<> <> <> <> <> <> <> <> <> DIRECTORY Atom USING [PropList], CD, CDBasics USING [BaseOfRect, Extend, Intersect, Intersection, ToRect], CDOrient, CornerStitching, SX, SXAccess, SXAccessInternal, SXConflicts USING [ComputeConflicts, ResolveConstraints], SXLayers, SXQuadTree USING [Create, Dimension, Enumerate, PerRectProc, QuadTree, QuadTreeRoot, Rectangle, Rectangles], TerminalIO USING [WriteChar, WriteRope]; SXLayersImpl: CEDAR PROGRAM IMPORTS CD, CDBasics, CDOrient, CornerStitching, SX, SXAccess, SXAccessInternal, SXConflicts, SXQuadTree, TerminalIO EXPORTS SXLayers = BEGIN <<>> <<-- TYPES>> ConflictWorlds: TYPE = ARRAY SX.SpinifexLayerIndex OF REF CornerStitching.Tesselation; <<--The conflict worlds are used to find the regions where interactions occour.>> GeometryWorlds: TYPE = ARRAY SX.SpinifexLayerIndex OF REF CornerStitching.Tesselation; <<--The geometry worlds contain the flattened regions where conflicts occour.>> ConstraintQueue: TYPE = ARRAY SX.SpinifexLayerIndex OF LIST OF REF CornerStitching.Region _ ALL[NIL]; <<--The following two data structures are global for maintenance purposes.>> conflictWorlds: ConflictWorlds; <<--The conflict worlds are used to find the regions where interactions occour.>> geometryWorlds: GeometryWorlds; <<--The geometry worlds contain the flattened regions where conflicts occour.>> <<--Maintenance aids>> debug: BOOL = FALSE; <> <> <> saveTesselations: BOOL _ FALSE; freeTesselations: BOOL _ FALSE; <> BloatConflictsIntoAOIs: PROC [ cir: REF SX.Circuit, layer: SX.SpinifexLayerIndex, conflictWorld: REF CornerStitching.Tesselation] <<--All rectangles where there is no overlap are deleted. Since the area of interest is 1/2 of the maximal interaction distance, at the end there may be regions which contain none of the original material. For this reason the areas of interest are bloated by 1/2 of the maximal interaction distance.>> RETURNS [cleanedConflictWorld: REF CornerStitching.Tesselation] = BEGIN <<--Local of AnalyzeGeometry, First Per Layer LOOP (AOI = Area Of Interest)>> CopyBloated: CornerStitching.PerTileProc = BEGIN <<--[tile: CornerStitching.TilePtr, data: REF ANY] RETURNS [REF ANY] >> IF tile.Value=$Conflict THEN { cleanedConflicts.ChangeRect[ rect: CDBasics.Extend[tile.Area, bloatValue], newValue: $AOI ]; } END; -- CopyBloated <<--BloatConflictsIntoAOIs (AOI = Area Of Interest)>> bloatValue: INT _ SXAccess.sxTech.layerInterestBloat[layer]; cleanedConflicts: REF CornerStitching.Tesselation _ CornerStitching.NewTesselation[]; [] _ conflictWorld.EnumerateArea[cir.spinifexLayers[layer].size, CopyBloated]; conflictWorld.FreeTesselation[FALSE]; cleanedConflictWorld _ cleanedConflicts; END; -- BloatConflictsIntoAOIs InstantiateAOIs: PROC [ cir: REF SX.Circuit, qt: REF SXQuadTree.QuadTree, cellBBox: CD.Rect, flatLoc: CD.Position _ [0, 0], flatOrient: CD.Orientation _ CDOrient.original, appl: CD.Instance _ NIL, nameQualifier: LIST OF CD.Instance _ NIL, layer: SX.SpinifexLayerIndex, conflictWorld: REF CornerStitching.Tesselation, geometryWorld: REF CornerStitching.Tesselation, constraintQueue: ConstraintQueue] RETURNS [newConstraintQueue: ConstraintQueue] = BEGIN <<--Local of AnalyzeGeometry, First Per Layer LOOP (AOI = Area Of Interest)>> <<--Depth first instantiation of those regions of the hierarchy that were found to be interesting.>> InstantiateTree: PROC [qt: REF SXQuadTree.QuadTree, qtBranchBox: CD.Rect] = BEGIN EnqueueConstraintRegion: PROC [cc: REF SX.Constraint, r: CornerStitching.Rect] = BEGIN constraintQueue[layer] _ CONS[ NEW[CornerStitching.Region _ [rect: r, value: cc]], constraintQueue[layer] ] END; <<>> <> IF conflictWorld.AreaEmpty[CDOrient.MapRect[ itemInCell: qtBranchBox, cellSize: (IF appl=NIL THEN [0, 0] ELSE appl.ob.size), cellInstOrient: flatOrient, cellInstPos: flatLoc ]] THEN RETURN; IF debug THEN TerminalIO.WriteChar['i]; FOR boxes: SXQuadTree.Rectangles _ qt.boxes, boxes.rest WHILE boxes#NIL DO mappedDim: CD.Rect = CDOrient.MapRect[ itemInCell: SXQuadTree.Dimension[boxes.first], cellSize: (IF appl=NIL THEN [0, 0] ELSE appl.ob.size), cellInstOrient: flatOrient, cellInstPos: flatLoc ]; IF NOT conflictWorld.AreaEmpty[mappedDim] THEN { WITH boxes.first.nodeInformation SELECT FROM subAppl: CD.Instance => { cellQt: REF SXQuadTree.QuadTree; subcellBBox: CD.Rect; [size: subcellBBox, geometry: cellQt] _ SXAccessInternal.GetSXData[subAppl.ob].circuit.spinifexLayers[layer]; IF cellQt=NIL THEN LOOP; constraintQueue _ InstantiateAOIs[ qt: cellQt, cellBBox: subcellBBox, flatLoc: CDBasics.BaseOfRect[CDOrient.MapRect[ itemInCell: CDOrient.RectAt[pos: subAppl.location, size: subAppl.ob.size, orient: subAppl.orientation], cellSize: (IF appl=NIL THEN [0, 0] ELSE appl.ob.size), cellInstOrient: flatOrient, cellInstPos: flatLoc ]], flatOrient: CDOrient.ComposeOrient[itemOrientInCell: subAppl.orientation, cellOrientInWorld: flatOrient], appl: subAppl, nameQualifier: CONS[subAppl, nameQualifier], <<--following are the parameters added in the restructuration:>> cir: cir, layer: layer, conflictWorld: conflictWorld, geometryWorld: geometryWorld, constraintQueue: constraintQueue ]; }; -- end rectangle is a subcell cNode: REF SX.CircuitNode => { name: REF SX.CircuitNode = <<--nameQualifier is not NIL when this node comes from a subcell of the cell currently being processed.>> IF nameQualifier=NIL THEN cNode ELSE cir.FindRootNode[subcircuitNode: cNode, qualifier: nameQualifier, insertIfNotInCircuit: TRUE].node; occupants: LIST OF REF CornerStitching.Region _ NARROW[geometryWorld.EnumerateArea[mappedDim] ]; newList: LIST OF REF SX.CircuitNode _ LIST[name]; geometryWorld.ChangeRect [rect: mappedDim, newValue: newList]; WHILE occupants#NIL DO IF ~conflictWorld.AreaEmpty[occupants.first.rect] THEN WITH occupants.first.value SELECT FROM oldList: LIST OF REF SX.CircuitNode => -- oldList forms shared tail in all multiply occupied areas. Subsequent processing allows this. We must ensure that each node appears only once and that the list head is unique. IF ~(oldList.first = name AND oldList.rest=NIL) THEN { old: LIST OF REF SX.CircuitNode _ oldList; replaceList: LIST OF REF SX.CircuitNode; WHILE old#NIL DO <<-- check not already on list.>> IF old.first = name THEN EXIT; old _ old.rest; ENDLOOP; replaceList _ IF old#NIL THEN CONS[oldList.first, oldList.rest] ELSE CONS[name, oldList]; geometryWorld.ChangeRect[rect: occupants.first.rect, newValue: replaceList] }; ENDCASE => ERROR; occupants _ occupants.rest; ENDLOOP; }; -- end rectangle is a node cc: REF SX.Constraint => EnqueueConstraintRegion[cc, mappedDim]; ENDCASE => ERROR -- This type not expected in quad tree } ENDLOOP; -- instantiate all rectangles in this Quad Tree node { IF qt.subTrees[north] # NIL THEN InstantiateTree[qt.subTrees[north], [x1: qtBranchBox.x1, y1: qt.midY, x2: qtBranchBox.x2, y2: qtBranchBox.y2]]; IF qt.subTrees[south] # NIL THEN InstantiateTree[qt.subTrees[south], [x1: qtBranchBox.x1, y1: qtBranchBox.y1, x2: qtBranchBox.x2, y2: qt.midY]]; IF qt.subTrees[east] # NIL THEN InstantiateTree[qt.subTrees[east], [x1: qt.midX, y1: qtBranchBox.y1, x2: qtBranchBox.x2, y2: qtBranchBox.y2]]; IF qt.subTrees[west] # NIL THEN InstantiateTree[qt.subTrees[west], [x1: qtBranchBox.x1, y1: qtBranchBox.y1, x2: qt.midX, y2: qtBranchBox.y2]]; } END; -- InstantiateTree <<>> <
> IF debug THEN TerminalIO.WriteChar['a]; InstantiateTree[qt, cellBBox]; newConstraintQueue _ constraintQueue END; -- InstantiateAOIs <> AnalyzeNodesInAOIs: PROC [ cir: REF SX.Circuit, layer: SX.SpinifexLayerIndex, geometryWorld: REF CornerStitching.Tesselation] = <<--The nodes are analysed. Problem: parasitics. The constraints are put in and resolved (additional complexity for electrical conductivity).>> BEGIN MergeNodeTiles: CornerStitching.PerTileProc = <<--[tile: CornerStitching.TilePtr, data: REF ANY] RETURNS [REF ANY] -- >> BEGIN <<--(local of AnalyzeNodesInAOIs, local of AnalyzeGeometry)>> <<-- This is quite an embarassment to me, but ...>> <<-- This code deals with area and perimeter calculation, perhaps it could be done better. I could think of two ways to do this, neither of them particularly great. I chose to implement the one I understood best although it is perhaps the less efficient of the two. Each cornersitched tile is a list of CircuitNodes which had tiles in the area, think of them as the set of sources for any tile. I'm sure with a bit more time someone could come up with a better way to represent these sets than lists, however it should not be too bad as I expect the list will only ever contain a couple of members. Just be warned that pathological behaviour may arise. Note the length of source lists is precisely the degree of overlap of boxes with the proviso that subcells only contribute one box. Actually it hasn't turned out too badly.>> CountEdge: PROC [nl1, nl2: LIST OF REF SX.CircuitNode] RETURNS [INT] = BEGIN <<-- There is an edge for every SX.CircuitNode not shared by the two lists.>> InAButNotB: PROC [a,b: LIST OF REF SX.CircuitNode] RETURNS [c: INT _ 0] = BEGIN FOR s1: LIST OF REF SX.CircuitNode _ a, s1.rest WHILE s1#NIL DO s2: LIST OF REF SX.CircuitNode _ b; WHILE s2#NIL DO IF s1.first=s2.first THEN EXIT; -- Shared sources. s2 _ s2.rest; ENDLOOP; IF s2=NIL THEN c _ c+1; -- node in s1 not in s2 ENDLOOP; END; RETURN [InAButNotB[a: nl1, b: nl2] + InAButNotB[a: nl2, b: nl1]] END; -- CountEdge <<>> <<--MergeNodeTiles>> IF SXAccess.stopFlag^ THEN ERROR ABORTED; WITH tile.Value SELECT FROM cnList: LIST OF REF SX.CircuitNode => { <<-- Process merging and area changes in the interior of the tile.>> list: LIST OF REF SX.CircuitNode _ cnList.rest; eastBound: INT = tile.EastEdge; northBound: INT = tile.NorthEdge; westBound: INT = tile.WestEdge; southBound: INT = tile.SouthEdge; r: CD.Rect = tile.Area; extraNodes: INT _ 0; n1: REF SX.CircuitNode = SX.LookupNode[cnList.first]; WHILE list#NIL DO n2: REF SX.CircuitNode = SX.LookupNode[list.first]; IF n1#n2 THEN cir.MergeNode[to: n1, from: n2]; <<-- Area adjustment.>> SX.AdjustNode[node: n1, layer: layer, area: -((r.x2 - r.x1)*(r.y2 - r.y1)), perim: 0]; extraNodes _ extraNodes+1; list _ list.rest; ENDLOOP; <<-- Process merging and perim changes at the tile southern and western boundary.>> <<-- To do this we must count the number of edges at each tile-pair boundary.>> FOR tileSouth: CornerStitching.TilePtr _ tile.WSouthNeighbour, tileSouth.NEastNeighbour WHILE tileSouth.WestEdge < eastBound DO IF tileSouth.Value#NIL THEN WITH tileSouth.Value SELECT FROM cnSouthList: LIST OF REF SX.CircuitNode => { n2: REF SX.CircuitNode = SX.LookupNode[cnSouthList.first]; IF n1#n2 THEN cir.MergeNode[to: n1, from: n2]; SX.AdjustNode[ node: n1, layer: layer, area: 0, perim: -(CountEdge[cnList, cnSouthList] * (MIN[eastBound, tileSouth.EastEdge] - MAX[westBound, tileSouth.WestEdge]) ) ] }; constraint: REF SX.Constraint => NULL; -- Ignore ENDCASE => ERROR ELSE -- tileSouth.Value=NIL IF extraNodes > 0 THEN SX.AdjustNode[node: n1, layer: layer, area: 0, perim: -(extraNodes * (MIN[eastBound, tileSouth.EastEdge] - MAX[westBound, tileSouth.WestEdge]) ) ] ENDLOOP; -- end FOR tileSouth FOR tileWest: CornerStitching.TilePtr _ tile.SWestNeighbour, tileWest.ENorthNeighbour WHILE tileWest.SouthEdge < northBound DO IF tileWest.Value#NIL THEN WITH tileWest.Value SELECT FROM cnWestList: LIST OF REF SX.CircuitNode => { n2: REF SX.CircuitNode; IF n1#(n2_SX.LookupNode[cnWestList.first]) THEN cir.MergeNode[to: n1, from: n2]; SX.AdjustNode[node: n1, layer: layer, area: 0, perim: -(CountEdge[cnList, cnWestList] * (MIN[northBound, tileWest.NorthEdge] - MAX[southBound, tileWest.SouthEdge]) ) ] }; constraint: REF SX.Constraint => NULL; -- Ignore ENDCASE => ERROR ELSE IF extraNodes > 0 THEN SX.AdjustNode[node: n1, layer: layer, area: 0, perim: -(extraNodes * (MIN[northBound,tileWest.NorthEdge] - MAX[southBound,tileWest.SouthEdge]) ) ] ENDLOOP; -- tileWest FOR tileNorth: CornerStitching.TilePtr _ tile.ENorthNeighbour, tileNorth.SWestNeighbour WHILE tileNorth.EastEdge > westBound DO IF tileNorth.Value=NIL AND extraNodes > 0 THEN SX.AdjustNode[node: n1, layer: layer, area: 0, perim: -(extraNodes * (MIN[eastBound, tileNorth.EastEdge] - MAX[westBound, tileNorth.WestEdge]) ) ] ENDLOOP; -- tileNorth FOR tileEast: CornerStitching.TilePtr _ tile.NEastNeighbour, tileEast.WSouthNeighbour WHILE tileEast.NorthEdge > southBound DO IF tileEast.Value=NIL AND extraNodes > 0 THEN SX.AdjustNode[node: n1, layer: layer, area: 0, perim: -(extraNodes * (MIN[northBound, tileEast.NorthEdge] - MAX[southBound, tileEast.SouthEdge]) ) ] ENDLOOP; -- tileEast }; ENDCASE => ERROR END; -- MergeNodeTiles <<>> <<--AnalyzeNodesInAOIs.>> [] _ geometryWorld.EnumerateArea[rect: cir.spinifexLayers[layer].size, perTile: MergeNodeTiles]; END; -- AnalyzeNodesInAOIs <> DesignRuleCheckAOIs: PROC [ cir: REF SX.Circuit, cell: REF SX.LogicalCell, constraintQueue: ConstraintQueue, layer: SX.SpinifexLayerIndex, geometryWorld: REF CornerStitching.Tesselation, conflictWorld: REF CornerStitching.Tesselation] = BEGIN <<--Corner based checking. The tesselation is enumerated, etc. Fine point: inside/outside (concave corners). Tile types: Space (0), Current (1), SX.Constraint (2-7).>> <<--Each rule has two boolean vectors:>> <<--trigger1 identifies whether it is really a corner and gives the orientation.>> <<--trigger2 gives the checking rectangle.>> <<--CornerStitching.Enumerate is called to find all rectangles which intersect the checking rectangle. Trigger2 is used to see whether the type is there. If yes, the design rule is checked. If there is connection and it is legal, then it is not flagged as an error. This (CheckValue) is the place where the Euclidean distance would complement the Manhattan distance.>> <<-- First add the constraint regions to the geometry.>> mixRef: REF MixRec = NEW[MixRec]; --used to transfer parameters to MixConstraints checkRef: REF CheckRec = NEW[CheckRec]; --used to transfer parameters to CheckTile FOR newCc: LIST OF REF CornerStitching.Region _ constraintQueue[layer], newCc.rest WHILE newCc#NIL DO mixRef^ _ [--parameters of MixConstraints newConstraint: NARROW[newCc.first.value], rect: newCc.first.rect, resolution: SXAccess.sxTech.constraintResolutions[layer], tilesToPaint: NIL ]; [] _ geometryWorld.EnumerateArea[rect: mixRef.rect, perTile: MixConstraints, backgroundValue: $Nothing, data: mixRef]; FOR tilesToPaint: LIST OF REF CornerStitching.Region _ mixRef.tilesToPaint, tilesToPaint.rest WHILE tilesToPaint#NIL DO geometryWorld.ChangeRect[rect: tilesToPaint.first.rect, newValue: tilesToPaint.first.value]; ENDLOOP; --tilesToPaint ENDLOOP; --newCc <<-- examine every tile>> checkRef^ _ [--parameters of CheckTile conflictWorld: conflictWorld, geometryWorld: geometryWorld, cell: cell, cir: cir, rules: SXAccess.sxTech.rules[layer] ]; [] _ geometryWorld.EnumerateArea[ rect: cir.spinifexLayers[layer].size, perTile: CheckTile, backgroundValue: $Nothing, data: checkRef ]; END; -- DesignRuleCheckAOIs <<>> <<--type MixRec used exclusively to pass parameters to MixConstraints>> MixRec: TYPE = RECORD [ newConstraint: REF SX.Constraint, rect: CD.Rect, resolution: REF SX.ConstraintResolution, tilesToPaint: LIST OF REF CornerStitching.Region ]; MixConstraints: CornerStitching.PerTileProc = <<--called from DesignRuleCheckAOIs only>> <<--[tile: CornerStitching.TilePtr, data: REF ANY] RETURNS [REF ANY] >> BEGIN mixRef: REF MixRec = NARROW[data]; newval: REF ANY _ mixRef.newConstraint; IF tile.Value = NIL OR tile.Value # (newval _ SXConflicts.ResolveConstraints[ mixRef.newConstraint, tile.Value, mixRef.resolution ]) THEN mixRef.tilesToPaint _ CONS[ NEW[CornerStitching.Region _ [ rect: CDBasics.Intersection[mixRef.rect, tile.Area], value: newval ]], mixRef.tilesToPaint ] END; -- MixConstraints <<--type CheckRec used exclusively to pass parameters to CheckTile>> CheckRec: TYPE = RECORD [ conflictWorld: REF CornerStitching.Tesselation, geometryWorld: REF CornerStitching.Tesselation, rules: LIST OF REF SX.GeometricRule, cell: REF SX.LogicalCell, cir: REF SX.Circuit ]; FindNode: PROC [handle: REF CheckRec, nodeLayer: SX.SpinifexLayerIndex, r: CD.Rect] RETURNS [REF ANY] = <<--logically local to CheckTile>> BEGIN node: REF SX.CircuitNode; FoundIt: SIGNAL [n: REF SX.CircuitNode]; { ENABLE FoundIt => { node _ n; GOTO Done }; FindNodeInner: PROC [circuit: REF SX.Circuit, rect: CD.Rect, aChain: LIST OF CD.Instance] = <<--(local of FindNode, local of DesignRuleCheckAOIs, local of AnalyzeGeometry)>> BEGIN SearchForNode: SXQuadTree.PerRectProc = <<--[r: REF SXQuadTree.Rectangle, data: REF ANY] -- >> <<--(local of FindNodeInner, local of FindNode, local of DesignRuleCheckAOIs, local of AnalyzeGeometry)>> BEGIN WITH r.nodeInformation SELECT FROM n: REF SX.CircuitNode => IF CDBasics.Intersect[r.Dimension, rect] THEN { parentNode: REF SX.CircuitNode; newChain: LIST OF CD.Instance; [parentNode, newChain] _ handle.cir.FindRootNode[n, aChain]; IF newChain=NIL THEN SIGNAL FoundIt[parentNode] }; a: CD.Instance => { <<--Compose Clip and recurse>> subcir: REF SX.Circuit = SXAccessInternal.GetSXData[a.ob].circuit; subR: CD.Rect = CDOrient.DeMapRect[ itemInWorld: rect, cellSize: a.ob.size, cellInstOrient: a.orientation, cellInstPos: a.location ]; FindNodeInner[subcir, subR, CONS[a, aChain]]; }; ENDCASE; END; -- SearchForNode --FindNodeInner SXQuadTree.Enumerate [circuit.spinifexLayers[nodeLayer], rect, SearchForNode, NIL] END; -- FindNodeInner FindNodeInner[handle.cir, r, NIL]; RETURN [NEW[INT]]; EXITS Done => RETURN [node]; } END; -- FindNode CheckTile: CornerStitching.PerTileProc = <<--[tile: CornerStitching.TilePtr, data: REF ANY] RETURNS [REF ANY] -- >> <<--called from DesignRuleCheckAOIs only>> BEGIN Quadrants: TYPE = {ne, nw, sw, se}; DesignRuleCheckCorner: PROC [quadVals: ARRAY Quadrants OF REF ANY, pos: CD.Position] = BEGIN CheckArea: PROC [rule: REF SX.GeometricRule, orient: CD.Orientation, flavour: { convex, concave}] = BEGIN FindNodeAtCorner: PROC [n: REF ANY] RETURNS [REF ANY] = BEGIN WITH n SELECT FROM cn: REF SX.CircuitNode => RETURN [cn]; cc: REF SX.Constraint => { IF cc.specificCorrespondingNode # NIL THEN RETURN[SX.LookupNode[cc.specificCorrespondingNode]]; --Bowers, September 4, 1985 2:10:58 pm PDT IF ~cc.hasCorrespondingNode THEN CD.Error[ec: other, explanation: "FindNodeAtCorner: ~cc.hasCorrespondingNode"]; RETURN [FindNode[handle, cc.correspondingNodeLayer, CDBasics.Extend[CDBasics.ToRect[pos, pos], 1]] ] }; ENDCASE => RETURN [NEW[INT]]; END; FindNodeInTile: PROC [n: REF ANY, area: CD.Rect] RETURNS [REF ANY] = BEGIN WITH n SELECT FROM cn: REF SX.CircuitNode => RETURN [cn]; cc: REF SX.Constraint => { IF ~cc.hasCorrespondingNode THEN CD.Error[ec: other, explanation: "FindNodeInTile: ~cc.hasCorrespondingNode"]; RETURN [FindNode[handle, cc.correspondingNodeLayer, area]] }; ENDCASE => RETURN [NEW[INT]]; END; CheckTileValue: CornerStitching.PerTileProc = <<--PROC [tile: CornerStitching.TilePtr, data: REF ANY] RETURNS [REF ANY] >> BEGIN CheckValue[tile.Value, tile.Area] END; CheckValue: PROC [value: REF ANY, area: CD.Rect] = BEGIN <<--Each rule has two boolean vectors:>> <<--trigger1 identifies whether it is really a corner and gives the orientation.>> <<--trigger2 gives the checking rectangle.>> <<--CornerStitching.Enumerate is called to find all rectangles which intersect the checking rectangle. Trigger2 is used to see whether the type is there. If yes, the design rule is checked. If there is connection and it is legal, then it is not flagged as an error. This (CheckValue) is the place where the Euclidean distance would complement the Manhattan distance.>> <<--(local of CheckArea, local of DesignRuleCheckCorner, local of DesignRuleCheckAOIs, local of AnalyzeGeometry)>> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> < {>> <> <<};>> < TerminalIO.WriteRope [" Constraint."];>> < IF any = NIL THEN TerminalIO.WriteRope [" NIL"]>> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> < {>> <> <> <> < NULL;>> < DumpTree [handle.cir.spinifexLayers[c.correspondingNodeLayer]];>> < NULL;>> <<};>> < {>> <> <> <> <<};>> < NULL;>> <> <> IF SXAccess.stopFlag^ THEN ERROR ABORTED; <> <> WITH value SELECT FROM cn: REF SX.CircuitNode => { IF ~rule.trigger2[SX.nodeIndex] THEN RETURN; IF (rule.okIfConnected AND nodeAtCorner#NIL AND FindNodeAtCorner[nodeAtCorner] = SX.LookupNode[cn]) THEN RETURN; }; cc: REF SX.Constraint => { IF ~rule.trigger2[cc.index] THEN RETURN; IF (rule.okIfConnected AND nodeAtCorner#NIL AND cc.hasCorrespondingNode AND FindNodeAtCorner[nodeAtCorner] = FindNodeInTile[cc, area] OR (cc.specificCorrespondingNode # NIL AND FindNodeAtCorner[nodeAtCorner] = SX.LookupNode[cc.specificCorrespondingNode])) THEN RETURN; }; cnList: LIST OF REF SX.CircuitNode => { <<--this case introduced by Ch. Jacobi, January 3, 1985 11:28:01 am PST>> <<--without understanding the consequences and why a list type is used here>> IF cnList.rest#NIL THEN CD.Error[ec: other, explanation: "CheckValue: found a list of circuit nodes where a single one was expected"]; IF ~rule.trigger2[SX.nodeIndex] THEN RETURN; IF (rule.okIfConnected AND nodeAtCorner#NIL AND FindNodeAtCorner[nodeAtCorner] = SX.LookupNode[cnList.first]) THEN RETURN; }; ENDCASE => { IF value=NIL THEN { IF ~rule.trigger2[SX.spaceIndex] THEN RETURN; } ELSE CD.Error[ec: other, explanation: "CheckValue: value # NIL"] }; <<-- Check it is really an error. (Kind of funny sort of empty! What we mean is empty of non-$AOI tiles)>> IF notReportedYet AND conflictWorld.AreaEmpty[ rect: CDOrient.MapRect[ itemInCell: [x1: -delta, y1: -delta, x2: len, y2: len], cellSize: [0, 0], cellInstOrient: orient, cellInstPos: pos ], backgroundValue: $AOI] THEN { <<-- FOUND AN ERROR>> <> <> <> <> <<};>> SXAccessInternal.PutError[ob: handle.cell.cellObj, r: CDOrient.MapRect[ itemInCell: [x1: 0, y1: 0, x2: rule.extent, y2: rule.extent], cellSize: [0, 0], cellInstOrient: orient, cellInstPos: pos ], message: rule.message ]; notReportedYet _ FALSE } END; -- CheckValue notReportedYet: BOOLEAN _ TRUE; len: INT = rule.extent; delta: INT = 1; IF len = 0 THEN { <<-- Optimize purely local checks.>> <> CheckValue[quadVals[ne], [pos.x, pos.y, pos.x+delta, pos.y+delta]]; IF notReportedYet THEN CheckValue[quadVals[nw], [pos.x, pos.y-delta, pos.x+delta, pos.y]]; IF notReportedYet THEN CheckValue[quadVals[sw], [pos.x-delta, pos.y-delta, pos.x, pos.y]]; IF notReportedYet THEN CheckValue[quadVals[se], [pos.x-delta, pos.y, pos.x, pos.y+delta]]; } ELSE { SELECT flavour FROM convex => { [] _ handle.geometryWorld.EnumerateArea[ rect: CDOrient.MapRect[itemInCell: [x1: -delta, y1: 0, x2: len, y2: len], cellSize: [0, 0], cellInstOrient: orient, cellInstPos: pos ], perTile: CheckTileValue, backgroundValue: $Nix ]; [] _ handle.geometryWorld.EnumerateArea[ rect: CDOrient.MapRect[itemInCell: [x1: 0, y1: -delta, x2: len, y2: 0], cellSize: [0, 0], cellInstOrient: orient, cellInstPos: pos ], perTile: CheckTileValue, backgroundValue: $Nix ]; }; concave => { [] _ handle.geometryWorld.EnumerateArea[ rect: CDOrient.MapRect[itemInCell: [x1: 0, y1: 0, x2: len, y2: len], cellSize: [0, 0], cellInstOrient: orient, cellInstPos: pos ], perTile: CheckTileValue, backgroundValue: $Nix ]; }; ENDCASE } END; -- CheckArea <<-- DesignRuleCheckCorner>> or0: CD.Orientation = CDOrient.original; or90: CD.Orientation = CDOrient.rotate90; or180: CD.Orientation = CDOrient.rotate180; or270: CD.Orientation = CDOrient.rotate270; nodeAtCorner: REF ANY _ NIL; IF SXAccess.stopFlag^ THEN ERROR ABORTED; FOR ruleList: LIST OF REF SX.GeometricRule _ handle.rules, ruleList.rest WHILE ruleList#NIL DO rule: REF SX.GeometricRule = ruleList.first; bitIndex: ARRAY Quadrants OF INTEGER = [8, 4, 2, 1]; quadBits: INTEGER _ 0; nodeAtCorner _ NIL; <<-- Translate the quadrant contents into bit vector values.>> FOR q: Quadrants IN Quadrants DO WITH quadVals[q] SELECT FROM cn: REF SX.CircuitNode => { IF rule.trigger1[SX.nodeIndex] THEN { quadBits _ quadBits + bitIndex[q]; nodeAtCorner _ cn } }; cc: REF SX.Constraint => { IF rule.trigger1[cc.index] THEN { quadBits _ quadBits + bitIndex[q]; IF cc.hasCorrespondingNode AND nodeAtCorner=NIL THEN nodeAtCorner _ cc } }; cnList: LIST OF REF SX.CircuitNode => { CD.Error[ec: other, explanation: "DesignRuleCheckCorner: 'LIST OF REF SX.CircuitNode' should have been squashed to 'REF SX.CircuitNode' in `AnalyzeNodesInAOIs'.\nPLEASE save a copy of this design and make it available to Giordano. Thanks"] <<--this case introduced by Ch. Jacobi, January 3, 1985 11:28:01 am PST>> <<--without understanding the consequences and why a list type is used here>> <<-- ... and deleted again by Mark Shand February 15, 1985 12:08:02 pm PST>> <> <> <> <> <<};>> }; ENDCASE => { IF quadVals[q]=NIL THEN { IF rule.trigger1[SX.spaceIndex] THEN quadBits _ quadBits + bitIndex[q] } ELSE CD.Error[ec: other, explanation: "DesignRuleCheckCorner: quadVals[q]#NIL"] }; ENDLOOP; -- end Translate the quadrant contents into bit vector values <<-- Is this really a corner in the terms of this rule?>> <<-- Bits are ne=8, nw=4, sw=2, se=1. The check is applied to the quad opposite the generating corner. (IE rot. 180)>> <<-- Here are are some diagrams to make it explicit, X=TRUE, O=FALSE 0 - OO 1 - OO 2 - OO 3 - OO OO OX XO XX 4 - XO 5 - XO 6 - XO 7 - XO OO OX XO XX 8 - OX 9 - OX 10- OX 11- OX OO OX XO XX 12- XX 13- XX 14- XX 15- XX OO OX XO XX>> SELECT quadBits FROM 0 => NULL; 1 => CheckArea[rule, or90, convex]; 2 => CheckArea[rule, or0, convex]; 3 => NULL; 4 => CheckArea[rule, or270, convex]; 5 => { CheckArea[rule, or90, convex]; CheckArea[rule, or270, convex] }; 6 => NULL; 7 => CheckArea[rule, or0, concave]; 8 => CheckArea[rule, or180, convex]; 9 => NULL; 10 => { CheckArea[rule, or0, convex]; CheckArea[rule, or180, convex] }; 11 => CheckArea[rule, or90, concave]; 12 => NULL; 13 => CheckArea[rule, or180, concave]; 14 => CheckArea[rule, or270, concave]; 15 => NULL; ENDCASE => ERROR; ENDLOOP; END; -- DesignRuleCheckCorner <<--CheckTile>> <<-- Since tile are stitched at their North-East and South-West corners these are favoured points from which to DRC. We exploit the fact that every corner has either 3 or (rarely) 4 edges meeting at it, and thus contains a NE or SW or (rarely) both tile corner at it.>> handle: REF CheckRec = NARROW[data]; conflictWorld: REF CornerStitching.Tesselation = handle.conflictWorld; tileBound: CD.Rect = tile.Area; <<-- SW corner>> IF conflictWorld.TileAt[[x: tileBound.x1, y: tileBound.y1]].Value = $AOI THEN { IF tile.SWestNeighbour.SouthEdge = tileBound.y1 THEN { IF tile.WSouthNeighbour.WestEdge = tileBound.x1 THEN NULL -- This is a (rare I suspect) 4 way corner it is handled at the NE corner. ELSE { IF tile.Value = tile.SWestNeighbour.Value THEN CD.Error[ec: other, explanation: "CheckTile: violated Max horz rule"]; <<-- Get the quadrants at the SW corner and call DesignRuleCheckCorner>> DesignRuleCheckCorner[ [ne: tile.Value, nw: tile.SWestNeighbour.Value, sw: tile.WSouthNeighbour.Value, se: tile.WSouthNeighbour.Value], [tileBound.x1, tileBound.y1] ]; } } ELSE { -- tile.WSouthNeighbour.WestEdge = tileBound.x1 IMPLICITLY IF tile.Value = tile.WSouthNeighbour.Value THEN NULL -- No corner really ELSE { <<-- Get the quadrants at the SW corner and call DesignRuleCheckCorner>> DesignRuleCheckCorner[ [ne: tile.Value, nw: tile.SWestNeighbour.Value, sw: tile.SWestNeighbour.Value, se: tile.WSouthNeighbour.Value], [tileBound.x1, tileBound.y1] ]; } } }; <<-- NE corner>> IF conflictWorld.TileAt[[x: tileBound.x2, y: tileBound.y2]].Value = $AOI THEN { IF tile.NEastNeighbour.NorthEdge = tileBound.y2 THEN { IF tile.ENorthNeighbour.EastEdge = tileBound.x2 THEN { <<-- 4 way corner, damn it>> neQTile: CornerStitching.TilePtr _ tile.ENorthNeighbour.NEastNeighbour; WHILE neQTile.SouthEdge > tileBound.y2 DO neQTile _ neQTile.WSouthNeighbour; ENDLOOP; DesignRuleCheckCorner[ [ne: neQTile.Value, nw: tile.ENorthNeighbour.Value, sw: tile.Value, se: tile.NEastNeighbour.Value], [tileBound.x2, tileBound.y2] ]; } ELSE { IF tile.Value = tile.NEastNeighbour.Value THEN CD.Error[ec: other, explanation: "CheckTile: violated Max horz rule NEast"]; <<-- Get the quadrants at the NE corner and call DesignRuleCheckCorner>> DesignRuleCheckCorner[ [ne: tile.ENorthNeighbour.Value, nw: tile.ENorthNeighbour.Value, sw: tile.Value, se: tile.NEastNeighbour.Value], [tileBound.x2, tileBound.y2] ]; } } ELSE { -- tile.ENorthNeighbour.EastEdge = tileBound.x2 IMPLICITLY IF tile.Value = tile.ENorthNeighbour.Value THEN NULL -- No corner really ELSE { <<-- Get the quadrants at the NE corner and call DesignRuleCheckCorner>> DesignRuleCheckCorner[ [ne: tile.NEastNeighbour.Value, nw: tile.ENorthNeighbour.Value, sw: tile.Value, se: tile.NEastNeighbour.Value], [tileBound.x2, tileBound.y2] ]; } } } END; -- CheckTile AnalyzeGeometry: PUBLIC PROC [cell: REF SX.LogicalCell] = BEGIN cir: REF SX.Circuit = cell.circuit; <<--Process each of the analysis layers.>> constraintQueue: ConstraintQueue; IF freeTesselations THEN FreeTesselations[circuit: cir]; <<--First per layer LOOP. The quad-trees are enumerated and the conflict world is constructed. Then the areas of interest are bloated. Finally the quad-tree is instantiated into the geometry world and the nodes are analysed.>> IF debug THEN TerminalIO.WriteChar['1]; FOR layer: SX.SpinifexLayerIndex IN [0..SXAccess.sxTech.numSpinifexLayers) DO conflictWorld: REF CornerStitching.Tesselation _ conflictWorlds[layer] _ CornerStitching.NewTesselation[]; geometryWorld: REF CornerStitching.Tesselation _ geometryWorlds[layer] _ CornerStitching.NewTesselation[]; <<--Main Body of first Per Layer LOOP (FOR layer: SX.SpinifexLayerIndex IN [0..SXAccess.sxTech.numSpinifexLayers) DO)>> cir.spinifexLayers[layer] _ SXQuadTree.Create [cir.spinifexLayers[layer]]; IF cir.spinifexLayers[layer].geometry = NIL THEN LOOP; IF SXAccess.stopFlag^ THEN ERROR ABORTED; SXConflicts.ComputeConflicts[cir.spinifexLayers[layer].geometry, conflictWorld, layer, cir]; <<--The quad-trees are enumerated and the conflict world is constructed. Each rectangle has an area of interest depending on the material. Constraints do not overlap: they are ordered into the technology dependent part; the larger prevails. Every constraint is represented by a number which is an index in a boolean array to infere whether it is there.>> <<--Set break point here to look at the conflict world !>> <<--CSMonitor.Monitor [plane: conflictWorld, name: "conflictWorld", paintDark: NIL];>> TerminalIO.WriteChar['.]; conflictWorld _ conflictWorlds[layer] _ BloatConflictsIntoAOIs[cir, layer, conflictWorld]; <<--All rectangles where there is no overlap are deleted. Since the area of interest is 1/2 of the maximal interaction distance, at the end there may be regions which contain none of the original material. For this reason the areas of interest are bloated by 1/2 of the maximal interaction distance.>> TerminalIO.WriteChar['.]; <<--The quad-tree is instantiated into the geometry world. This is done in two steps, because a tile can have only one value. First the electrical carrying stuff is handled, then the constraints.>> constraintQueue _ InstantiateAOIs[ cir: cir, qt: cir.spinifexLayers[layer].geometry, cellBBox: cir.spinifexLayers[layer].size, layer: layer, conflictWorld: conflictWorld, geometryWorld: geometryWorld, constraintQueue: constraintQueue ]; TerminalIO.WriteChar['.]; IF debug THEN TerminalIO.WriteChar['n]; <<--Now the nodes are analysed. Problem: parasitics. The constraints are put in and resolved (additional complexity for electrical conductivity).>> AnalyzeNodesInAOIs [cir, layer, geometryWorld]; TerminalIO.WriteRope [". "]; ENDLOOP; -- end of FOR "layer: SX.SpinifexLayerIndex IN [0..SXAccess.sxTech.numSpinifexLayers) DO" <<--Second Per Layer LOOP. For each conductive region in the geometry worlds, change the "LIST OF REF SX.CircuitNode"s (which have already been compressed into a single node per region) to a REF SX.CircuitNode. Normalises the geometrical representation of nodes (All electrically connected regions are made to point to the same node [which was determined in `AnalyzeNodesInAOIs']).>> <<(rewrite using FuncChangeRect)>> IF debug THEN TerminalIO.WriteChar['2]; <<--The loop in plain text:>> <<--for every Spinifex layer>> <<--for every rectangle of material in the design>> <<--get the list of the electrically connected rectangles in the circuit>> <<--collapse the attributes (value) of all rectangle to a single instance of the attributes>> <<--transform the list consisting of a single element in a single element (attributes).>> FOR layer: SX.SpinifexLayerIndex IN [0..SXAccess.sxTech.numSpinifexLayers) DO geometryWorld: REF CornerStitching.Tesselation _ geometryWorlds[layer]; IF SXAccess.stopFlag^ THEN ERROR ABORTED; FOR tiles: LIST OF REF CornerStitching.Region _ NARROW[geometryWorld.EnumerateArea[rect: cir.spinifexLayers[layer].size]], tiles.rest WHILE tiles#NIL DO geometryWorld.ChangeRect [rect: tiles.first.rect, newValue: SX.LookupNode[NARROW[tiles.first.value, LIST OF REF SX.CircuitNode].first ]] ENDLOOP; TerminalIO.WriteChar['.]; ENDLOOP; -- second Per Layer LOOP SX.NormalizeCircuit[cir]; TerminalIO.WriteChar[' ]; <<--Third per layer LOOP. Corner based checking. The tesselation is enumerated, etc. Fine point: inside/outside (concave corners).>> IF debug THEN TerminalIO.WriteChar['3]; FOR layer: SX.SpinifexLayerIndex IN [0..SXAccess.sxTech.numSpinifexLayers) DO conflictWorld: REF CornerStitching.Tesselation _ conflictWorlds [layer]; geometryWorld: REF CornerStitching.Tesselation _ geometryWorlds [layer]; DesignRuleCheckAOIs [cir, cell, constraintQueue, layer, geometryWorld, conflictWorld]; TerminalIO.WriteChar['.]; ENDLOOP; --third Per Layer LOOP TerminalIO.WriteChar[' ]; IF debug THEN TerminalIO.WriteChar['4]; IF saveTesselations THEN freeTesselations _ TRUE ELSE FreeTesselations[circuit: cir]; END; -- AnalyzeGeometry <<--Maintenance aids>> SaveTesselations: PUBLIC PROC [save: BOOL _ FALSE] = BEGIN saveTesselations _ save END; GetTesselation: PUBLIC PROC [conflicts: BOOL _ TRUE, layer: SX.SpinifexLayerIndex] RETURNS [REF CornerStitching.Tesselation] = BEGIN RETURN [IF conflicts THEN conflictWorlds[layer] ELSE geometryWorlds[layer]] END; FreeTesselations: PROC [circuit: REF SX.Circuit] = BEGIN FOR layer: SX.SpinifexLayerIndex IN [0..SXAccess.sxTech.numSpinifexLayers) DO conflictWorlds[layer].FreeTesselation[FALSE]; geometryWorlds[layer].FreeTesselation[FALSE]; TerminalIO.WriteChar['.]; ENDLOOP; freeTesselations _ FALSE END; <> <> <> <> <> END. <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <>