diff options
Diffstat (limited to 'src/aig/gia/giaSopb.c')
-rw-r--r-- | src/aig/gia/giaSopb.c | 113 |
1 files changed, 88 insertions, 25 deletions
diff --git a/src/aig/gia/giaSopb.c b/src/aig/gia/giaSopb.c index 28e01c8c..318e9bd9 100644 --- a/src/aig/gia/giaSopb.c +++ b/src/aig/gia/giaSopb.c @@ -54,7 +54,7 @@ void Gia_ManHighlight_rec( Gia_Man_t * p, int iObj ) if ( Gia_ObjIsAnd(pObj) ) Gia_ManHighlight_rec( p, Gia_ObjFaninId1(pObj, iObj) ); } -void Gia_ManPrepareWin( Gia_Man_t * p, Vec_Int_t * vOuts, Vec_Int_t ** pvPis, Vec_Int_t ** pvPos, Vec_Int_t ** pvAnds ) +void Gia_ManPrepareWin( Gia_Man_t * p, Vec_Int_t * vOuts, Vec_Int_t ** pvPis, Vec_Int_t ** pvPos, Vec_Int_t ** pvAnds, int fPoOnly ) { Gia_Obj_t * pObj; int i; @@ -64,15 +64,23 @@ void Gia_ManPrepareWin( Gia_Man_t * p, Vec_Int_t * vOuts, Vec_Int_t ** pvPis, Ve Gia_ManHighlight_rec( p, Gia_ObjFaninId0p(p, pObj) ); // mark fanins of the outside area Gia_ManCleanMark0( p ); - Gia_ManForEachObj1( p, pObj, i ) + if ( fPoOnly ) { - if ( Gia_ObjIsCi(pObj) ) - continue; - if ( Gia_ObjIsAnd(pObj) && !Gia_ObjIsTravIdCurrentId(p, i) ) - continue; - Gia_ObjFanin0(pObj)->fMark0 = 1; - if ( Gia_ObjIsAnd(pObj) ) - Gia_ObjFanin1(pObj)->fMark0 = 1; + Gia_ManForEachCoVec( vOuts, p, pObj, i ) + Gia_ObjFanin0(pObj)->fMark0 = 1; + } + else + { + Gia_ManForEachObj1( p, pObj, i ) + { + if ( Gia_ObjIsCi(pObj) ) + continue; + if ( Gia_ObjIsAnd(pObj) && !Gia_ObjIsTravIdCurrentId(p, i) ) + continue; + Gia_ObjFanin0(pObj)->fMark0 = 1; + if ( Gia_ObjIsAnd(pObj) ) + Gia_ObjFanin1(pObj)->fMark0 = 1; + } } // collect pointed nodes *pvPis = Vec_IntAlloc( 1000 ); @@ -103,13 +111,13 @@ void Gia_ManPrepareWin( Gia_Man_t * p, Vec_Int_t * vOuts, Vec_Int_t ** pvPis, Ve SeeAlso [] ***********************************************************************/ -Gia_Man_t * Gia_ManExtractWin( Gia_Man_t * p, Vec_Int_t * vOuts ) +Gia_Man_t * Gia_ManExtractWin( Gia_Man_t * p, Vec_Int_t * vOuts, int fPoOnly ) { Vec_Int_t * vPis, * vPos, * vAnds; Gia_Man_t * pNew; Gia_Obj_t * pObj; int i; - Gia_ManPrepareWin( p, vOuts, &vPis, &vPos, &vAnds ); + Gia_ManPrepareWin( p, vOuts, &vPis, &vPos, &vAnds, fPoOnly ); // create AIG pNew = Gia_ManStart( Vec_IntSize(vPis) + Vec_IntSize(vPos) + Vec_IntSize(vAnds) + 1 ); pNew->pName = Abc_UtilStrsav( p->pName ); @@ -131,7 +139,7 @@ Gia_Man_t * Gia_ManInsertWin( Gia_Man_t * p, Vec_Int_t * vOuts, Gia_Man_t * pWin Gia_Man_t * pNew, * pTemp; Gia_Obj_t * pObj; int i; - Gia_ManPrepareWin( p, vOuts, &vPis, &vPos, &vAnds ); + Gia_ManPrepareWin( p, vOuts, &vPis, &vPos, &vAnds, 0 ); // create AIG pNew = Gia_ManStart( Gia_ManObjNum(p) - Vec_IntSize(vAnds) + Gia_ManAndNum(pWin) ); pNew->pName = Abc_UtilStrsav( p->pName ); @@ -175,15 +183,42 @@ Gia_Man_t * Gia_ManInsertWin( Gia_Man_t * p, Vec_Int_t * vOuts, Gia_Man_t * pWin SeeAlso [] ***********************************************************************/ -Vec_Int_t * Gia_ManFindLatest( Gia_Man_t * p, int LevelMax ) +Vec_Int_t * Gia_ManFindLatest( Gia_Man_t * p, int LevelMax, int nTimeWindow ) { - Vec_Int_t * vOuts; Gia_Obj_t * pObj; - int i; + Vec_Int_t * vOuts; vOuts = Vec_IntAlloc( 1000 ); - Gia_ManForEachCo( p, pObj, i ) - if ( Gia_ObjLevel(p, pObj) > LevelMax ) - Vec_IntPush( vOuts, i ); + if ( Gia_ManHasMapping(p) ) + { + int i, k, iFan, nLevels = 0; + int * pLevels = ABC_CALLOC( int, Gia_ManObjNum(p) ); + Gia_ManForEachLut( p, i ) + { + Gia_LutForEachFanin( p, i, iFan, k ) + pLevels[i] = Abc_MaxInt( pLevels[i], pLevels[iFan] ); + pLevels[i]++; + nLevels = Abc_MaxInt( nLevels, pLevels[i] ); + } + if ( nTimeWindow ) + LevelMax = (int)((1.0 - 0.01 * nTimeWindow) * nLevels); + if ( nLevels < LevelMax ) + printf( "The maximum mapped level (%d) is less than the target level (%d).\n", nLevels, LevelMax ); + Gia_ManForEachCo( p, pObj, i ) + if ( pLevels[Gia_ObjFaninId0p(p, pObj)] >= LevelMax ) + Vec_IntPush( vOuts, i ); + ABC_FREE( pLevels ); + } + else + { + int i, nLevels = Gia_ManLevelNum( p ); + if ( nTimeWindow ) + LevelMax = (int)((1.0 - 0.01 * nTimeWindow) * nLevels); + if ( nLevels < LevelMax ) + printf( "The maximum AIG level (%d) is less than the target level (%d).\n", nLevels, LevelMax ); + Gia_ManForEachCo( p, pObj, i ) + if ( Gia_ObjLevel(p, pObj) >= LevelMax ) + Vec_IntPush( vOuts, i ); + } return vOuts; } @@ -198,21 +233,20 @@ Vec_Int_t * Gia_ManFindLatest( Gia_Man_t * p, int LevelMax ) SeeAlso [] ***********************************************************************/ -Gia_Man_t * Gia_ManPerformSopBalanceWin( Gia_Man_t * p, int LevelMax, int nLevelRatio, int nCutNum, int nRelaxRatio, int fVerbose ) +Gia_Man_t * Gia_ManPerformSopBalanceWin( Gia_Man_t * p, int LevelMax, int nTimeWindow, int nCutNum, int nRelaxRatio, int fVerbose ) { Vec_Int_t * vOuts; Gia_Man_t * pNew, * pWin, * pWinNew; - int nLevels = Gia_ManLevelNum( p ); - if ( nLevelRatio ) - LevelMax = (int)((1.0 - 0.01 * nLevelRatio) * nLevels); -//printf( "Using LevelMax = %d.\n", LevelMax ); - vOuts = Gia_ManFindLatest( p, LevelMax ); + assert( !LevelMax != !nTimeWindow ); + vOuts = Gia_ManFindLatest( p, LevelMax, nTimeWindow ); + if ( fVerbose ) + printf( "Collected %d outputs to extract.\n", Vec_IntSize(vOuts) ); if ( Vec_IntSize(vOuts) == 0 ) { Vec_IntFree( vOuts ); return Gia_ManDup( p ); } - pWin = Gia_ManExtractWin( p, vOuts ); + pWin = Gia_ManExtractWin( p, vOuts, 0 ); pWinNew = Gia_ManPerformSopBalance( pWin, nCutNum, nRelaxRatio, fVerbose ); Gia_ManStop( pWin ); pNew = Gia_ManInsertWin( p, vOuts, pWinNew ); @@ -221,6 +255,35 @@ Gia_Man_t * Gia_ManPerformSopBalanceWin( Gia_Man_t * p, int LevelMax, int nLevel return pNew; } +/**Function************************************************************* + + Synopsis [] + + Description [] + + SideEffects [] + + SeeAlso [] + +***********************************************************************/ +Gia_Man_t * Gia_ManExtractWindow( Gia_Man_t * p, int LevelMax, int nTimeWindow, int fVerbose ) +{ + Vec_Int_t * vOuts; + Gia_Man_t * pWin; + assert( !LevelMax != !nTimeWindow ); + vOuts = Gia_ManFindLatest( p, LevelMax, nTimeWindow ); + if ( fVerbose ) + printf( "Collected %d outputs to extract.\n", Vec_IntSize(vOuts) ); + if ( Vec_IntSize(vOuts) == 0 ) + { + Vec_IntFree( vOuts ); + return Gia_ManDup( p ); + } + pWin = Gia_ManExtractWin( p, vOuts, 1 ); + Vec_IntFree( vOuts ); + return pWin; +} + //////////////////////////////////////////////////////////////////////// /// END OF FILE /// //////////////////////////////////////////////////////////////////////// |