Beispiel #1
0
void Prs_ManWriteVerilogSignal( FILE * pFile, Prs_Ntk_t * p, int Sig )
{
    int Value = Abc_Lit2Var2( Sig );
    Prs_ManType_t Type = Abc_Lit2Att2( Sig );
    if ( Type == CBA_PRS_NAME || Type == CBA_PRS_CONST )
        fprintf( pFile, "%s", Prs_NtkStr(p, Value) );
    else if ( Type == CBA_PRS_SLICE )
        fprintf( pFile, "%s%s", Prs_NtkStr(p, Prs_SliceName(p, Value)), Prs_NtkStr(p, Prs_SliceRange(p, Value)) );
    else if ( Type == CBA_PRS_CONCAT )
        Prs_ManWriteVerilogConcat( pFile, p, Value );
    else assert( 0 );
}
Beispiel #2
0
ABC_NAMESPACE_IMPL_START


////////////////////////////////////////////////////////////////////////
///                        DECLARATIONS                              ///
////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////
///                     FUNCTION DEFINITIONS                         ///
////////////////////////////////////////////////////////////////////////

/**Function*************************************************************

  Synopsis    []

  Description []
  
  SideEffects []

  SeeAlso     []

***********************************************************************/
/*
Vec_Int_t * Gia_WriteDotAigMarks( Gia_Man_t * p, Vec_Int_t * vFadds, Vec_Int_t * vHadds )
{
    int i;
    Vec_Int_t * vMarks = Vec_IntStart( Gia_ManObjNum(p) );
    for ( i = 0; i < Vec_IntSize(vHadds)/2; i++ )
    {
        Vec_IntWriteEntry( vMarks, Vec_IntEntry(vHadds, 2*i+0), Abc_Var2Lit(i+1, 0) );
        Vec_IntWriteEntry( vMarks, Vec_IntEntry(vHadds, 2*i+1), Abc_Var2Lit(i+1, 0) );
    }
    for ( i = 0; i < Vec_IntSize(vFadds)/5; i++ )
    {
        Vec_IntWriteEntry( vMarks, Vec_IntEntry(vFadds, 5*i+3), Abc_Var2Lit(i+1, 1) );
        Vec_IntWriteEntry( vMarks, Vec_IntEntry(vFadds, 5*i+4), Abc_Var2Lit(i+1, 1) );
    }
    return vMarks;
}
int Gia_WriteDotAigLevel_rec( Gia_Man_t * p, Vec_Int_t * vMarks, Vec_Int_t * vFadds, Vec_Int_t * vHadds, int Id, Vec_Int_t * vLevel )
{
    int Level = Vec_IntEntry(vLevel, Id), Mark = Vec_IntEntry(vMarks, Id);
    if ( Level || Mark == -1 )
        return Level;
    if ( Mark == 0 )
    {
        Gia_Obj_t * pObj = Gia_ManObj( p, Id );
        int Level0 = Gia_WriteDotAigLevel_rec( p, vMarks, vFadds, vHadds, Gia_ObjFaninId0(pObj, Id), vLevel );
        int Level1 = Gia_WriteDotAigLevel_rec( p, vMarks, vFadds, vHadds, Gia_ObjFaninId1(pObj, Id), vLevel );
        Level = Abc_MaxInt(Level0, Level1) + 1;
        Vec_IntWriteEntry( vLevel, Id, Level );
        Vec_IntWriteEntry( vMarks, Id, -1 );
    }
    else if ( Abc_LitIsCompl(Mark) ) // FA
    {
        int i, * pFanins = Vec_IntEntryP( vFadds, 5*(Abc_Lit2Var(Mark)-1) );
        assert( pFanins[3] == Id || pFanins[4] == Id );
        for ( i = 0; i < 3; i++ )
            Level = Abc_MaxInt( Level, Gia_WriteDotAigLevel_rec( p, vMarks, vFadds, vHadds, pFanins[i], vLevel ) );
        Vec_IntWriteEntry( vLevel, pFanins[3], Level+1 );
        Vec_IntWriteEntry( vLevel, pFanins[4], Level+1 );
    }
    else  // HA
    {
        int * pFanins = Vec_IntEntryP( vHadds, 2*(Abc_Lit2Var(Mark)-1) );
        Gia_Obj_t * pObj = Gia_ManObj( p, pFanins[1] );
        int Level0 = Gia_WriteDotAigLevel_rec( p, vMarks, vFadds, vHadds, Gia_ObjFaninId0(pObj, Id), vLevel );
        int Level1 = Gia_WriteDotAigLevel_rec( p, vMarks, vFadds, vHadds, Gia_ObjFaninId1(pObj, Id), vLevel );
        assert( pFanins[0] == Id || pFanins[1] == Id );
        Level = Abc_MaxInt(Level0, Level1) + 1;
        Vec_IntWriteEntry( vLevel, pFanins[0], Level );
        Vec_IntWriteEntry( vLevel, pFanins[1], Level );
    }
    return Level;
}
int Gia_WriteDotAigLevel( Gia_Man_t * p, Vec_Int_t * vFadds, Vec_Int_t * vHadds, Vec_Int_t ** pvMarks, Vec_Int_t ** pvLevel )
{
    Vec_Int_t * vMarks = Gia_WriteDotAigMarks( p, vFadds, vHadds );
    Vec_Int_t * vLevel = Vec_IntStart( Gia_ManObjNum(p) );
    int i, Id, Level = 0;
    Vec_IntWriteEntry( vMarks, 0, -1 );
    Gia_ManForEachCiId( p, Id, i )
        Vec_IntWriteEntry( vMarks, Id, -1 );
    Gia_ManForEachCoDriverId( p, Id, i )
        Level = Abc_MaxInt( Level, Gia_WriteDotAigLevel_rec(p, vMarks, vFadds, vHadds, Id, vLevel) );
    Gia_ManForEachCoId( p, Id, i )
        Vec_IntWriteEntry( vMarks, Id, -1 );
    *pvMarks = vMarks;
    *pvLevel = vLevel;
    return Level;
}
*/
int Gia_WriteDotAigLevel( Gia_Man_t * p, Vec_Int_t * vFadds, Vec_Int_t * vHadds, Vec_Int_t * vRecord, Vec_Int_t ** pvLevel, Vec_Int_t ** pvMarks, Vec_Int_t ** pvRemap )
{
    Vec_Int_t * vLevel = Vec_IntStart( Gia_ManObjNum(p) );
    Vec_Int_t * vMarks = Vec_IntStart( Gia_ManObjNum(p) );
    Vec_Int_t * vRemap = Vec_IntStartNatural( Gia_ManObjNum(p) );
    int i, k, Id, Entry, LevelMax = 0;

    Vec_IntWriteEntry( vMarks, 0, -1 );
    Gia_ManForEachCiId( p, Id, i )
        Vec_IntWriteEntry( vMarks, Id, -1 );
    Gia_ManForEachCoId( p, Id, i )
        Vec_IntWriteEntry( vMarks, Id, -1 );

    Vec_IntForEachEntry( vRecord, Entry, i )
    {
        int Level = 0;
        int Node = Abc_Lit2Var2(Entry);
        int Attr = Abc_Lit2Att2(Entry);
        if ( Attr == 2 )
        {
            int * pFanins = Vec_IntEntryP( vFadds, 5*Node );
            for ( k = 0; k < 3; k++ )
                Level = Abc_MaxInt( Level, Vec_IntEntry(vLevel, pFanins[k]) );
            Vec_IntWriteEntry( vLevel, pFanins[3], Level+1 );
            Vec_IntWriteEntry( vLevel, pFanins[4], Level+1 );
            Vec_IntWriteEntry( vMarks, pFanins[4], Entry );
            Vec_IntWriteEntry( vRemap, pFanins[3], pFanins[4] );
            //printf( "Making FA output %d.\n", pFanins[4] );
        }
        else if ( Attr == 1 )
        {
            int * pFanins = Vec_IntEntryP( vHadds, 2*Node );
            Gia_Obj_t * pObj = Gia_ManObj( p, pFanins[1] );
            int pFaninsIn[2] = { Gia_ObjFaninId0(pObj, pFanins[1]), Gia_ObjFaninId1(pObj, pFanins[1]) };
            for ( k = 0; k < 2; k++ )
                Level = Abc_MaxInt( Level, Vec_IntEntry(vLevel, pFaninsIn[k]) );
            Vec_IntWriteEntry( vLevel, pFanins[0], Level+1 );
            Vec_IntWriteEntry( vLevel, pFanins[1], Level+1 );
            Vec_IntWriteEntry( vMarks, pFanins[1], Entry );
            Vec_IntWriteEntry( vRemap, pFanins[0], pFanins[1] );
            //printf( "Making HA output %d.\n", pFanins[1] );
        }
        else // if ( Attr == 3 || Attr == 0 )
        {
            Gia_Obj_t * pObj = Gia_ManObj( p, Node );
            int pFaninsIn[2] = { Gia_ObjFaninId0(pObj, Node), Gia_ObjFaninId1(pObj, Node) };
            for ( k = 0; k < 2; k++ )
                Level = Abc_MaxInt( Level, Vec_IntEntry(vLevel, pFaninsIn[k]) );
            Vec_IntWriteEntry( vLevel, Node, Level+1 );
            Vec_IntWriteEntry( vMarks, Node, -1 );
            //printf( "Making node %d.\n", Node );
        }
        LevelMax = Abc_MaxInt( LevelMax, Level+1 );
    }