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Diffstat (limited to 'src/aig/gia/giaResub2.c')
-rw-r--r-- | src/aig/gia/giaResub2.c | 579 |
1 files changed, 579 insertions, 0 deletions
diff --git a/src/aig/gia/giaResub2.c b/src/aig/gia/giaResub2.c new file mode 100644 index 00000000..c051c465 --- /dev/null +++ b/src/aig/gia/giaResub2.c @@ -0,0 +1,579 @@ +/**CFile**************************************************************** + + FileName [giaResub2.c] + + SystemName [ABC: Logic synthesis and verification system.] + + PackageName [Scalable AIG package.] + + Synopsis [] + + Author [Alan Mishchenko] + + Affiliation [UC Berkeley] + + Date [Ver. 1.0. Started - June 20, 2005.] + + Revision [$Id: giaResub2.c,v 1.00 2005/06/20 00:00:00 alanmi Exp $] + +***********************************************************************/ + +#include "gia.h" +#include "misc/util/utilTruth.h" + +ABC_NAMESPACE_IMPL_START + + +//////////////////////////////////////////////////////////////////////// +/// DECLARATIONS /// +//////////////////////////////////////////////////////////////////////// + +typedef struct Gia_Rsb2Man_t_ Gia_Rsb2Man_t; +struct Gia_Rsb2Man_t_ +{ + // hyper-parameters + int nDivsMax; + int nLevelIncrease; + int fUseXor; + int fUseZeroCost; + int fDebug; + int fVerbose; + // input AIG + int nObjs; + int nPis; + int nNodes; + int nPos; + int iFirstPo; + int Level; + int nMffc; + // intermediate data + Vec_Int_t vObjs; + Vec_Wrd_t vSims; + Vec_Ptr_t vpDivs; + Vec_Int_t vDivs; + Vec_Int_t vLevels; + Vec_Int_t vRefs; + Vec_Int_t vCopies; + word Truth0; + word Truth1; + word CareSet; +}; + +extern int Abc_ResubComputeFunction( void ** ppDivs, int nDivs, int nWords, int nLimit, int nDivsMax, int iChoice, int fUseXor, int fDebug, int fVerbose, int ** ppArray ); + +//////////////////////////////////////////////////////////////////////// +/// FUNCTION DEFINITIONS /// +//////////////////////////////////////////////////////////////////////// + +/**Function************************************************************* + + Synopsis [] + + Description [] + + SideEffects [] + + SeeAlso [] + +***********************************************************************/ +int Abc_ResubComputeWindow( int * pObjs, int nObjs, int nDivsMax, int nLevelIncrease, int fUseXor, int fUseZeroCost, int fDebug, int fVerbose, int ** ppArray ) +{ + *ppArray = NULL; + return 0; +} + +/**Function************************************************************* + + Synopsis [] + + Description [] + + SideEffects [] + + SeeAlso [] + +***********************************************************************/ +int * Gia_ManToResub( Gia_Man_t * p ) +{ + Gia_Obj_t * pObj; + int * pObjs = ABC_CALLOC( int, 2*Gia_ManObjNum(p) ); + int i, iFirstPo = 1 + Gia_ManCiNum(p) + Gia_ManAndNum(p); + assert( Gia_ManIsNormalized(p) ); + Gia_ManForEachObj1( p, pObj, i ) + { + if ( Gia_ObjIsCi(pObj) ) + continue; + pObjs[2*i+0] = Gia_ObjFaninLit0(Gia_ManObj(p, i), i); + if ( Gia_ObjIsCo(pObj) ) + pObjs[2*i+1] = pObjs[2*i+0]; + else if ( Gia_ObjIsAnd(pObj) ) + pObjs[2*i+1] = Gia_ObjFaninLit1(Gia_ManObj(p, i), i); + else assert( 0 ); + } + return pObjs; +} +Gia_Man_t * Gia_ManFromResub( int * pObjs, int nObjs ) +{ + int i; + Gia_Man_t * pNew = Gia_ManStart( nObjs ); + for ( i = 1; i < nObjs; i++ ) + { + if ( pObjs[2*i] == 0 ) // pi + Gia_ManAppendCi( pNew ); + else if ( pObjs[2*i] == pObjs[2*i+1] ) // po + Gia_ManAppendCo( pNew, pObjs[2*i] ); + else if ( pObjs[2*i] < pObjs[2*i+1] ) + Gia_ManAppendAnd( pNew, pObjs[2*i], pObjs[2*i+1] ); + else if ( pObjs[2*i] > pObjs[2*i+1] ) + Gia_ManAppendXor( pNew, pObjs[2*i], pObjs[2*i+1] ); + else assert( 0 ); + } + return pNew; +} +Gia_Man_t * Gia_ManResub2Test( Gia_Man_t * p ) +{ + int * pObjsNew, * pObjs = Gia_ManToResub( p ); + int nObjsNew = Abc_ResubComputeWindow( pObjs, Gia_ManObjNum(p), 1000, 0, 0, 0, 0, 0, &pObjsNew ); + Gia_Man_t * pNew = Gia_ManFromResub( pObjsNew, nObjsNew ); + ABC_FREE( pObjs ); + ABC_FREE( pObjsNew ); + return pNew; +} + +/**Function************************************************************* + + Synopsis [] + + Description [] + + SideEffects [] + + SeeAlso [] + +***********************************************************************/ +Gia_Rsb2Man_t * Gia_Rsb2ManAlloc() +{ + Gia_Rsb2Man_t * p = ABC_CALLOC( Gia_Rsb2Man_t, 1 ); + return p; +} +void Gia_Rsb2ManFree( Gia_Rsb2Man_t * p ) +{ + Vec_IntErase( &p->vObjs ); + Vec_WrdErase( &p->vSims ); + Vec_PtrErase( &p->vpDivs ); + Vec_IntErase( &p->vDivs ); + Vec_IntErase( &p->vLevels ); + Vec_IntErase( &p->vRefs ); + Vec_IntErase( &p->vCopies ); + ABC_FREE( p ); +} +int Gia_Rsb2ManLevel( Gia_Rsb2Man_t * p ) +{ + int i, * pLevs, Level = 0; + Vec_IntClear( &p->vLevels ); + Vec_IntGrow( &p->vLevels, p->nObjs ); + pLevs = Vec_IntArray( &p->vLevels ); + for ( i = p->nPis + 1; i < p->iFirstPo; i++ ) + pLevs[i] = 1 + Abc_MaxInt( pLevs[2*i+0]/2, pLevs[2*i+1]/2 ); + for ( i = p->iFirstPo; i < p->nObjs; i++ ) + Level = Abc_MaxInt( Level, pLevs[i] = pLevs[2*i+0]/2 ); + return Level; +} +void Gia_Rsb2ManStart( Gia_Rsb2Man_t * p, int * pObjs, int nObjs, int nDivsMax, int nLevelIncrease, int fUseXor, int fUseZeroCost, int fDebug, int fVerbose ) +{ + int i; + // hyper-parameters + p->nDivsMax = nDivsMax; + p->nLevelIncrease = nLevelIncrease; + p->fUseXor = fUseXor; + p->fUseZeroCost = fUseZeroCost; + p->fDebug = fDebug; + p->fVerbose = fVerbose; + // user data + Vec_IntClear( &p->vObjs ); + Vec_IntPushArray( &p->vObjs, pObjs, nObjs ); + assert( pObjs[0] == 0 ); + assert( pObjs[1] == 0 ); + p->nObjs = nObjs; + p->nPis = 0; + p->nNodes = 0; + p->nPos = 0; + p->iFirstPo = 0; + for ( i = 1; i < nObjs; i++ ) + { + if ( pObjs[0] == 0 && pObjs[1] == 0 ) + p->nPis++; + else if ( pObjs[0] == pObjs[1] ) + p->nPos++; + else + p->nNodes++; + } + assert( nObjs == 1 + p->nPis + p->nNodes + p->nPos ); + p->iFirstPo = nObjs - p->nPos; + p->Level = Gia_Rsb2ManLevel(p); + Vec_WrdClear( &p->vSims ); + Vec_WrdGrow( &p->vSims, 2*nObjs ); + Vec_WrdPush( &p->vSims, 0 ); + Vec_WrdPush( &p->vSims, 0 ); + for ( i = 0; i < p->nPis; i++ ) + { + Vec_WrdPush( &p->vSims, s_Truths6[i] ); + Vec_WrdPush( &p->vSims, ~s_Truths6[i] ); + } + Vec_IntClear( &p->vDivs ); + Vec_IntClear( &p->vLevels ); + Vec_IntClear( &p->vRefs ); + Vec_IntClear( &p->vCopies ); + Vec_PtrClear( &p->vpDivs ); + Vec_IntGrow( &p->vDivs, nObjs ); + Vec_IntGrow( &p->vLevels, nObjs ); + Vec_IntGrow( &p->vRefs, nObjs ); + Vec_IntGrow( &p->vCopies, nObjs ); + Vec_PtrGrow( &p->vpDivs, nObjs ); +} + +/**Function************************************************************* + + Synopsis [] + + Description [] + + SideEffects [] + + SeeAlso [] + +***********************************************************************/ +word Gia_Rsb2ManOdcs( Gia_Rsb2Man_t * p, int iNode ) +{ + int i; word Res = 0; + int * pObjs = Vec_IntArray( &p->vObjs ); + word * pSims = Vec_WrdArray( &p->vSims ); + for ( i = p->nPis + 1; i < p->iFirstPo; i++ ) + { + if ( pObjs[2*i+0] < pObjs[2*i+1] ) + pSims[2*i+0] = pSims[pObjs[2*i+0]] & pSims[pObjs[2*i+1]]; + else + pSims[2*i+0] = pSims[pObjs[2*i+0]] ^ pSims[pObjs[2*i+1]]; + pSims[2*i+1] = ~pSims[2*i+0]; + } + for ( i = p->iFirstPo; i < p->nObjs; i++ ) + pSims[2*i+0] = pSims[pObjs[2*i+0]]; + ABC_SWAP( word, pSims[2*iNode+0], pSims[2*iNode+1] ); + for ( i = iNode + 1; i < p->iFirstPo; i++ ) + { + if ( pObjs[2*i+0] < pObjs[2*i+1] ) + pSims[2*i+0] = pSims[pObjs[2*i+0]] & pSims[pObjs[2*i+1]]; + else + pSims[2*i+0] = pSims[pObjs[2*i+0]] ^ pSims[pObjs[2*i+1]]; + pSims[2*i+1] = ~pSims[2*i+0]; + } + for ( i = p->iFirstPo; i < p->nObjs; i++ ) + Res |= pSims[2*i+0] ^ pSims[pObjs[2*i+0]]; + return Res; +} +// marks MFFC and returns its size +int Gia_Rsb2ManMffc( Gia_Rsb2Man_t * p, int iNode ) +{ + int i, * pRefs, * pObjs, nMffc = 0; + Vec_IntFill( &p->vRefs, p->nObjs, 0 ); + pRefs = Vec_IntArray( &p->vRefs ); + pObjs = Vec_IntArray( &p->vObjs ); + for ( i = p->nObjs - 1; i >= p->iFirstPo; i-- ) + pRefs[pObjs[2*i+0]] = 1; + for ( i = p->iFirstPo - 1; i > p->nPis; i-- ) + if ( i != iNode && pRefs[i] ) + pRefs[pObjs[2*i+0]] = pRefs[pObjs[2*i+1]] = 1; + for ( i = p->nPis + 1; i < p->iFirstPo; i++ ) + nMffc += !pRefs[i]; + return nMffc; +} +// collects divisors and maps them into nodes +// assumes MFFC is already marked +int Gia_Rsb2ManDivs( Gia_Rsb2Man_t * p, int iNode ) +{ + int i; + int * pRefs = Vec_IntArray( &p->vRefs ); + int * pObjs = Vec_IntArray( &p->vObjs ); + p->CareSet = Gia_Rsb2ManOdcs( p, iNode ); + p->Truth1 = p->CareSet & Vec_WrdEntry(&p->vSims, iNode); + p->Truth0 = p->CareSet & ~p->Truth1; + Vec_PtrClear( &p->vpDivs ); + Vec_PtrPush( &p->vpDivs, &p->Truth0 ); + Vec_PtrPush( &p->vpDivs, &p->Truth1 ); + Vec_IntClear( &p->vDivs ); + Vec_IntPushTwo( &p->vDivs, -1, -1 ); + for ( i = 1; i <= p->nPis; i++ ) + { + Vec_PtrPush( &p->vpDivs, Vec_WrdEntryP(&p->vSims, i) ); + Vec_IntPush( &p->vDivs, i ); + } + p->nMffc = Gia_Rsb2ManMffc( p, iNode ); + assert( pRefs[iNode] == 1 ); + pRefs[iNode] = 0; + for ( i = p->nPis + 1; i < p->iFirstPo; i++ ) + { + if ( i > iNode ) + pRefs[i] = pRefs[pObjs[2*i+0]] && pRefs[pObjs[2*i+1]]; + if ( !pRefs[i] ) + continue; + Vec_PtrPush( &p->vpDivs, Vec_WrdEntryP(&p->vSims, i) ); + Vec_IntPush( &p->vDivs, i ); + } + assert( Vec_IntSize(&p->vDivs) == Vec_PtrSize(&p->vpDivs) ); + return Vec_IntSize(&p->vDivs); +} + +/**Function************************************************************* + + Synopsis [] + + Description [] + + SideEffects [] + + SeeAlso [] + +***********************************************************************/ +int Gia_Rsb2AddNode( Vec_Int_t * vRes, int iLit0, int iLit1, int iRes0, int iRes1 ) +{ + int iLitMin = iRes0 < iRes1 ? Abc_LitNotCond(iRes0, Abc_LitIsCompl(iLit0)) : Abc_LitNotCond(iRes1, Abc_LitIsCompl(iLit1)); + int iLitMax = iRes0 < iRes1 ? Abc_LitNotCond(iRes1, Abc_LitIsCompl(iLit1)) : Abc_LitNotCond(iRes0, Abc_LitIsCompl(iLit0)); + int iLitRes = Vec_IntSize(vRes); + if ( iLit0 < iLit1 ) // and + Vec_IntPushTwo( vRes, iLitMin, iLitMax ); + else if ( iLit0 > iLit1 ) // xor + { + assert( !Abc_LitIsCompl(iLit0) ); + assert( !Abc_LitIsCompl(iLit1) ); + Vec_IntPushTwo( vRes, iLitMax, iLitMin ); + } + else assert( 0 ); + return iLitRes; +} +int Gia_Rsb2ManInsert_rec( Vec_Int_t * vRes, int nPis, Vec_Int_t * vObjs, int iNode, Vec_Int_t * vResub, Vec_Int_t * vDivs, Vec_Int_t * vCopies, int iObj ) +{ + if ( Vec_IntEntry(vCopies, iObj) >= 0 ) + return Vec_IntEntry(vCopies, iObj); + assert( iObj > nPis ); + if ( iObj == iNode ) + { + int nVars = Vec_IntSize(vDivs); + int iLitRes, iTopLit = Vec_IntEntryLast( vResub ); + if ( Abc_Lit2Var(iTopLit) == 0 ) + iLitRes = 0; + else if ( Abc_Lit2Var(iTopLit) < nVars ) + iLitRes = Gia_Rsb2ManInsert_rec( vRes, nPis, vObjs, -1, vResub, vDivs, vCopies, Vec_IntEntry(vDivs, Abc_Lit2Var(iTopLit)) ); + else + { + Vec_Int_t * vCopy = Vec_IntAlloc( 10 ); + int k, iLit, iLit0, iLit1; + Vec_IntForEachEntryStop( vResub, iLit, k, Vec_IntSize(vResub)-1 ) + if ( Abc_Lit2Var(iLit) < nVars ) + Gia_Rsb2ManInsert_rec( vRes, nPis, vObjs, -1, vResub, vDivs, vCopies, Vec_IntEntry(vDivs, Abc_Lit2Var(iLit)) ); + Vec_IntForEachEntryDouble( vResub, iLit0, iLit1, k ) + { + int iVar0 = Abc_Lit2Var(iLit0); + int iVar1 = Abc_Lit2Var(iLit1); + int iRes0 = iVar0 < nVars ? Vec_IntEntry(vCopies, Vec_IntEntry(vDivs, iVar0)) : Vec_IntEntry(vCopy, iVar0 - nVars); + int iRes1 = iVar1 < nVars ? Vec_IntEntry(vCopies, Vec_IntEntry(vDivs, iVar1)) : Vec_IntEntry(vCopy, iVar1 - nVars); + iLitRes = Gia_Rsb2AddNode( vRes, iLit0, iLit1, iRes0, iRes1 ); + Vec_IntPush( vCopy, iLitRes ); + } + Vec_IntFree( vCopy ); + } + iLitRes = Abc_LitNotCond( iLitRes, Abc_LitIsCompl(iTopLit) ); + Vec_IntWriteEntry( vCopies, iObj, iLitRes ); + return iLitRes; + } + else + { + int iLit0 = Vec_IntEntry( vObjs, 2*iObj+0 ); + int iLit1 = Vec_IntEntry( vObjs, 2*iObj+1 ); + int iRes0 = Gia_Rsb2ManInsert_rec( vRes, nPis, vObjs, iNode, vResub, vDivs, vCopies, Abc_Lit2Var(iLit0) ); + int iRes1 = Gia_Rsb2ManInsert_rec( vRes, nPis, vObjs, iNode, vResub, vDivs, vCopies, Abc_Lit2Var(iLit1) ); + int iLitRes = Gia_Rsb2AddNode( vRes, iLit0, iLit1, iRes0, iRes1 ); + Vec_IntWriteEntry( vCopies, iObj, iLitRes ); + return iLitRes; + } +} +Vec_Int_t * Gia_Rsb2ManInsert( int nPis, int nPos, Vec_Int_t * vObjs, int iNode, Vec_Int_t * vResub, Vec_Int_t * vDivs, Vec_Int_t * vCopies ) +{ + int i, iFirstPo = Vec_IntSize(vObjs) - nPos; + Vec_Int_t * vRes = Vec_IntAlloc( 2*Vec_IntSize(vObjs) ); + Vec_IntFill( vCopies, Vec_IntSize(vObjs), -1 ); + Vec_IntFill( vRes, 2*(nPis + 1), 0 ); + for ( i = 0; i <= nPis; i++ ) + Vec_IntPush( vCopies, 2*i ); + for ( i = 0; i < nPos; i++ ) + Gia_Rsb2ManInsert_rec( vRes, nPis, vObjs, iNode, vResub, vDivs, vCopies, Abc_Lit2Var(Vec_IntEntry(vObjs, 2*(iFirstPo+1))) ); + for ( i = 0; i < nPos; i++ ) + { + int iLitNew = Abc_Lit2LitL( Vec_IntArray(vCopies), Vec_IntEntry(vObjs, 2*(iFirstPo+1)) ); + Vec_IntPushTwo( vRes, iLitNew, iLitNew ); + } + return vRes; +} + +/**Function************************************************************* + + Synopsis [Creating a window with support composed of primary inputs.] + + Description [] + + SideEffects [] + + SeeAlso [] + +***********************************************************************/ +// returns the number of nodes added to the window when is iPivot is added +// the window nodes in vNodes are labeled with the current traversal ID +// the new node iPivot and its fanout are temporarily labeled and then unlabeled +int Gia_WinTryAddingNode( Gia_Man_t * p, int iPivot, Vec_Wec_t * vLevels, Vec_Int_t * vNodes ) +{ + Vec_Int_t * vLevel; + Gia_Obj_t * pObj, * pFanout; + int k, i, f, Count = 0; + // precondition: the levelized structure is empty + assert( Vec_WecSizeSize(vLevels) == 0 ); + // precondition: the new object to be added (iPivot) is not in the window + assert( !Gia_ObjIsTravIdCurrentId(p, iPivot) ); + // add the object to the window and to the levelized structure + Gia_ObjSetTravIdCurrentId( p, iPivot ); + Vec_WecPush( vLevels, Gia_ObjLevelId(p, iPivot), iPivot ); + // iterate through all objects and explore their fanouts + Vec_WecForEachLevel( vLevels, vLevel, k ) + Gia_ManForEachObjVec( vLevel, p, pObj, i ) + if ( Gia_ObjFanoutNum(p, pObj) > 10 ) // do not explore objects with high fanout + Gia_ObjForEachFanoutStatic( p, pObj, pFanout, f ) + if ( Gia_ObjIsAnd(pFanout) && // internal node + !Gia_ObjIsTravIdCurrent(p, pFanout) && // not in the window + Gia_ObjIsTravIdCurrent(p, Gia_ObjFanin0(pFanout)) && // but fanins are + Gia_ObjIsTravIdCurrent(p, Gia_ObjFanin1(pFanout)) ) // in the window + { + // add fanout to the window and to the levelized structure + Gia_ObjSetTravIdCurrent( p, pFanout ); + Vec_WecPush( vLevels, Gia_ObjLevel(p, pFanout), Gia_ObjId(p, pFanout) ); + // count the number of nodes in the structure + Count++; + } + // iterate through the nodes in the levelized structure + Vec_WecForEachLevel( vLevels, vLevel, k ) + { + Gia_ManForEachObjVec( vLevel, p, pObj, i ) + if ( vNodes == NULL ) // it was a test run - unmark the node + Gia_ObjSetTravIdPrevious( p, pObj ); + else // it was a real run - permanently add to the node to the window + Vec_IntPush( vNodes, Gia_ObjId(p, pObj) ); + // clean the levelized structure + Vec_IntClear( vLevel ); + } + // return the number of nodes to be added + return Count; +} +// find the first PI to add based on the fanout count +int Gia_WinAddCiWithMaxFanouts( Gia_Man_t * p ) +{ + int i, Id, nMaxFan = -1, iMaxFan = -1; + Gia_ManForEachCiId( p, Id, i ) + if ( nMaxFan < Gia_ObjFanoutNumId(p, Id) ) + { + nMaxFan = Gia_ObjFanoutNumId(p, Id); + iMaxFan = Id; + } + assert( iMaxFan >= 0 ); + return iMaxFan; +} +// find the next PI to add based on how many nodes will be added to the window +int Gia_WinAddCiWithMaxDivisors( Gia_Man_t * p, Vec_Wec_t * vLevels ) +{ + int i, Id, nCurFan, nMaxFan = -1, iMaxFan = -1; + Gia_ManForEachCiId( p, Id, i ) + { + if ( Gia_ObjIsTravIdCurrentId( p, Id ) ) + continue; + nCurFan = Gia_WinTryAddingNode( p, Id, vLevels, NULL ); + if ( nMaxFan < nCurFan ) + { + nMaxFan = nCurFan; + iMaxFan = Id; + } + } + assert( iMaxFan >= 0 ); + return iMaxFan; +} +// check if the node has unmarked fanouts +int Gia_WinNodeHasUnmarkedFanouts( Gia_Man_t * p, int iPivot ) +{ + int f, iFan; + Gia_ObjForEachFanoutStaticId( p, iPivot, iFan, f ) + if ( !Gia_ObjIsTravIdCurrentId(p, iFan) ) + return 1; + return 0; +} +// this is a translation procedure, which converts the array of node IDs (vObjs) +// into the internal represnetation for the resub engine, which is returned +// (this procedure is not needed when we simply construct a window) +Vec_Int_t * Gia_RsbCiTranslate( Gia_Man_t * p, Vec_Int_t * vObjs, Vec_Int_t * vMap ) +{ + int i, iObj, Lit0, Lit1, Fan0, Fan1; + Vec_Int_t * vNodes = Vec_IntAlloc( 100 ); + assert( Vec_IntSize(vMap) == Gia_ManObjNum(p) ); + Vec_IntPushTwo( vNodes, 0, 0 ); // const0 node + Vec_IntForEachEntry( vObjs, iObj, i ) + { + Gia_Obj_t * pObj = Gia_ManObj(p, iObj); + assert( Gia_ObjIsTravIdCurrentId(p, iObj) ); + Fan0 = Gia_ObjIsCi(pObj) ? 0 : Vec_IntEntry(vMap, Gia_ObjFaninId0(pObj, iObj)); + Fan1 = Gia_ObjIsCi(pObj) ? 0 : Vec_IntEntry(vMap, Gia_ObjFaninId1(pObj, iObj)); + Lit0 = Gia_ObjIsCi(pObj) ? 0 : Abc_LitNotCond( Fan0, Gia_ObjFaninC0(pObj) ); + Lit1 = Gia_ObjIsCi(pObj) ? 0 : Abc_LitNotCond( Fan1, Gia_ObjFaninC1(pObj) ); + Vec_IntWriteEntry( vMap, iObj, Vec_IntSize(vNodes) ); + Vec_IntPushTwo( vNodes, Lit0, Lit1 ); + } + Vec_IntForEachEntry( vObjs, iObj, i ) + if ( Gia_WinNodeHasUnmarkedFanouts( p, iObj ) ) + Vec_IntPushTwo( vNodes, Vec_IntEntry(vMap, iObj), Vec_IntEntry(vMap, iObj) ); + return vNodes; +} +// construct a high-volume window support by the given number (nPis) of primary inputs +Vec_Int_t * Gia_RsbCiWindow( Gia_Man_t * p, int nPis ) +{ + Vec_Int_t * vRes; int i, iMaxFan; + Vec_Int_t * vNodes = Vec_IntAlloc( 100 ); + Vec_Int_t * vMap = Vec_IntStartFull( Gia_ManObjNum(p) ); + Vec_Wec_t * vLevels = Vec_WecStart( Gia_ManLevelNum(p)+1 ); + Gia_ManStaticFanoutStart( p ); + Gia_ManIncrementTravId(p); + // add the first one + iMaxFan = Gia_WinAddCiWithMaxFanouts( p ); + Gia_ObjSetTravIdCurrentId( p, iMaxFan ); + Vec_IntPush( vNodes, iMaxFan ); + // add remaining ones + for ( i = 1; i < nPis; i++ ) + { + iMaxFan = Gia_WinAddCiWithMaxDivisors( p, vLevels ); + Gia_WinTryAddingNode( p, iMaxFan, vLevels, vNodes ); + } + Vec_IntSort( vNodes, 0 ); + vRes = Gia_RsbCiTranslate( p, vNodes, vMap ); + Gia_ManStaticFanoutStop( p ); + Vec_WecFree( vLevels ); + Vec_IntFree( vMap ); +Vec_IntPrint( vNodes ); + Vec_IntFree( vNodes ); + return vRes; +} +void Gia_RsbCiWindowTest( Gia_Man_t * p ) +{ + Vec_Int_t * vWin = Gia_RsbCiWindow( p, 6 ); + //Vec_IntPrint( vWin ); + Vec_IntFree( vWin ); +} + +//////////////////////////////////////////////////////////////////////// +/// END OF FILE /// +//////////////////////////////////////////////////////////////////////// + + +ABC_NAMESPACE_IMPL_END + |