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/**CFile****************************************************************
FileName [resUpdate.c]
SystemName [ABC: Logic synthesis and verification system.]
PackageName [Resynthesis package.]
Synopsis [Updates the network after changes.]
Author [Alan Mishchenko]
Affiliation [UC Berkeley]
Date [Ver. 1.0. Started - January 15, 2007.]
Revision [$Id: resUpdate.c,v 1.00 2007/01/15 00:00:00 alanmi Exp $]
***********************************************************************/
#include "abc.h"
#include "resInt.h"
////////////////////////////////////////////////////////////////////////
/// DECLARATIONS ///
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
/// FUNCTION DEFINITIONS ///
////////////////////////////////////////////////////////////////////////
/**Function*************************************************************
Synopsis [Computes the level of the node using its fanin levels.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
int Res_UpdateNetworkLevelNew( Abc_Obj_t * pObj )
{
Abc_Obj_t * pFanin;
int i, Level = 0;
Abc_ObjForEachFanin( pObj, pFanin, i )
Level = ABC_MAX( Level, (int)pFanin->Level );
return Level + 1;
}
/**Function*************************************************************
Synopsis [Incrementally updates level of the nodes.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Res_UpdateNetworkLevel( Abc_Obj_t * pObjNew, Vec_Vec_t * vLevels )
{
Abc_Obj_t * pFanout, * pTemp;
int Lev, k, m;
// check if level has changed
if ( (int)pObjNew->Level == Res_UpdateNetworkLevelNew(pObjNew) )
return;
// start the data structure for level update
Vec_VecClear( vLevels );
Vec_VecPush( vLevels, pObjNew->Level, pObjNew );
pObjNew->fMarkA = 1;
// recursively update level
Vec_VecForEachEntryStart( vLevels, pTemp, Lev, k, pObjNew->Level )
{
pTemp->fMarkA = 0;
pTemp->Level = Res_UpdateNetworkLevelNew( pTemp );
// if the level did not change, to need to check the fanout levels
if ( (int)pTemp->Level == Lev )
continue;
// schedule fanout for level update
Abc_ObjForEachFanout( pTemp, pFanout, m )
if ( !Abc_ObjIsCo(pFanout) && !pFanout->fMarkA )
{
Vec_VecPush( vLevels, pFanout->Level, pFanout );
pFanout->fMarkA = 1;
}
}
}
/**Function*************************************************************
Synopsis [Incrementally updates level of the nodes.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Res_UpdateNetwork( Abc_Obj_t * pObj, Vec_Ptr_t * vFanins, Hop_Obj_t * pFunc, Vec_Vec_t * vLevels )
{
Abc_Obj_t * pObjNew, * pFanin;
int k;
// create the new node
pObjNew = Abc_NtkCreateNode( pObj->pNtk );
pObjNew->pData = pFunc;
Vec_PtrForEachEntry( vFanins, pFanin, k )
Abc_ObjAddFanin( pObjNew, pFanin );
// replace the old node by the new node
pObjNew->Level = pObj->Level;
Abc_ObjReplace( pObj, pObjNew );
// update the level of the node
Res_UpdateNetworkLevel( pObjNew, vLevels );
}
////////////////////////////////////////////////////////////////////////
/// END OF FILE ///
////////////////////////////////////////////////////////////////////////
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