diff options
Diffstat (limited to 'src/aig/gia/giaMuxes.c')
-rw-r--r-- | src/aig/gia/giaMuxes.c | 289 |
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 /// //////////////////////////////////////////////////////////////////////// |