blob: 2bdccfff99fed407fc66fe19696a6e9dabbf559e [file] [log] [blame]
/**CFile****************************************************************
FileName [giaSplit.c]
SystemName [ABC: Logic synthesis and verification system.]
PackageName [Scalable AIG package.]
Synopsis [Structural AIG splitting.]
Author [Alan Mishchenko]
Affiliation [UC Berkeley]
Date [Ver. 1.0. Started - June 20, 2005.]
Revision [$Id: giaSplit.c,v 1.00 2005/06/20 00:00:00 alanmi Exp $]
***********************************************************************/
#include "gia.h"
#include "misc/extra/extra.h"
ABC_NAMESPACE_IMPL_START
////////////////////////////////////////////////////////////////////////
/// DECLARATIONS ///
////////////////////////////////////////////////////////////////////////
typedef struct Spl_Man_t_ Spl_Man_t;
struct Spl_Man_t_
{
// input data
Gia_Man_t * pGia; // user AIG with nodes marked
int iObj; // object ID
int Limit; // limit on AIG nodes
int fReverse; // enable reverse search
// intermediate
Vec_Bit_t * vMarksCIO; // CI/CO marks
Vec_Bit_t * vMarksIn; // input marks
Vec_Bit_t * vMarksNo; // node marks
Vec_Bit_t * vMarksAnd; // AND node marks
Vec_Int_t * vRoots; // nodes pointing to Nodes
Vec_Int_t * vNodes; // nodes used in the window
Vec_Int_t * vLeaves; // nodes pointed by Nodes
Vec_Int_t * vAnds; // AND nodes used in the window
// temporary
Vec_Int_t * vFanouts; // fanouts of the node
Vec_Int_t * vCands; // candidate nodes
Vec_Int_t * vInputs; // non-trivial inputs
};
////////////////////////////////////////////////////////////////////////
/// FUNCTION DEFINITIONS ///
////////////////////////////////////////////////////////////////////////
/**Function*************************************************************
Synopsis [Transforming to the internal LUT representation.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
Vec_Wec_t * Spl_ManToWecMapping( Gia_Man_t * p )
{
Vec_Wec_t * vMapping = Vec_WecStart( Gia_ManObjNum(p) );
int Obj, Fanin, k;
assert( Gia_ManHasMapping(p) );
Gia_ManForEachLut( p, Obj )
Gia_LutForEachFanin( p, Obj, Fanin, k )
Vec_WecPush( vMapping, Obj, Fanin );
return vMapping;
}
Vec_Int_t * Spl_ManFromWecMapping( Gia_Man_t * p, Vec_Wec_t * vMap )
{
Vec_Int_t * vMapping, * vVec; int i, k, Obj;
assert( Gia_ManHasMapping2(p) );
vMapping = Vec_IntAlloc( Gia_ManObjNum(p) + Vec_WecSizeSize(vMap) + 2*Vec_WecSizeUsed(vMap) );
Vec_IntFill( vMapping, Gia_ManObjNum(p), 0 );
Vec_WecForEachLevel( vMap, vVec, i )
if ( Vec_IntSize(vVec) > 0 )
{
Vec_IntWriteEntry( vMapping, i, Vec_IntSize(vMapping) );
Vec_IntPush( vMapping, Vec_IntSize(vVec) );
Vec_IntForEachEntry( vVec, Obj, k )
Vec_IntPush( vMapping, Obj );
Vec_IntPush( vMapping, i );
}
assert( Vec_IntSize(vMapping) < 16 || Vec_IntSize(vMapping) == Vec_IntCap(vMapping) );
return vMapping;
}
/**Function*************************************************************
Synopsis [Creating manager.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
Spl_Man_t * Spl_ManAlloc( Gia_Man_t * pGia, int Limit, int fReverse )
{
int i, iObj;
Spl_Man_t * p = ABC_CALLOC( Spl_Man_t, 1 );
p->pGia = pGia;
p->Limit = Limit;
p->fReverse = fReverse;
// intermediate
p->vMarksCIO = Vec_BitStart( Gia_ManObjNum(pGia) );
p->vMarksIn = Vec_BitStart( Gia_ManObjNum(pGia) );
p->vMarksNo = Vec_BitStart( Gia_ManObjNum(pGia) );
p->vMarksAnd = Vec_BitStart( Gia_ManObjNum(pGia) );
p->vRoots = Vec_IntAlloc( 100 );
p->vNodes = Vec_IntAlloc( 100 );
p->vLeaves = Vec_IntAlloc( 100 );
p->vAnds = Vec_IntAlloc( 100 );
// temporary
p->vFanouts = Vec_IntAlloc( 100 );
p->vCands = Vec_IntAlloc( 100 );
p->vInputs = Vec_IntAlloc( 100 );
// mark CIs/COs
Vec_BitWriteEntry( p->vMarksCIO, 0, 1 );
Gia_ManForEachCiId( pGia, iObj, i )
Vec_BitWriteEntry( p->vMarksCIO, iObj, 1 );
Gia_ManForEachCoId( pGia, iObj, i )
Vec_BitWriteEntry( p->vMarksCIO, iObj, 1 );
// mapping
ABC_FREE( pGia->pRefs );
Gia_ManCreateRefs( pGia );
Gia_ManSetLutRefs( pGia );
assert( Gia_ManHasMapping(pGia) );
assert( !Gia_ManHasMapping2(pGia) );
pGia->vMapping2 = Spl_ManToWecMapping( pGia );
Vec_IntFreeP( &pGia->vMapping );
// fanout
Gia_ManStaticFanoutStart( pGia );
return p;
}
void Spl_ManStop( Spl_Man_t * p )
{
// fanout
Gia_ManStaticFanoutStop( p->pGia );
// mapping
assert( !Gia_ManHasMapping(p->pGia) );
assert( Gia_ManHasMapping2(p->pGia) );
p->pGia->vMapping = Spl_ManFromWecMapping( p->pGia, p->pGia->vMapping2 );
Vec_WecFreeP( &p->pGia->vMapping2 );
// intermediate
Vec_BitFree( p->vMarksCIO );
Vec_BitFree( p->vMarksIn );
Vec_BitFree( p->vMarksNo );
Vec_BitFree( p->vMarksAnd );
Vec_IntFree( p->vRoots );
Vec_IntFree( p->vNodes );
Vec_IntFree( p->vLeaves );
Vec_IntFree( p->vAnds );
// temporary
Vec_IntFree( p->vFanouts );
Vec_IntFree( p->vCands );
Vec_IntFree( p->vInputs );
ABC_FREE( p );
}
/**Function*************************************************************
Synopsis [Takes Nodes and Marks. Returns Leaves and Roots.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Spl_ManWinFindLeavesRoots( Spl_Man_t * p )
{
Vec_Int_t * vVec;
int iObj, iFan, i, k;
// collect leaves
/*
Vec_IntClear( p->vLeaves );
Gia_ManForEachLut2Vec( p->vNodes, p->pGia, vVec, iObj, i )
{
assert( Vec_BitEntry(p->vMarksNo, iObj) );
Vec_IntForEachEntry( vVec, iFan, k )
if ( !Vec_BitEntry(p->vMarksNo, iFan) )
{
Vec_BitWriteEntry(p->vMarksNo, iFan, 1);
Vec_IntPush( p->vLeaves, iFan );
}
}
Vec_IntForEachEntry( p->vLeaves, iFan, i )
Vec_BitWriteEntry(p->vMarksNo, iFan, 0);
*/
Vec_IntClear( p->vLeaves );
Vec_IntForEachEntry( p->vAnds, iObj, i )
{
Gia_Obj_t * pObj = Gia_ManObj( p->pGia, iObj );
assert( Vec_BitEntry(p->vMarksAnd, iObj) );
iFan = Gia_ObjFaninId0( pObj, iObj );
if ( !Vec_BitEntry(p->vMarksAnd, iFan) )
{
assert( Gia_ObjIsLut2(p->pGia, iFan) || Vec_BitEntry(p->vMarksCIO, iFan) );
Vec_BitWriteEntry(p->vMarksAnd, iFan, 1);
Vec_IntPush( p->vLeaves, iFan );
}
iFan = Gia_ObjFaninId1( pObj, iObj );
if ( !Vec_BitEntry(p->vMarksAnd, iFan) )
{
assert( Gia_ObjIsLut2(p->pGia, iFan) || Vec_BitEntry(p->vMarksCIO, iFan) );
Vec_BitWriteEntry(p->vMarksAnd, iFan, 1);
Vec_IntPush( p->vLeaves, iFan );
}
}
Vec_IntForEachEntry( p->vLeaves, iFan, i )
Vec_BitWriteEntry(p->vMarksAnd, iFan, 0);
// collect roots
Vec_IntClear( p->vRoots );
Gia_ManForEachLut2Vec( p->vNodes, p->pGia, vVec, iObj, i )
Vec_IntForEachEntry( vVec, iFan, k )
Gia_ObjLutRefDecId( p->pGia, iFan );
Vec_IntForEachEntry( p->vAnds, iObj, i )
if ( Gia_ObjLutRefNumId(p->pGia, iObj) )
Vec_IntPush( p->vRoots, iObj );
Gia_ManForEachLut2Vec( p->vNodes, p->pGia, vVec, iObj, i )
Vec_IntForEachEntry( vVec, iFan, k )
Gia_ObjLutRefIncId( p->pGia, iFan );
}
/**Function*************************************************************
Synopsis [Computes LUTs that are fanouts of the node outside of the cone.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Spl_ManLutFanouts_rec( Gia_Man_t * p, int iObj, Vec_Int_t * vFanouts, Vec_Bit_t * vMarksNo, Vec_Bit_t * vMarksCIO )
{
int iFanout, i;
if ( Vec_BitEntry(vMarksNo, iObj) || Vec_BitEntry(vMarksCIO, iObj) )
return;
if ( Gia_ObjIsLut2(p, iObj) )
{
Vec_BitWriteEntry( vMarksCIO, iObj, 1 );
Vec_IntPush( vFanouts, iObj );
return;
}
Gia_ObjForEachFanoutStaticId( p, iObj, iFanout, i )
Spl_ManLutFanouts_rec( p, iFanout, vFanouts, vMarksNo, vMarksCIO );
}
int Spl_ManLutFanouts( Gia_Man_t * p, int iObj, Vec_Int_t * vFanouts, Vec_Bit_t * vMarksNo, Vec_Bit_t * vMarksCIO )
{
int i, iFanout;
assert( Gia_ObjIsLut2(p, iObj) );
Vec_IntClear( vFanouts );
Gia_ObjForEachFanoutStaticId( p, iObj, iFanout, i )
Spl_ManLutFanouts_rec( p, iFanout, vFanouts, vMarksNo, vMarksCIO );
// clean up
Vec_IntForEachEntry( vFanouts, iFanout, i )
Vec_BitWriteEntry( vMarksCIO, iFanout, 0 );
return Vec_IntSize(vFanouts);
}
/**Function*************************************************************
Synopsis [Returns the number of fanins beloning to the set.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
int Spl_ManCountMarkedFanins( Gia_Man_t * p, int iObj, Vec_Bit_t * vMarks )
{
int i, iFan, Count = 0;
Vec_Int_t * vFanins = Gia_ObjLutFanins2(p, iObj);
Vec_IntForEachEntry( vFanins, iFan, i )
if ( Vec_BitEntry(vMarks, iFan) )
Count++;
return Count;
}
int Spl_ManFindGoodCand( Spl_Man_t * p )
{
int i, iObj;
int Res = 0, InCount, InCountMax = -1;
// mark leaves
Vec_IntForEachEntry( p->vInputs, iObj, i )
Vec_BitWriteEntry( p->vMarksIn, iObj, 1 );
// find candidate with maximum input overlap
Vec_IntForEachEntry( p->vCands, iObj, i )
{
InCount = Spl_ManCountMarkedFanins( p->pGia, iObj, p->vMarksIn );
if ( InCountMax < InCount )
{
InCountMax = InCount;
Res = iObj;
}
}
// unmark leaves
Vec_IntForEachEntry( p->vInputs, iObj, i )
Vec_BitWriteEntry( p->vMarksIn, iObj, 0 );
return Res;
}
/**Function*************************************************************
Synopsis []
Description []
SideEffects []
SeeAlso []
***********************************************************************/
int Spl_ManFindOne( Spl_Man_t * p )
{
Vec_Int_t * vVec;
int nFanouts, iObj, iFan, i, k;
int Res = 0;
// deref
Gia_ManForEachLut2Vec( p->vNodes, p->pGia, vVec, iObj, i )
Vec_IntForEachEntry( vVec, iFan, k )
Gia_ObjLutRefDecId( p->pGia, iFan );
// collect external nodes
if ( p->fReverse && (Vec_IntSize(p->vNodes) & 1) )
{
Vec_IntForEachEntry( p->vNodes, iObj, i )
{
if ( Gia_ObjLutRefNumId(p->pGia, iObj) == 0 )
continue;
assert( Gia_ObjLutRefNumId(p->pGia, iObj) > 0 );
if ( Gia_ObjLutRefNumId(p->pGia, iObj) >= 5 ) // skip nodes with high fanout!
continue;
nFanouts = Spl_ManLutFanouts( p->pGia, iObj, p->vFanouts, p->vMarksNo, p->vMarksCIO );
if ( Gia_ObjLutRefNumId(p->pGia, iObj) == 1 && nFanouts == 1 )
{
Res = Vec_IntEntry(p->vFanouts, 0);
goto finish;
}
//Vec_IntAppend( p->vCands, p->vFanouts );
}
}
// consider LUT inputs - get one that has no refs
Vec_IntClear( p->vCands );
Vec_IntClear( p->vInputs );
Gia_ManForEachLut2Vec( p->vNodes, p->pGia, vVec, iObj, i )
Vec_IntForEachEntry( vVec, iFan, k )
if ( !Vec_BitEntry(p->vMarksNo, iFan) && !Vec_BitEntry(p->vMarksCIO, iFan) && !Gia_ObjLutRefNumId(p->pGia, iFan) )
{
Vec_IntPush( p->vCands, iFan );
Vec_IntPush( p->vInputs, iFan );
}
Res = Spl_ManFindGoodCand( p );
if ( Res )
goto finish;
// collect candidates
Vec_IntClear( p->vCands );
Vec_IntClear( p->vInputs );
Gia_ManForEachLut2Vec( p->vNodes, p->pGia, vVec, iObj, i )
Vec_IntForEachEntry( vVec, iFan, k )
if ( !Vec_BitEntry(p->vMarksNo, iFan) && !Vec_BitEntry(p->vMarksCIO, iFan) )
{
Vec_IntPush( p->vCands, iFan );
Vec_IntPush( p->vInputs, iFan );
}
// all inputs have refs - collect external nodes
Vec_IntForEachEntry( p->vNodes, iObj, i )
{
if ( Gia_ObjLutRefNumId(p->pGia, iObj) == 0 )
continue;
assert( Gia_ObjLutRefNumId(p->pGia, iObj) > 0 );
if ( Gia_ObjLutRefNumId(p->pGia, iObj) >= 5 ) // skip nodes with high fanout!
continue;
nFanouts = Spl_ManLutFanouts( p->pGia, iObj, p->vFanouts, p->vMarksNo, p->vMarksCIO );
if ( Gia_ObjLutRefNumId(p->pGia, iObj) == 1 && nFanouts == 1 )
{
Res = Vec_IntEntry(p->vFanouts, 0);
goto finish;
}
Vec_IntAppend( p->vCands, p->vFanouts );
}
// choose among not-so-good ones
Res = Spl_ManFindGoodCand( p );
if ( Res )
goto finish;
// get the first candidate
if ( Res == 0 && Vec_IntSize(p->vCands) > 0 )
Res = Vec_IntEntry( p->vCands, 0 );
finish:
// ref
Gia_ManForEachLut2Vec( p->vNodes, p->pGia, vVec, iObj, i )
Vec_IntForEachEntry( vVec, iFan, k )
Gia_ObjLutRefIncId( p->pGia, iFan );
return Res;
}
/**Function*************************************************************
Synopsis [Computing window for one pivot node.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
int Spl_ManLutMffcSize( Gia_Man_t * p, int iObj, Vec_Int_t * vTemp, Vec_Bit_t * vMarksAnd )
{
int iTemp, i, k = 0;
assert( Gia_ObjIsLut2(p, iObj) );
//Vec_IntPrint( Gia_ObjLutFanins2(p, iObj) );
Gia_ManIncrementTravId( p );
Gia_ManCollectAnds( p, &iObj, 1, vTemp, Gia_ObjLutFanins2(p, iObj) );
Vec_IntForEachEntry( vTemp, iTemp, i )
if ( !Vec_BitEntry(vMarksAnd, iTemp) )
Vec_IntWriteEntry( vTemp, k++, iTemp );
Vec_IntShrink( vTemp, k );
return k;
}
void Spl_ManAddNode( Spl_Man_t * p, int iPivot, Vec_Int_t * vCands )
{
int i, iObj;
Vec_IntPush( p->vNodes, iPivot );
Vec_BitWriteEntry( p->vMarksNo, iPivot, 1 );
Vec_IntAppend( p->vAnds, vCands );
Vec_IntForEachEntry( vCands, iObj, i )
Vec_BitWriteEntry( p->vMarksAnd, iObj, 1 );
}
int Spl_ManComputeOne( Spl_Man_t * p, int iPivot )
{
int CountAdd, iObj, i;
assert( Gia_ObjIsLut2(p->pGia, iPivot) );
//Gia_ManPrintCone2( p->pGia, Gia_ManObj(p->pGia, iPivot) );
// assume it was previously filled in
Vec_IntForEachEntry( p->vNodes, iObj, i )
Vec_BitWriteEntry( p->vMarksNo, iObj, 0 );
Vec_IntForEachEntry( p->vAnds, iObj, i )
Vec_BitWriteEntry( p->vMarksAnd, iObj, 0 );
// double check that it is empty
//Gia_ManForEachLut2( p->pGia, iObj )
// assert( !Vec_BitEntry(p->vMarksNo, iObj) );
//Gia_ManForEachLut2( p->pGia, iObj )
// assert( !Vec_BitEntry(p->vMarksAnd, iObj) );
// clean arrays
Vec_IntClear( p->vNodes );
Vec_IntClear( p->vAnds );
// add root node
Spl_ManLutMffcSize( p->pGia, iPivot, p->vCands, p->vMarksAnd );
Spl_ManAddNode( p, iPivot, p->vCands );
if ( Vec_IntSize(p->vAnds) > p->Limit )
return 0;
//printf( "%d ", iPivot );
// add one node at a time
while ( (iObj = Spl_ManFindOne(p)) )
{
assert( Gia_ObjIsLut2(p->pGia, iObj) );
assert( !Vec_BitEntry(p->vMarksNo, iObj) );
CountAdd = Spl_ManLutMffcSize( p->pGia, iObj, p->vCands, p->vMarksAnd );
if ( Vec_IntSize(p->vAnds) + CountAdd > p->Limit )
break;
Spl_ManAddNode( p, iObj, p->vCands );
//printf( "+%d ", iObj );
}
//printf( "\n" );
Vec_IntSort( p->vNodes, 0 );
Vec_IntSort( p->vAnds, 0 );
Spl_ManWinFindLeavesRoots( p );
Vec_IntSort( p->vLeaves, 0 );
Vec_IntSort( p->vRoots, 0 );
return 1;
}
/**Function*************************************************************
Synopsis [External procedures.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
int Gia_ManComputeOneWin( Gia_Man_t * pGia, int iPivot, Vec_Int_t ** pvRoots, Vec_Int_t ** pvNodes, Vec_Int_t ** pvLeaves, Vec_Int_t ** pvAnds )
{
Spl_Man_t * p = (Spl_Man_t *)pGia->pSatlutWinman;
assert( p != NULL );
if ( iPivot == -1 )
{
Spl_ManStop( p );
pGia->pSatlutWinman = NULL;
return 0;
}
if ( !Spl_ManComputeOne( p, iPivot ) )
{
*pvRoots = NULL;
*pvNodes = NULL;
*pvLeaves = NULL;
*pvAnds = NULL;
return 0;
}
*pvRoots = p->vRoots;
*pvNodes = p->vNodes;
*pvLeaves = p->vLeaves;
*pvAnds = p->vAnds;
// Vec_IntPrint( p->vNodes );
return Vec_IntSize(p->vAnds);
}
void Gia_ManComputeOneWinStart( Gia_Man_t * pGia, int nAnds, int fReverse )
{
assert( pGia->pSatlutWinman == NULL );
pGia->pSatlutWinman = Spl_ManAlloc( pGia, nAnds, fReverse );
}
/**Function*************************************************************
Synopsis [Testing procedure.]
Description []
SideEffects []
SeeAlso []
***********************************************************************/
void Spl_ManComputeOneTest( Gia_Man_t * pGia )
{
int iLut, Count;
Gia_ManComputeOneWinStart( pGia, 64, 0 );
Gia_ManForEachLut2( pGia, iLut )
{
Vec_Int_t * vRoots, * vNodes, * vLeaves, * vAnds;
Count = Gia_ManComputeOneWin( pGia, iLut, &vRoots, &vNodes, &vLeaves, &vAnds );
printf( "Obj = %6d : Leaf = %2d. Node = %2d. Root = %2d. AND = %3d.\n",
iLut, Vec_IntSize(vLeaves), Vec_IntSize(vNodes), Vec_IntSize(vRoots), Count );
}
Gia_ManComputeOneWin( pGia, -1, NULL, NULL, NULL, NULL );
}
////////////////////////////////////////////////////////////////////////
/// END OF FILE ///
////////////////////////////////////////////////////////////////////////
ABC_NAMESPACE_IMPL_END