summaryrefslogtreecommitdiffstats
path: root/src/aig/gia/giaResub2.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/aig/gia/giaResub2.c')
-rw-r--r--src/aig/gia/giaResub2.c579
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
+