vRel), i*nMints+m );
}
printf( " Count = %2d \n", Count );
}
}
Vec_Int_t * Gia_ManSimPatStart( int nItems )
{
Vec_Int_t * vValues = Vec_IntAlloc( nItems );
Vec_IntPush( vValues, 17 );
Vec_IntPush( vValues, 39 );
Vec_IntPush( vValues, 56 );
Vec_IntPush( vValues, 221 );
return vValues;
}
void Gia_ManSimRelTest( Gia_Man_t * p )
{
//int nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
Vec_Int_t * vObjs = Gia_ManSimPatStart( 4 ); // can be CI/AND/CO
Vec_Wrd_t * vVals = Gia_ManSimPatValues( p );
Vec_Wrd_t * vRel = Gia_ManSimRel( p, vObjs, vVals );
assert( p->vSimsPi != NULL );
Gia_ManSimRelPrint( p, vRel, NULL );
Vec_IntFree( vObjs );
Vec_WrdFree( vVals );
Vec_WrdFree( vRel );
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
Vec_Int_t * Gia_Sim5CollectValues( word * pOffSet, word * pOnSet, int nWords )
{
Vec_Int_t * vBits = Vec_IntAlloc( 64*nWords ); int i, Count[2] = {0};
for ( i = 0; i < 64*nWords; i++ )
if ( Abc_TtGetBit( pOffSet, i ) )
Vec_IntPush( vBits, 0 ), Count[0]++;
else if ( Abc_TtGetBit( pOnSet, i ) )
Vec_IntPush( vBits, 1 ), Count[1]++;
else
Vec_IntPush( vBits, -1 );
//printf( "Offset = %d. Onset = %d. Dcset = %d.\n", Count[0], Count[1], 64*nWords - Count[0] - Count[1] );
return vBits;
}
Gia_SimAbsMan_t * Gia_SimAbsAlloc( Gia_Man_t * pGia, word * pOffSet, word * pOnSet, Vec_Wrd_t * vSims, int nWords, Vec_Int_t * vResub, int fVerbose )
{
Gia_SimAbsMan_t * p = ABC_CALLOC( Gia_SimAbsMan_t, 1 );
p->pGia = pGia;
p->pSet[0] = pOffSet;
p->pSet[1] = pOnSet;
p->nCands = Vec_WrdSize(vSims)/nWords;
p->nWords = nWords;
p->vSims = vSims;
p->vResub = vResub;
p->fVerbose = fVerbose;
p->vValues = Gia_Sim5CollectValues( pOffSet, pOnSet, nWords );
p->vPatPairs = Vec_IntAlloc( 100 );
p->vCoverTable = Vec_WrdAlloc( 10000 );
p->vTtMints = Vec_IntAlloc( 100 );
assert( Vec_WrdSize(vSims) % nWords == 0 );
return p;
}
void Gia_SimAbsFree( Gia_SimAbsMan_t * p )
{
Vec_IntFree( p->vValues );
Vec_IntFree( p->vPatPairs );
Vec_WrdFree( p->vCoverTable );
Vec_IntFree( p->vTtMints );
ABC_FREE( p );
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Gia_SimAbsCheckSolution( Gia_SimAbsMan_t * p )
{
int x, y, z, w, fFound = 0;
assert( Vec_WrdSize(p->vCoverTable) == p->nWordsTable * (p->nCands+1) );
Abc_TtClear( p->pTableTemp, p->nWordsTable );
for ( x = 0; x < Vec_IntSize(p->vPatPairs)/2; x++ )
Abc_TtXorBit( p->pTableTemp, x );
for ( x = 0; x < p->nCands; x++ )
{
word * pSimTableX = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * x );
for ( w = 0; w < p->nWordsTable; w++ )
if ( p->pTableTemp[w] != pSimTableX[w] )
break;
if ( w == p->nWordsTable )
{
printf( "Found solution { %d }\n", x );
fFound = 1;
}
}
if ( fFound )
return;
for ( x = 0; x < p->nCands; x++ )
for ( y = 0; y < x; y++ )
{
word * pSimTableX = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * x );
word * pSimTableY = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * y );
for ( w = 0; w < p->nWordsTable; w++ )
if ( p->pTableTemp[w] != (pSimTableX[w] | pSimTableY[w]) )
break;
if ( w == p->nWordsTable )
{
printf( "Found solution { %d %d }\n", y, x );
fFound = 1;
}
}
if ( fFound )
return;
for ( x = 0; x < p->nCands; x++ )
for ( y = 0; y < x; y++ )
for ( z = 0; z < y; z++ )
{
word * pSimTableX = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * x );
word * pSimTableY = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * y );
word * pSimTableZ = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * z );
for ( w = 0; w < p->nWordsTable; w++ )
if ( p->pTableTemp[w] != (pSimTableX[w] | pSimTableY[w] | pSimTableZ[w]) )
break;
if ( w == p->nWordsTable )
printf( "Found solution { %d %d %d }\n", z, y, x );
}
}
void Gia_SimAbsSolve( Gia_SimAbsMan_t * p )
{
abctime clk = Abc_Clock();
int i, k, iPat, iPat2;
/*
Vec_Int_t * vSimPats = Vec_IntDup( p->vPatPairs );
Vec_IntUniqify( vSimPats );
printf( "Selected %d pattern pairs contain %d unique patterns.\n", Vec_IntSize(p->vPatPairs)/2, Vec_IntSize(vSimPats) );
Vec_IntFree( vSimPats );
*/
// set up the covering problem
p->nWordsTable = Abc_Bit6WordNum( Vec_IntSize(p->vPatPairs)/2 );
Vec_WrdFill( p->vCoverTable, p->nWordsTable * (p->nCands + 1), 0 );
p->pTableTemp = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * p->nCands );
for ( i = 0; i < p->nCands; i++ )
{
word * pSimCand = Vec_WrdEntryP( p->vSims, p->nWords * i );
word * pSimTable = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * i );
//printf( "%4d : ", i );
//Extra_PrintBinary( stdout, (word *)pSimCand, p->nCands ); printf( "\n" );
Vec_IntForEachEntryDouble( p->vPatPairs, iPat, iPat2, k )
{
assert( Vec_IntEntry(p->vValues, iPat) == 0 );
assert( Vec_IntEntry(p->vValues, iPat2) == 1 );
if ( Abc_TtGetBit(pSimCand, iPat) != Abc_TtGetBit(pSimCand, iPat2) )
Abc_TtXorBit(pSimTable, k/2);
}
assert( k == Vec_IntSize(p->vPatPairs) );
}
if ( 0 )
{
printf( " " );
for ( i = 0; i < p->nCands; i++ )
printf( "%d", i % 10 );
printf( "\n" );
Vec_IntForEachEntryDouble( p->vPatPairs, iPat, iPat2, i )
{
printf( "%4d ", i/2 );
printf( "%4d ", iPat );
printf( "%4d ", iPat2 );
for ( k = 0; k < p->nCands; k++ )
{
word * pSimTable = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * k );
printf( "%c", Abc_TtGetBit(pSimTable, i/2) ? '*' : ' ' );
}
printf( "\n" );
}
}
//Gia_SimAbsCheckSolution(p);
Vec_IntClear( p->vResub );
Abc_TtClear( p->pTableTemp, p->nWordsTable );
for ( i = 0; i < Vec_IntSize(p->vPatPairs)/2; i++ )
Abc_TtXorBit( p->pTableTemp, i );
while ( !Abc_TtIsConst0(p->pTableTemp, p->nWordsTable) )
{
word * pSimTable;
int iArgMax = -1, CostThis, CostMax = -1;
// compute the cost of each column
for ( i = 0; i < p->nCands; i++ )
{
pSimTable = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * i );
CostThis = Abc_TtCountOnesVecMask( pSimTable, p->pTableTemp, p->nWordsTable, 0 );
if ( CostMax >= CostThis )
continue;
CostMax = CostThis;
iArgMax = i;
}
// find the best column
Vec_IntPush( p->vResub, iArgMax );
// delete values of this column
pSimTable = Vec_WrdEntryP( p->vCoverTable, p->nWordsTable * iArgMax );
Abc_TtSharp( p->pTableTemp, p->pTableTemp, pSimTable, p->nWordsTable );
}
if ( p->fVerbose )
{
printf( "Solution %2d for covering problem [%5d x %5d]: ", Vec_IntSize(p->vResub), Vec_IntSize(p->vPatPairs)/2, p->nCands );
Vec_IntForEachEntry( p->vResub, iPat, i )
printf( "%6d ", iPat );
for ( ; i < 12; i++ )
printf( " " );
printf( " " );
Abc_PrintTime( 1, "Time", Abc_Clock() - clk );
}
}
int Gia_SimAbsRefine( Gia_SimAbsMan_t * p )
{
int i, b, Value, iPat, iMint, iObj, Count = 0;
word ** pFanins = ABC_ALLOC( word *, Vec_IntSize(p->vResub) );
assert( Vec_IntSize(p->vResub) > 0 );
Vec_IntForEachEntry( p->vResub, iObj, b )
pFanins[b] = Vec_WrdEntryP( p->vSims, p->nWords * iObj );
Vec_IntFill( p->vTtMints, 1 << Vec_IntSize(p->vResub), -1 );
Vec_IntForEachEntry( p->vValues, Value, i )
{
if ( Value == -1 )
continue;
iMint = 0;
for ( b = 0; b < Vec_IntSize(p->vResub); b++ )
if ( Abc_TtGetBit(pFanins[b], i) )
iMint |= 1 << b;
iPat = Vec_IntEntry( p->vTtMints, iMint );
if ( iPat == -1 )
{
Vec_IntWriteEntry( p->vTtMints, iMint, i );
continue;
}
assert( Abc_TtGetBit(p->pSet[Value], i) );
if ( Abc_TtGetBit(p->pSet[Value], iPat) )
continue;
assert( Abc_TtGetBit(p->pSet[!Value], iPat) );
Vec_IntPushTwo( p->vPatPairs, Value ? iPat : i, Value ? i : iPat );
//printf( "iPat1 = %d iPat2 = %d Mint = %d\n", Value ? iPat : i, Value ? i : iPat, iMint );
Count++;
if ( Count == 64 )
{
ABC_FREE( pFanins );
return 1;
}
}
//printf( "Refinement added %d minterm pairs.\n", Count );
ABC_FREE( pFanins );
return Count != 0;
}
Vec_Int_t * Gia_SimAbsFind( Vec_Int_t * vValues, int Value )
{
Vec_Int_t * vSubset = Vec_IntAlloc( 100 ); int i, Entry;
Vec_IntForEachEntry( vValues, Entry, i )
if ( Entry == Value )
Vec_IntPush( vSubset, i );
return vSubset;
}
void Gia_SimAbsInit( Gia_SimAbsMan_t * p )
{
int n, nPairsInit = 64;
Vec_Int_t * vValue0 = Gia_SimAbsFind( p->vValues, 0 );
Vec_Int_t * vValue1 = Gia_SimAbsFind( p->vValues, 1 );
Vec_IntClear( p->vPatPairs );
printf( "There are %d offset and %d onset minterms (%d pairs) and %d divisors.\n",
Vec_IntSize(vValue0), Vec_IntSize(vValue1), Vec_IntSize(vValue0)*Vec_IntSize(vValue1), p->nCands );
Abc_Random( 1 );
assert( Vec_IntSize(vValue0) > 0 );
assert( Vec_IntSize(vValue1) > 0 );
for ( n = 0; n < nPairsInit; n++ )
Vec_IntPushTwo( p->vPatPairs,
Vec_IntEntry(vValue0, Abc_Random(0) % Vec_IntSize(vValue0)),
Vec_IntEntry(vValue1, Abc_Random(0) % Vec_IntSize(vValue1)) );
Vec_IntFree( vValue0 );
Vec_IntFree( vValue1 );
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
Vec_Int_t * Gia_SimAbsPerformOne( Gia_Man_t * pGia, word * pOffSet, word * pOnSet, Vec_Wrd_t * vSimsCands, int nWords, int fVerbose )
{
abctime clk = Abc_Clock();
Vec_Int_t * vResub = Vec_IntAlloc( 10 );
Gia_SimAbsMan_t * p = Gia_SimAbsAlloc( pGia, pOffSet, pOnSet, vSimsCands, nWords, vResub, fVerbose );
Gia_SimAbsInit( p );
while ( 1 )
{
Gia_SimAbsSolve( p );
if ( !Gia_SimAbsRefine( p ) )
break;
}
Gia_SimAbsFree( p );
Abc_PrintTime( 1, "Resubstitution time", Abc_Clock() - clk );
return vResub;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
typedef struct Gia_RsbMan_t_ Gia_RsbMan_t;
struct Gia_RsbMan_t_
{
Gia_Man_t * pGia;
word * pOffSet;
word * pOnSet;
int nWords;
int nWordsT;
Vec_Wrd_t * vSims;
Vec_Wrd_t * vSimsT;
Vec_Int_t * vCands;
Vec_Int_t * vObjs;
Vec_Int_t * vObjs2;
Vec_Wec_t * vSets[2];
word * pSet[3];
Vec_Int_t * vActive;
};
Gia_RsbMan_t * Gia_RsbAlloc( Gia_Man_t * pGia, word * pOffSet, word * pOnSet, Vec_Wrd_t * vSims, int nWords, Vec_Wrd_t * vSimsT, int nWordsT, Vec_Int_t * vCands )
{
int i, iObj;
Gia_RsbMan_t * p = ABC_CALLOC( Gia_RsbMan_t, 1 );
assert( nWords <= 1024 );
assert( Vec_WrdSize(vSims) == 64 * nWords * nWordsT );
assert( Vec_WrdSize(vSims) == Vec_WrdSize(vSimsT) );
p->pGia = pGia;
p->pOffSet = pOffSet;
p->pOnSet = pOnSet;
p->nWords = nWords;
p->nWordsT = nWordsT;
p->vSims = vSims;
p->vSimsT = vSimsT;
p->vCands = vCands;
p->vObjs = Vec_IntAlloc( 100 );
p->vObjs2 = Vec_IntAlloc( 100 );
p->vSets[0] = Vec_WecAlloc( 1024 );
p->vSets[1] = Vec_WecAlloc( 1024 );
p->pSet[0] = ABC_CALLOC( word, nWordsT );
p->pSet[1] = ABC_CALLOC( word, nWordsT );
p->pSet[2] = ABC_CALLOC( word, nWordsT );
p->vActive = Vec_IntAlloc( 100 );
Vec_IntForEachEntry( vCands, iObj, i )
{
assert( iObj < nWordsT * 64 );
Abc_TtSetBit( p->pSet[0], iObj );
}
Vec_WecPushLevel( p->vSets[0] );
Vec_WecPushLevel( p->vSets[1] );
for ( i = 0; i < 64*nWords; i++ )
{
int Value0 = Abc_TtGetBit( pOffSet, i );
int Value1 = Abc_TtGetBit( pOnSet, i );
if ( Value0 && !Value1 )
Vec_WecPush( p->vSets[0], 0, i );
else if ( !Value0 && Value1 )
Vec_WecPush( p->vSets[1], 0, i );
else assert( !Value0 || !Value1 );
}
assert( Vec_WecSize(p->vSets[0]) == 1 );
assert( Vec_WecSize(p->vSets[1]) == 1 );
Abc_Random( 1 );
//Extra_PrintBinary2( stdout, (unsigned*)pOffSet, 64*nWords ); printf( "\n" );
//Extra_PrintBinary2( stdout, (unsigned*)pOnSet, 64*nWords ); printf( "\n" );
return p;
}
void Gia_RsbFree( Gia_RsbMan_t * p )
{
Vec_IntFree( p->vActive );
Vec_IntFree( p->vObjs );
Vec_IntFree( p->vObjs2 );
Vec_WecFree( p->vSets[0] );
Vec_WecFree( p->vSets[1] );
ABC_FREE( p->pSet[0] );
ABC_FREE( p->pSet[1] );
ABC_FREE( p->pSet[2] );
ABC_FREE( p );
}
int Gia_RsbCost( Gia_RsbMan_t * p )
{
Vec_Int_t * vLevel[2]; int i, Cost = 0;
Vec_WecForEachLevelTwo( p->vSets[0], p->vSets[1], vLevel[0], vLevel[1], i )
Cost += Vec_IntSize(vLevel[0]) * Vec_IntSize(vLevel[1]);
return Cost;
}
void Gia_RsbPrint( Gia_RsbMan_t * p )
{
Vec_Int_t * vLevel[2];
int n, i, nLeaves = 1 << Vec_IntSize(p->vObjs);
assert( Vec_WecSize(p->vSets[0]) == nLeaves );
assert( Vec_WecSize(p->vSets[1]) == nLeaves );
printf( "Database for %d objects and cost %d:\n", Vec_IntSize(p->vObjs), Gia_RsbCost(p) );
Vec_WecForEachLevelTwo( p->vSets[0], p->vSets[1], vLevel[0], vLevel[1], i )
{
for ( n = 0; n < 2; n++ )
{
printf( "%5d : ", i );
Extra_PrintBinary2( stdout, (unsigned*)&i, Vec_IntSize(p->vObjs) ); printf( " %d ", n );
Vec_IntPrint( vLevel[n] );
}
}
}
void Gia_RsbUpdateAdd( Gia_RsbMan_t * p, int iObj )
{
int n, i, nLeaves = 1 << Vec_IntSize(p->vObjs);
assert( Vec_WecSize(p->vSets[0]) == nLeaves );
assert( Vec_WecSize(p->vSets[1]) == nLeaves );
for ( i = 0; i < nLeaves; i++ )
{
for ( n = 0; n < 2; n++ )
{
Vec_Int_t * vLevelN = Vec_WecPushLevel(p->vSets[n]);
Vec_Int_t * vLevel = Vec_WecEntry(p->vSets[n], i);
int iMint, j, k = 0;
Vec_IntForEachEntry( vLevel, iMint, j )
{
if ( Abc_TtGetBit(Vec_WrdEntryP(p->vSims, p->nWords*iObj), iMint) )
Vec_IntPush( vLevelN, iMint );
else
Vec_IntWriteEntry( vLevel, k++, iMint );
}
Vec_IntShrink( vLevel, k );
}
}
Vec_IntPush( p->vObjs, iObj );
assert( Vec_WecSize(p->vSets[0]) == 2*nLeaves );
assert( Vec_WecSize(p->vSets[1]) == 2*nLeaves );
}
void Gia_RsbUpdateRemove( Gia_RsbMan_t * p, int Index )
{
Vec_Int_t * vLevel[2], * vTemp[2][2];
int k = 0, m, m2, nLeaves = 1 << Vec_IntSize(p->vObjs);
assert( Index < Vec_IntSize(p->vObjs) );
assert( Vec_WecSize(p->vSets[0]) == nLeaves );
assert( Vec_WecSize(p->vSets[1]) == nLeaves );
for ( m = 0; m < nLeaves; m++ )
{
if ( m & (1 << Index) )
continue;
m2 = m ^ (1 << Index);
vTemp[0][0] = Vec_WecEntry(p->vSets[0], m);
vTemp[0][1] = Vec_WecEntry(p->vSets[1], m);
vTemp[1][0] = Vec_WecEntry(p->vSets[0], m2);
vTemp[1][1] = Vec_WecEntry(p->vSets[1], m2);
Vec_IntAppend( vTemp[0][0], vTemp[1][0] );
Vec_IntAppend( vTemp[0][1], vTemp[1][1] );
Vec_IntClear( vTemp[1][0] );
Vec_IntClear( vTemp[1][1] );
}
Vec_IntDrop( p->vObjs, Index );
Vec_WecForEachLevelTwo( p->vSets[0], p->vSets[1], vLevel[0], vLevel[1], m )
{
if ( m & (1 << Index) )
continue;
ABC_SWAP( Vec_Int_t, Vec_WecArray(p->vSets[0])[k], Vec_WecArray(p->vSets[0])[m] );
ABC_SWAP( Vec_Int_t, Vec_WecArray(p->vSets[1])[k], Vec_WecArray(p->vSets[1])[m] );
k++;
}
assert( k == nLeaves/2 );
Vec_WecShrink( p->vSets[0], k );
Vec_WecShrink( p->vSets[1], k );
}
int Gia_RsbRemovalCost( Gia_RsbMan_t * p, int Index )
{
Vec_Int_t * vTemp[2][2];
//unsigned Mask = Abc_InfoMask( Index );
int m, m2, Cost = 0, nLeaves = 1 << Vec_IntSize(p->vObjs);
assert( Vec_WecSize(p->vSets[0]) == (1 << Vec_IntSize(p->vObjs)) );
assert( Vec_WecSize(p->vSets[1]) == (1 << Vec_IntSize(p->vObjs)) );
for ( m = 0; m < nLeaves; m++ )
{
if ( m & (1 << Index) )
continue;
m2 = m ^ (1 << Index);
vTemp[0][0] = Vec_WecEntry(p->vSets[0], m);
vTemp[0][1] = Vec_WecEntry(p->vSets[1], m);
vTemp[1][0] = Vec_WecEntry(p->vSets[0], m2);
vTemp[1][1] = Vec_WecEntry(p->vSets[1], m2);
Cost += (Vec_IntSize(vTemp[0][0]) + Vec_IntSize(vTemp[1][0])) * (Vec_IntSize(vTemp[0][1]) + Vec_IntSize(vTemp[1][1]));
}
return Cost;
}
int Gia_RsbFindNodeToRemove( Gia_RsbMan_t * p, int * pMinCost )
{
int i, iObj, iMin = -1, CostMin = ABC_INFINITY;
Vec_IntForEachEntry( p->vObjs, iObj, i )
{
int Cost = Gia_RsbRemovalCost( p, i );
if ( CostMin > Cost )
{
CostMin = Cost;
iMin = i;
}
}
if ( pMinCost )
*pMinCost = CostMin;
return iMin;
}
void Gia_RsbFindMints( Gia_RsbMan_t * p, int * pMint0, int * pMint1 )
{
int iSetI = Abc_Random(0) % Vec_IntSize(p->vActive);
int iSet = Vec_IntEntry( p->vActive, iSetI );
Vec_Int_t * vArray0 = Vec_WecEntry(p->vSets[0], iSet);
Vec_Int_t * vArray1 = Vec_WecEntry(p->vSets[1], iSet);
int iMint0i = Abc_Random(0) % Vec_IntSize(vArray0);
int iMint1i = Abc_Random(0) % Vec_IntSize(vArray1);
int iMint0 = Vec_IntEntry( vArray0, iMint0i );
int iMint1 = Vec_IntEntry( vArray1, iMint1i );
*pMint0 = iMint0;
*pMint1 = iMint1;
}
int Gia_RsbFindNode( Gia_RsbMan_t * p )
{
int i, iObj, nNodes, nNodesNew = -1, nNodesOld = -1, Mint0, Mint1, Shift;
Abc_TtCopy( p->pSet[1], p->pSet[0], p->nWordsT, 0 );
Vec_IntForEachEntry( p->vObjs, iObj, i )
{
assert( Abc_TtGetBit(p->pSet[1], iObj) );
Abc_TtXorBit(p->pSet[1], iObj);
}
Abc_TtCopy( p->pSet[2], p->pSet[1], p->nWordsT, 0 );
Gia_RsbFindMints( p, &Mint0, &Mint1 );
nNodes = Abc_TtAndXorSum( p->pSet[1], Vec_WrdEntryP(p->vSimsT, p->nWordsT*Mint0), Vec_WrdEntryP(p->vSimsT, p->nWordsT*Mint1), p->nWordsT );
for ( i = 0; i < 5 && nNodes > 1; i++ )
{
nNodesOld = nNodes;
Abc_TtCopy( p->pSet[2], p->pSet[1], p->nWordsT, 0 );
Gia_RsbFindMints( p, &Mint0, &Mint1 );
nNodesNew = Abc_TtAndXorSum( p->pSet[1], Vec_WrdEntryP(p->vSimsT, p->nWordsT*Mint0), Vec_WrdEntryP(p->vSimsT, p->nWordsT*Mint1), p->nWordsT );
assert( nNodesNew <= nNodes );
if ( nNodesNew < nNodes )
i = 0;
nNodes = nNodesNew;
}
Shift = Abc_Random(0) % (64*p->nWordsT);
for ( i = 0; i < 64*p->nWordsT; i++ )
{
int Index = (i+Shift) % (64*p->nWordsT);
if ( Abc_TtGetBit( p->pSet[2], Index ) )
return Index;
}
assert( 0 );
return -1;
}
int Gia_RsbCollectValid( Gia_RsbMan_t * p )
{
Vec_Int_t * vLevel[2]; int i;
Vec_IntClear( p->vActive );
assert( Vec_WecSize(p->vSets[0]) == Vec_WecSize(p->vSets[1]) );
Vec_WecForEachLevelTwo( p->vSets[0], p->vSets[1], vLevel[0], vLevel[1], i )
if ( Vec_IntSize(vLevel[0]) && Vec_IntSize(vLevel[1]) )
Vec_IntPush( p->vActive, i );
if ( Vec_IntSize(p->vActive) == 0 )
return 0;
return 1;
}
Vec_Int_t * Gia_RsbSolve( Gia_RsbMan_t * p )
{
int i, iMin;
Vec_IntClear( p->vObjs );
while ( Gia_RsbCollectValid(p) )
Gia_RsbUpdateAdd( p, Gia_RsbFindNode(p) );
for ( i = 0; i < 100; i++ )
{
int k, nUndo = 1 + Abc_Random(0) % Vec_IntSize(p->vObjs);
for ( k = 0; k < nUndo; k++ )
{
iMin = Gia_RsbFindNodeToRemove( p, NULL );// &MinCost );
Gia_RsbUpdateRemove( p, iMin );
}
while ( Gia_RsbCollectValid(p) )
Gia_RsbUpdateAdd( p, Gia_RsbFindNode(p) );
if ( Vec_IntSize(p->vObjs2) == 0 || Vec_IntSize(p->vObjs2) > Vec_IntSize(p->vObjs) )
{
Vec_IntClear( p->vObjs2 );
Vec_IntAppend( p->vObjs2, p->vObjs );
}
}
//Gia_RsbPrint( p );
return Vec_IntDup( p->vObjs2 );
}
Vec_Int_t * Gia_RsbSetFind( word * pOffSet, word * pOnSet, Vec_Wrd_t * vSims, int nWords, Vec_Wrd_t * vSimsT, int nWordsT, Vec_Int_t * vCands )
{
Gia_RsbMan_t * p = Gia_RsbAlloc( NULL, pOffSet, pOnSet, vSims, nWords, vSimsT, nWordsT, vCands );
Vec_Int_t * vObjs = Gia_RsbSolve( p );
Gia_RsbFree( p );
Vec_IntSort( vObjs, 0 );
return vObjs;
}
/**Function*************************************************************
Synopsis [Improving quality of simulation patterns.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
Vec_Int_t * Gia_SimQualityOne( Gia_Man_t * p, Vec_Int_t * vPat, int fPoOnly )
{
int i, Id, Value, nWords = Abc_Bit6WordNum( 1+Gia_ManCiNum(p) );
Vec_Wrd_t * vTemp, * vSims, * vSimsPi = Vec_WrdStart( Gia_ManCiNum(p) * nWords );
Vec_Int_t * vRes;
assert( Vec_IntSize(vPat) == Gia_ManCiNum(p) );
Vec_IntForEachEntry( vPat, Value, i )
{
word * pSim = Vec_WrdEntryP( vSimsPi, i*nWords );
if ( Value )
Abc_TtFill( pSim, nWords );
Abc_TtXorBit( pSim, i+1 );
}
vTemp = p->vSimsPi;
p->vSimsPi = vSimsPi;
vSims = Gia_ManSimPatSim( p );
p->vSimsPi = vTemp;
if ( fPoOnly )
{
vRes = Vec_IntStart( Gia_ManCoNum(p) );
Gia_ManForEachCoId( p, Id, i )
{
word * pSim = Vec_WrdEntryP( vSims, Id*nWords );
if ( pSim[0] & 1 )
Abc_TtNot( pSim, nWords );
Vec_IntWriteEntry( vRes, i, Abc_TtCountOnesVec(pSim, nWords) );
}
assert( Vec_IntSize(vRes) == Gia_ManCoNum(p) );
}
else
{
vRes = Vec_IntStart( Gia_ManObjNum(p) );
Gia_ManForEachAndId( p, Id )
{
word * pSim = Vec_WrdEntryP( vSims, Id*nWords );
if ( pSim[0] & 1 )
Abc_TtNot( pSim, nWords );
Vec_IntWriteEntry( vRes, Id, Abc_TtCountOnesVec(pSim, nWords) );
}
assert( Vec_IntSize(vRes) == Gia_ManObjNum(p) );
}
Vec_WrdFree( vSims );
Vec_WrdFree( vSimsPi );
return vRes;
}
void Gia_SimQualityTest( Gia_Man_t * p )
{
Vec_Int_t * vPat, * vRes;
int k, m, nMints = (1 << Gia_ManCiNum(p));
assert( Gia_ManCiNum(p) <= 10 );
for ( m = 0; m < nMints; m++ )
{
printf( "%d : ", m );
Extra_PrintBinary( stdout, (unsigned*)&m, Gia_ManCiNum(p) );
printf( " " );
vPat = Vec_IntAlloc( Gia_ManCiNum(p) );
for ( k = 0; k < Gia_ManCiNum(p); k++ )
Vec_IntPush( vPat, (m >> k) & 1 );
vRes = Gia_SimQualityOne( p, vPat, 1 );
printf( "%d ", Vec_IntSum(vRes) );
Vec_IntFree( vRes );
Vec_IntFree( vPat );
printf( "\n" );
}
}
Vec_Int_t * Gia_SimGenerateStats( Gia_Man_t * p )
{
Vec_Int_t * vTotal = Vec_IntStart( Gia_ManObjNum(p) );
Vec_Int_t * vRes, * vPat;
int i, k, Value;
Abc_Random(1);
for ( i = 0; i < 1000; i++ )
{
vPat = Vec_IntAlloc( Gia_ManCiNum(p) );
for ( k = 0; k < Gia_ManCiNum(p); k++ )
Vec_IntPush( vPat, Abc_Random(0) & 1 );
vRes = Gia_SimQualityOne( p, vPat, 0 );
assert( Vec_IntSize(vRes) == Gia_ManObjNum(p) );
Vec_IntForEachEntry( vRes, Value, k )
Vec_IntAddToEntry( vTotal, k, Value );
Vec_IntFree( vRes );
Vec_IntFree( vPat );
}
//Vec_IntPrint( vTotal );
return vTotal;
}
double Gia_SimComputeScore( Gia_Man_t * p, Vec_Int_t * vTotal, Vec_Int_t * vThis )
{
double TotalScore = 0;
int i, Total, This;
assert( Vec_IntSize(vTotal) == Vec_IntSize(vThis) );
Vec_IntForEachEntryTwo( vTotal, vThis, Total, This, i )
{
if ( Total == 0 )
Total = 1;
TotalScore += 1000.0*This/Total;
}
return TotalScore == 0 ? 1.0 : TotalScore/Gia_ManAndNum(p);
}
int Gia_SimQualityPatternsMax( Gia_Man_t * p, Vec_Int_t * vPat, int Iter, int fVerbose, Vec_Int_t * vStats )
{
int k, MaxIn = -1;
Vec_Int_t * vTries = Vec_IntAlloc( 100 );
Vec_Int_t * vRes = Gia_SimQualityOne( p, vPat, 0 );
double Value, InitValue, MaxValue = InitValue = Gia_SimComputeScore( p, vStats, vRes );
Vec_IntFree( vRes );
if ( fVerbose )
printf( "Iter %5d : Init = %6.3f ", Iter, InitValue );
for ( k = 0; k < Gia_ManCiNum(p); k++ )
{
Vec_IntArray(vPat)[k] ^= 1;
//Vec_IntPrint( vPat );
vRes = Gia_SimQualityOne( p, vPat, 0 );
Value = Gia_SimComputeScore( p, vStats, vRes );
if ( MaxValue <= Value )
{
if ( MaxValue < Value )
Vec_IntClear( vTries );
Vec_IntPush( vTries, k );
MaxValue = Value;
MaxIn = k;
}
Vec_IntFree( vRes );
Vec_IntArray(vPat)[k] ^= 1;
}
MaxIn = Vec_IntSize(vTries) ? Vec_IntEntry( vTries, rand()%Vec_IntSize(vTries) ) : -1;
if ( fVerbose )
{
printf( "Final = %6.3f Ratio = %4.2f Tries = %5d ", MaxValue, MaxValue/InitValue, Vec_IntSize(vTries) );
printf( "Choosing %5d\r", MaxIn );
}
Vec_IntFree( vTries );
return MaxIn;
}
Vec_Int_t * Gia_ManPatCollectOne( Gia_Man_t * p, Vec_Wrd_t * vPatterns, int n, int nWords )
{
Vec_Int_t * vPat = Vec_IntAlloc( Gia_ManCiNum(p) ); int k;
for ( k = 0; k < Gia_ManCiNum(p); k++ )
Vec_IntPush( vPat, Abc_TtGetBit( Vec_WrdEntryP(vPatterns, k*nWords), n ) );
return vPat;
}
void Gia_ManPatUpdateOne( Gia_Man_t * p, Vec_Wrd_t * vPatterns, int n, int nWords, Vec_Int_t * vPat )
{
int k, Value;
Vec_IntForEachEntry( vPat, Value, k )
{
word * pSim = Vec_WrdEntryP( vPatterns, k*nWords );
if ( Abc_TtGetBit(pSim, n) != Value )
Abc_TtXorBit( pSim, n );
}
}
void Gia_ManPatDistImprove( Gia_Man_t * p, int fVerbose )
{
int n, k, nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
double InitValue, InitTotal = 0, FinalValue, FinalTotal = 0;
Vec_Int_t * vPat, * vRes, * vStats = Gia_SimGenerateStats( p );
Vec_Wrd_t * vPatterns = p->vSimsPi; p->vSimsPi = NULL;
Abc_Random(1);
for ( n = 0; n < 64*nWords; n++ )
{
abctime clk = Abc_Clock();
// if ( n == 32 )
// break;
vPat = Gia_ManPatCollectOne( p, vPatterns, n, nWords );
vRes = Gia_SimQualityOne( p, vPat, 0 );
InitValue = Gia_SimComputeScore(p, vStats, vRes);
InitTotal += InitValue;
Vec_IntFree( vRes );
for ( k = 0; k < 100; k++ )
{
int MaxIn = Gia_SimQualityPatternsMax( p, vPat, k, fVerbose, vStats );
if ( MaxIn == -1 )
break;
assert( MaxIn >= 0 && MaxIn < Gia_ManCiNum(p) );
Vec_IntArray(vPat)[MaxIn] ^= 1;
}
//Vec_IntPrint( vPat );
vRes = Gia_SimQualityOne( p, vPat, 0 );
FinalValue = Gia_SimComputeScore(p, vStats, vRes);
FinalTotal += FinalValue;
Vec_IntFree( vRes );
if ( fVerbose )
{
printf( "Pat %5d : Tries = %5d InitValue = %6.3f FinalValue = %6.3f Ratio = %4.2f ",
n, k, InitValue, FinalValue, FinalValue/InitValue );
Abc_PrintTime( 1, "Time", Abc_Clock() - clk );
}
Gia_ManPatUpdateOne( p, vPatterns, n, nWords, vPat );
Vec_IntFree( vPat );
}
Vec_IntFree( vStats );
if ( fVerbose )
printf( "\n" );
printf( "Improved %d patterns with average init value %.2f and average final value %.2f.\n",
64*nWords, 1.0*InitTotal/(64*nWords), 1.0*FinalTotal/(64*nWords) );
p->vSimsPi = vPatterns;
}
/**Function*************************************************************
Synopsis [Improving quality of simulation patterns.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
Vec_Int_t * Gia_SimCollectRare( Gia_Man_t * p, Vec_Wrd_t * vPatterns, int RareLimit )
{
Vec_Int_t * vRareCounts = Vec_IntAlloc( 100 ); // (node, rare_count) pairs
int Id, nWords = Vec_WrdSize(vPatterns) / Gia_ManCiNum(p), TotalBits = 64*nWords;
Vec_Wrd_t * vSims, * vTemp = p->vSimsPi;
assert( Vec_WrdSize(vPatterns) % Gia_ManCiNum(p) == 0 );
p->vSimsPi = vPatterns;
vSims = Gia_ManSimPatSim( p );
p->vSimsPi = vTemp;
Gia_ManForEachAndId( p, Id )
{
word * pSim = Vec_WrdEntryP( vSims, Id*nWords );
int Count = Abc_TtCountOnesVec( pSim, nWords );
int fRareOne = Count < TotalBits/2; // fRareOne is 1 if rare value is 1
int CountRare = fRareOne ? Count : TotalBits - Count;
assert( CountRare <= TotalBits/2 );
if ( CountRare <= RareLimit )
Vec_IntPushTwo( vRareCounts, Abc_Var2Lit(Id, fRareOne), CountRare );
}
Vec_WrdFree( vSims );
return vRareCounts;
}
Vec_Flt_t * Gia_SimQualityImpact( Gia_Man_t * p, Vec_Int_t * vPat, Vec_Int_t * vRareCounts )
{
Vec_Flt_t * vQuoIncs = Vec_FltStart( Gia_ManCiNum(p) );
int nWordsNew = Abc_Bit6WordNum( 1+Gia_ManCiNum(p) );
Vec_Wrd_t * vSimsPiNew = Vec_WrdStart( Gia_ManCiNum(p) * nWordsNew );
Vec_Wrd_t * vTemp, * vSims;
int i, k, Value, RareLit, RareCount;
assert( Vec_IntSize(vPat) == Gia_ManCiNum(p) );
Vec_IntForEachEntry( vPat, Value, i )
{
word * pSim = Vec_WrdEntryP( vSimsPiNew, i*nWordsNew );
if ( Value )
Abc_TtFill( pSim, nWordsNew );
Abc_TtXorBit( pSim, i+1 );
}
vTemp = p->vSimsPi;
p->vSimsPi = vSimsPiNew;
vSims = Gia_ManSimPatSim( p );
p->vSimsPi = vTemp;
Vec_IntForEachEntryDouble( vRareCounts, RareLit, RareCount, i )
{
float Incrm = (float)1.0/(RareCount+1);
int RareObj = Abc_Lit2Var(RareLit);
int RareVal = Abc_LitIsCompl(RareLit);
word * pSim = Vec_WrdEntryP( vSims, RareObj*nWordsNew );
int OrigVal = pSim[0] & 1;
if ( OrigVal )
Abc_TtNot( pSim, nWordsNew );
for ( k = 0; k < Gia_ManCiNum(p); k++ )
if ( Abc_TtGetBit(pSim, k+1) ) // value changed
Vec_FltAddToEntry( vQuoIncs, k, OrigVal != RareVal ? Incrm : -Incrm );
}
Vec_WrdFree( vSims );
Vec_WrdFree( vSimsPiNew );
return vQuoIncs;
}
Vec_Int_t * Gia_SimCollectBest( Vec_Flt_t * vQuo )
{
Vec_Int_t * vRes; int i;
float Value, ValueMax = Vec_FltFindMax( vQuo );
if ( ValueMax <= 0 )
return NULL;
vRes = Vec_IntAlloc( 100 ); // variables with max quo
Vec_FltForEachEntry( vQuo, Value, i )
if ( Value == ValueMax )
Vec_IntPush( vRes, i );
return vRes;
}
float Gia_ManPatGetQuo( Gia_Man_t * p, Vec_Int_t * vRareCounts, Vec_Wrd_t * vSims, int n, int nWords )
{
float Quality = 0;
int RareLit, RareCount, i;
assert( Vec_WrdSize(vSims) == Gia_ManObjNum(p) );
Vec_IntForEachEntryDouble( vRareCounts, RareLit, RareCount, i )
{
float Incrm = (float)1.0/(RareCount+1);
int RareObj = Abc_Lit2Var(RareLit);
int RareVal = Abc_LitIsCompl(RareLit);
word * pSim = Vec_WrdEntryP( vSims, RareObj*nWords );
if ( Abc_TtGetBit(pSim, n) == RareVal )
Quality += Incrm;
}
return Quality;
}
float Gia_ManPatGetTotalQuo( Gia_Man_t * p, int RareLimit, Vec_Wrd_t * vPatterns, int nWords )
{
float Total = 0; int n;
Vec_Int_t * vRareCounts = Gia_SimCollectRare( p, vPatterns, RareLimit );
Vec_Wrd_t * vSims, * vTemp = p->vSimsPi;
p->vSimsPi = vPatterns;
vSims = Gia_ManSimPatSim( p );
p->vSimsPi = vTemp;
for ( n = 0; n < 64*nWords; n++ )
Total += Gia_ManPatGetQuo( p, vRareCounts, vSims, n, nWords );
Vec_IntFree( vRareCounts );
Vec_WrdFree( vSims );
return Total;
}
float Gia_ManPatGetOneQuo( Gia_Man_t * p, int RareLimit, Vec_Wrd_t * vPatterns, int nWords, int n )
{
float Total = 0;
Vec_Int_t * vRareCounts = Gia_SimCollectRare( p, vPatterns, RareLimit );
Vec_Wrd_t * vSims, * vTemp = p->vSimsPi;
p->vSimsPi = vPatterns;
vSims = Gia_ManSimPatSim( p );
p->vSimsPi = vTemp;
Total += Gia_ManPatGetQuo( p, vRareCounts, vSims, n, nWords );
Vec_IntFree( vRareCounts );
Vec_WrdFree( vSims );
return Total;
}
void Gia_ManPatRareImprove( Gia_Man_t * p, int RareLimit, int fVerbose )
{
abctime clk = Abc_Clock();
float FinalTotal, InitTotal;
int n, nRares = 0, nChanges = 0, nWords = Vec_WrdSize(p->vSimsPi) / Gia_ManCiNum(p);
Vec_Wrd_t * vPatterns = p->vSimsPi; p->vSimsPi = NULL;
InitTotal = Gia_ManPatGetTotalQuo( p, RareLimit, vPatterns, nWords );
for ( n = 0; n < 64*nWords; n++ )
{
abctime clk = Abc_Clock();
Vec_Int_t * vRareCounts = Gia_SimCollectRare( p, vPatterns, RareLimit );
Vec_Int_t * vPat = Gia_ManPatCollectOne( p, vPatterns, n, nWords );
Vec_Flt_t * vQuoIncs = Gia_SimQualityImpact( p, vPat, vRareCounts );
Vec_Int_t * vBest = Gia_SimCollectBest( vQuoIncs );
if ( fVerbose )
{
float PatQuo = Gia_ManPatGetOneQuo( p, RareLimit, vPatterns, nWords, n );
printf( "Pat %5d : Rare = %4d Cands = %3d Value = %8.3f Change = %8.3f ",
n, Vec_IntSize(vRareCounts)/2, vBest ? Vec_IntSize(vBest) : 0,
PatQuo, vBest ? Vec_FltEntry(vQuoIncs, Vec_IntEntry(vBest,0)) : 0 );
Abc_PrintTime( 1, "Time", Abc_Clock() - clk );
}
if ( vBest != NULL )
{
int VarBest = Vec_IntEntry( vBest, rand()%Vec_IntSize(vBest) );
Abc_TtXorBit( Vec_WrdEntryP(vPatterns, VarBest*nWords), n );
nChanges++;
}
nRares = Vec_IntSize(vRareCounts)/2;
Vec_IntFree( vRareCounts );
Vec_IntFree( vPat );
Vec_FltFree( vQuoIncs );
Vec_IntFreeP( &vBest );
}
if ( fVerbose )
printf( "\n" );
FinalTotal = Gia_ManPatGetTotalQuo( p, RareLimit, vPatterns, nWords );
p->vSimsPi = vPatterns;
printf( "Improved %d out of %d patterns using %d rare nodes: %.2f -> %.2f. ",
nChanges, 64*nWords, nRares, InitTotal, FinalTotal );
Abc_PrintTime( 1, "Time", Abc_Clock() - clk );
}
/**Function*************************************************************
Synopsis [Trying vectorized simulation.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Gia_ManSimTest( Gia_Man_t * pGia )
{
int n, nWords = 4;
Vec_Wrd_t * vSim1, * vSim2;
Vec_Wrd_t * vSim0 = Vec_WrdStartRandom( Gia_ManCiNum(pGia) * nWords );
abctime clk = Abc_Clock();
pGia->vSimsPi = vSim0;
for ( n = 0; n < 20; n++ )
{
vSim1 = Gia_ManSimPatSim( pGia );
Vec_WrdFree( vSim1 );
}
Abc_PrintTime( 1, "Time1", Abc_Clock() - clk );
clk = Abc_Clock();
for ( n = 0; n < 20; n++ )
{
vSim2 = Gia_ManSimPatSim2( pGia );
Vec_WrdFree( vSim2 );
}
Abc_PrintTime( 1, "Time2", Abc_Clock() - clk );
pGia->vSimsPi = NULL;
Vec_WrdFree( vSim0 );
}
/**Function*************************************************************
Synopsis [Trying compiled simulation.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Gia_ManSimGen( Gia_Man_t * pGia )
{
int nWords = 4;
Gia_Obj_t * pObj;
Vec_Wrd_t * vSim0 = Vec_WrdStartRandom( Gia_ManCiNum(pGia) * nWords );
FILE * pFile = fopen( "comp_sim.c", "wb" );
int i, k, Id;
fprintf( pFile, "#include <stdio.h>\n" );
fprintf( pFile, "#include <stdlib.h>\n" );
fprintf( pFile, "#include <time.h>\n" );
fprintf( pFile, "int main()\n" );
fprintf( pFile, "{\n" );
fprintf( pFile, " clock_t clkThis = clock();\n" );
fprintf( pFile, " unsigned long Res = 0;\n" );
fprintf( pFile, " int i;\n" );
fprintf( pFile, " srand(time(NULL));\n" );
fprintf( pFile, " for ( i = 0; i < 2000; i++ )\n" );
fprintf( pFile, " {\n" );
for ( k = 0; k < nWords; k++ )
fprintf( pFile, " unsigned long s%07d_%d = 0x%08x%08x;\n", 0, k, 0, 0 );
Gia_ManForEachCiId( pGia, Id, i )
{
word * pSim = Vec_WrdEntryP(vSim0, i*nWords);
//unsigned * pSimU = (unsigned *)pSim;
for ( k = 0; k < nWords; k++ )
fprintf( pFile, " unsigned long s%07d_%d = ((unsigned long)rand() << 48) | ((unsigned long)rand() << 32) | ((unsigned long)rand() << 16) | (unsigned long)rand();\n", Id, k );
}
Gia_ManForEachAnd( pGia, pObj, Id )
{
for ( k = 0; k < nWords; k++ )
fprintf( pFile, " unsigned long s%07d_%d = %cs%07d_%d & %cs%07d_%d;\n", Id, k,
Gia_ObjFaninC0(pObj) ? '~' : ' ', Gia_ObjFaninId0(pObj, Id), k,
Gia_ObjFaninC1(pObj) ? ' ' : '~', Gia_ObjFaninId1(pObj, Id), k );
}
Gia_ManForEachCoId( pGia, Id, i )
{
pObj = Gia_ManObj(pGia, Id);
for ( k = 0; k < nWords; k++ )
fprintf( pFile, " Res ^= %cs%07d_%d;\n", Gia_ObjFaninC0(pObj) ? '~' : ' ', Gia_ObjFaninId0(pObj, Id), k );
}
Vec_WrdFree( vSim0 );
fprintf( pFile, " }\n" );
fprintf( pFile, " printf( \"Res = 0x%%08x \", (unsigned)Res );\n" );
fprintf( pFile, " printf( \"Time = %%6.2f sec\\n\", (float)(clock() - clkThis)/CLOCKS_PER_SEC );\n" );
fprintf( pFile, " return 1;\n" );
fprintf( pFile, "}\n" );
fclose( pFile );
}
////////////////////////////////////////////////////////////////////////
/// END OF FILE ///
////////////////////////////////////////////////////////////////////////
ABC_NAMESPACE_IMPL_END