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authorAlan Mishchenko <alanmi@berkeley.edu>2015-07-09 20:54:10 -0700
committerAlan Mishchenko <alanmi@berkeley.edu>2015-07-09 20:54:10 -0700
commit3aece535b93f7407a27e33bacb4599c38c3c16b8 (patch)
tree6f90ca209102d15db6a2ae2489fd2bc959eff85b /src/aig/gia/giaMuxes.c
parent10e0f3c58dbe344ea8f22e66e2658bda75b40d03 (diff)
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New TFI/TFO profiling code.
Diffstat (limited to 'src/aig/gia/giaMuxes.c')
-rw-r--r--src/aig/gia/giaMuxes.c289
1 files changed, 289 insertions, 0 deletions
diff --git a/src/aig/gia/giaMuxes.c b/src/aig/gia/giaMuxes.c
index 972b9261..9aa58c8a 100644
--- a/src/aig/gia/giaMuxes.c
+++ b/src/aig/gia/giaMuxes.c
@@ -21,6 +21,7 @@
#include "gia.h"
#include "misc/util/utilNam.h"
#include "misc/vec/vecWec.h"
+#include "misc/vec/vecHsh.h"
ABC_NAMESPACE_IMPL_START
@@ -593,6 +594,294 @@ void Gia_ManMuxProfiling( Gia_Man_t * p )
}
+/**Function*************************************************************
+
+ Synopsis [Compute one-level TFI/TFO structural signatures.]
+
+ Description []
+
+ SideEffects []
+
+ SeeAlso []
+
+***********************************************************************/
+
+// these are object/fanin/fanout attributes
+// http://stackoverflow.com/questions/9907160/how-to-convert-enum-names-to-string-in-c
+#define GIA_FOREACH_ITEM(ITEM) \
+ ITEM(C0) \
+ ITEM(PO) \
+ ITEM(PI) \
+ ITEM(FF) \
+ ITEM(XOR) \
+ ITEM(MUX) \
+ ITEM(AND) \
+ ITEM(iC0) \
+ ITEM(iC1) \
+ ITEM(iPI) \
+ ITEM(iFF) \
+ ITEM(iXOR) \
+ ITEM(iMUX) \
+ ITEM(iAND) \
+ ITEM(iANDn) \
+ ITEM(iANDp) \
+ ITEM(oPO) \
+ ITEM(oFF) \
+ ITEM(oXOR) \
+ ITEM(oMUXc) \
+ ITEM(oMUXd) \
+ ITEM(oANDn) \
+ ITEM(oANDp) \
+ ITEM(GIA_END)
+
+#define GENERATE_ENUM(ENUM) ENUM,
+typedef enum { GIA_FOREACH_ITEM(GENERATE_ENUM) } Gia_ObjType_t;
+
+#define GENERATE_STRING(STRING) #STRING,
+static const char * GIA_TYPE_STRINGS[] = { GIA_FOREACH_ITEM(GENERATE_STRING) };
+
+void Gia_ManProfileStructuresTest( Gia_Man_t * p )
+{
+ int i;
+ for ( i = 0; i < GIA_END; i++ )
+ printf( "%d = %s\n", i, GIA_TYPE_STRINGS[i] );
+}
+
+
+
+// find object code
+int Gia_ManEncodeObj( Gia_Man_t * p, int i )
+{
+ Gia_Obj_t * pObj = Gia_ManObj( p, i );
+ assert( !Gia_ObjIsRi(p, pObj) );
+ if ( Gia_ObjIsConst0(pObj) )
+ return C0;
+ if ( Gia_ObjIsPo(p, pObj) )
+ return PO;
+ if ( Gia_ObjIsPi(p, pObj) )
+ return PI;
+ if ( Gia_ObjIsCi(pObj) )
+ return FF;
+ if ( Gia_ObjIsXor(pObj) )
+ return XOR;
+ if ( Gia_ObjIsMux(p, pObj) )
+ return MUX;
+ assert( Gia_ObjIsAnd(pObj) );
+ return AND;
+}
+// find fanin code
+int Gia_ManEncodeFanin( Gia_Man_t * p, int iLit )
+{
+ Gia_Obj_t * pObj = Gia_ManObj( p, Abc_Lit2Var(iLit) );
+ if ( Gia_ObjIsConst0(pObj) )
+ return iC0;
+ if ( Gia_ObjIsPi(p, pObj) )
+ return iPI;
+ if ( Gia_ObjIsCi(pObj) )
+ return iFF;
+ if ( Gia_ObjIsXor(pObj) )
+ return iXOR;
+ if ( Gia_ObjIsMux(p, pObj) )
+ return iMUX;
+ assert( Gia_ObjIsAnd(pObj) );
+ if ( Abc_LitIsCompl(iLit) )
+ return iANDn;
+ else
+ return iANDp;
+}
+// find fanout code
+int Gia_ManEncodeFanout( Gia_Man_t * p, Gia_Obj_t * pObj, int i )
+{
+ int iLit;
+ if ( Gia_ObjIsPo(p, pObj) )
+ return oPO;
+ if ( Gia_ObjIsCo(pObj) )
+ return oFF;
+ if ( Gia_ObjIsXor(pObj) )
+ return oXOR;
+ if ( Gia_ObjIsMux(p, pObj) )
+ return i == 2 ? oMUXc : oMUXd;
+ assert( Gia_ObjIsAnd(pObj) );
+ iLit = i ? Gia_ObjFaninLit1p(p, pObj) : Gia_ObjFaninLit0p(p, pObj);
+ if ( Abc_LitIsCompl(iLit) )
+ return oANDn;
+ else
+ return oANDp;
+}
+
+void Gia_ManProfileCollect( Gia_Man_t * p, int i, Vec_Int_t * vCode, Vec_Int_t * vCodeOffsets, Vec_Int_t * vArray )
+{
+ int k;
+ Vec_IntClear( vArray );
+ for ( k = Vec_IntEntry(vCodeOffsets, i); k < Vec_IntEntry(vCodeOffsets, i+1); k++ )
+ Vec_IntPush( vArray, Vec_IntEntry(vCode, k) );
+}
+
+void Gia_ManProfilePrintOne( Gia_Man_t * p, int i, Vec_Int_t * vArray )
+{
+ Gia_Obj_t * pObj = Gia_ManObj( p, i );
+ int k, nFanins, nFanouts;
+ if ( Gia_ObjIsRi(p, pObj) )
+ return;
+ nFanins = Gia_ObjFaninNum(p, pObj);
+ nFanouts = Gia_ObjFanoutNum(p, pObj);
+
+ printf( "%6d : ", i );
+ for ( k = 0; k < nFanins; k++ )
+ printf( " %5s", GIA_TYPE_STRINGS[Vec_IntEntry(vArray, k + 1)] );
+ for ( ; k < 3; k++ )
+ printf( " %5s", "" );
+ printf( " ->" );
+ printf( " %5s", GIA_TYPE_STRINGS[Vec_IntEntry(vArray, 0)] );
+ printf( " ->" );
+ for ( k = 0; k < nFanouts; k++ )
+ printf( " %5s", GIA_TYPE_STRINGS[Vec_IntEntry(vArray, k + 1 + nFanins)] );
+ printf( "\n" );
+}
+
+Vec_Int_t * Gia_ManProfileHash( Gia_Man_t * p, Vec_Int_t * vCode, Vec_Int_t * vCodeOffsets )
+{
+ Hsh_VecMan_t * pHash;
+ Vec_Int_t * vRes, * vArray;
+ Gia_Obj_t * pObj;
+ int i;
+ vRes = Vec_IntAlloc( Gia_ManObjNum(p) );
+ pHash = Hsh_VecManStart( Gia_ManObjNum(p) );
+ // add empty entry
+ vArray = Vec_IntAlloc( 100 );
+ Hsh_VecManAdd( pHash, vArray );
+ // iterate through the entries
+ Gia_ManForEachObj( p, pObj, i )
+ {
+ Gia_ManProfileCollect( p, i, vCode, vCodeOffsets, vArray );
+ Vec_IntPush( vRes, Hsh_VecManAdd( pHash, vArray ) );
+ }
+ Hsh_VecManStop( pHash );
+ Vec_IntFree( vArray );
+ assert( Vec_IntSize(vRes) == Gia_ManObjNum(p) );
+ return vRes;
+}
+
+
+void Gia_ManProfileStructuresInt( Gia_Man_t * p, int nLimit, int fVerbose )
+{
+ Vec_Int_t * vRes, * vCount, * vFirst;
+ Vec_Int_t * vCode, * vCodeOffsets, * vArray;
+ Gia_Obj_t * pObj, * pFanout;
+ int i, k, nFanins, nFanouts, * pPerm, nClasses;
+ assert( p->pMuxes );
+ Gia_ManStaticFanoutStart( p );
+ // create fanout codes
+ vArray = Vec_IntAlloc( 100 );
+ vCode = Vec_IntAlloc( 5 * Gia_ManObjNum(p) );
+ vCodeOffsets = Vec_IntAlloc( Gia_ManObjNum(p) );
+ Gia_ManForEachObj( p, pObj, i )
+ {
+ Vec_IntPush( vCodeOffsets, Vec_IntSize(vCode) );
+ if ( Gia_ObjIsRi(p, pObj) )
+ continue;
+ nFanins = Gia_ObjFaninNum(p, pObj);
+ nFanouts = Gia_ObjFanoutNum(p, pObj);
+ Vec_IntPush( vCode, Gia_ManEncodeObj(p, i) );
+ if ( nFanins == 3 )
+ {
+ Vec_IntPush( vCode, Gia_ManEncodeFanin(p, Gia_ObjFaninLit0p(p, pObj)) );
+ Vec_IntPush( vCode, Gia_ManEncodeFanin(p, Gia_ObjFaninLit1p(p, pObj)) );
+ Vec_IntPush( vCode, Gia_ManEncodeFanin(p, Gia_ObjFaninLit2p(p, pObj)) );
+ }
+ else if ( nFanins == 2 )
+ {
+ int Code0 = Gia_ManEncodeFanin(p, Gia_ObjFaninLit0p(p, pObj));
+ int Code1 = Gia_ManEncodeFanin(p, Gia_ObjFaninLit1p(p, pObj));
+ Vec_IntPush( vCode, Code0 < Code1 ? Code0 : Code1 );
+ Vec_IntPush( vCode, Code0 < Code1 ? Code1 : Code0 );
+ }
+ else if ( nFanins == 1 )
+ Vec_IntPush( vCode, Gia_ManEncodeFanin(p, Gia_ObjFaninLit0p(p, pObj)) );
+ else if ( Gia_ObjIsRo(p, pObj) )
+ Vec_IntPush( vCode, Gia_ManEncodeFanin(p, Gia_ObjFaninLit0p(p, Gia_ObjRoToRi(p, pObj))) );
+
+ // add fanouts
+ Vec_IntClear( vArray );
+ Gia_ObjForEachFanoutStatic( p, pObj, pFanout, k )
+ {
+ int Index = Gia_ObjWhatFanin( p, pFanout, pObj );
+ Gia_ObjType_t Type = Gia_ManEncodeFanout( p, pFanout, Index );
+ Vec_IntPush( vArray, Type );
+ }
+ Vec_IntSort( vArray, 0 );
+ Vec_IntAppend( vCode, vArray );
+ }
+ assert( Vec_IntSize(vCodeOffsets) == Gia_ManObjNum(p) );
+ Vec_IntPush( vCodeOffsets, Vec_IntSize(vCode) );
+ // print the results
+ if ( fVerbose )
+ {
+ printf( "Showing TFI/node/TFO structures for all nodes:\n" );
+ Gia_ManForEachObj( p, pObj, i )
+ {
+ Gia_ManProfileCollect( p, i, vCode, vCodeOffsets, vArray );
+ Gia_ManProfilePrintOne( p, i, vArray );
+ }
+ }
+
+ // collect statistics
+ vRes = Gia_ManProfileHash( p, vCode, vCodeOffsets );
+ //Vec_IntPrint( vRes );
+
+ // count how many times each class appears
+ nClasses = Vec_IntFindMax(vRes) + 1;
+ vCount = Vec_IntStart( nClasses );
+ vFirst = Vec_IntStart( nClasses );
+ Gia_ManForEachObj( p, pObj, i )
+ {
+ int Entry = Vec_IntEntry( vRes, i );
+ if ( Gia_ObjIsRi(p, pObj) )
+ continue;
+ if ( Vec_IntEntry(vCount, Entry) == 0 )
+ Vec_IntWriteEntry( vFirst, Entry, i );
+ Vec_IntAddToEntry( vCount, Entry, -1 );
+ }
+ // sort the counts
+ pPerm = Abc_MergeSortCost( Vec_IntArray(vCount), Vec_IntSize(vCount) );
+ printf( "Showing TFI/node/TFO structures that appear more than %d times.\n", nLimit );
+ for ( i = 0; i < nClasses-1; i++ )
+ {
+ if ( nLimit > -Vec_IntEntry(vCount, pPerm[i]) )
+ break;
+ printf( "%6d : ", i );
+ printf( "%6d : ", pPerm[i] );
+ printf( "Weight =%6d ", -Vec_IntEntry(vCount, pPerm[i]) );
+ printf( "First obj =" );
+ // print the object
+ Gia_ManProfileCollect( p, Vec_IntEntry(vFirst, pPerm[i]), vCode, vCodeOffsets, vArray );
+ Gia_ManProfilePrintOne( p, Vec_IntEntry(vFirst, pPerm[i]), vArray );
+ //printf( "\n" );
+ }
+
+ // cleanup
+ ABC_FREE( pPerm );
+ Vec_IntFree( vRes );
+ Vec_IntFree( vCount );
+ Vec_IntFree( vFirst );
+
+ Vec_IntFree( vArray );
+ Vec_IntFree( vCode );
+ Vec_IntFree( vCodeOffsets );
+ Gia_ManStaticFanoutStop( p );
+}
+void Gia_ManProfileStructures( Gia_Man_t * p, int nLimit, int fVerbose )
+{
+ if ( p->pMuxes )
+ Gia_ManProfileStructuresInt( p, nLimit, fVerbose );
+ else
+ {
+ Gia_Man_t * pNew = Gia_ManDupMuxes( p, 2 );
+ Gia_ManProfileStructuresInt( pNew, nLimit, fVerbose );
+ Gia_ManStop( pNew );
+ }
+}
+
////////////////////////////////////////////////////////////////////////
/// END OF FILE ///
////////////////////////////////////////////////////////////////////////