further performance improvements
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8bf0ff279f
commit
c36bce9978
8 changed files with 168 additions and 58 deletions
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@ -18,7 +18,8 @@ def main() -> None:
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danger_map.precompute([])
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evaluator = CostEvaluator(engine, danger_map, greedy_h_weight=1.1)
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router = AStarRouter(evaluator, node_limit=100000)
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# router = AStarRouter(evaluator, node_limit=100000)
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router = AStarRouter(evaluator, node_limit=100000, bend_collision_type="clipped_bbox", bend_clip_margin=1.0)
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pf = PathFinder(router, evaluator)
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# 2. Define Netlist with various orientation challenges
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@ -17,7 +17,7 @@ class CollisionEngine:
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__slots__ = (
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'clearance', 'max_net_width', 'safety_zone_radius',
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'static_index', 'static_geometries', 'static_dilated', 'static_prepared', '_static_id_counter',
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'dynamic_index', 'dynamic_geometries', 'dynamic_dilated', '_dynamic_id_counter'
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'dynamic_index', 'dynamic_geometries', 'dynamic_dilated', 'dynamic_prepared', '_dynamic_id_counter'
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)
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clearance: float
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@ -60,6 +60,7 @@ class CollisionEngine:
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self.dynamic_geometries: dict[int, tuple[str, Polygon]] = {}
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# obj_id -> dilated_geometry (by clearance/2)
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self.dynamic_dilated: dict[int, Polygon] = {}
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self.dynamic_prepared: dict[int, PreparedGeometry] = {}
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self._dynamic_id_counter = 0
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def add_static_obstacle(self, polygon: Polygon) -> None:
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@ -96,6 +97,7 @@ class CollisionEngine:
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self.dynamic_geometries[obj_id] = (net_id, poly)
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self.dynamic_dilated[obj_id] = dil
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self.dynamic_prepared[obj_id] = prep(dil)
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self.dynamic_index.insert(obj_id, dil.bounds)
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def remove_path(self, net_id: str) -> None:
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@ -109,6 +111,7 @@ class CollisionEngine:
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for obj_id in to_remove:
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nid, poly = self.dynamic_geometries.pop(obj_id)
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dilated = self.dynamic_dilated.pop(obj_id)
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self.dynamic_prepared.pop(obj_id)
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self.dynamic_index.delete(obj_id, dilated.bounds)
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def lock_net(self, net_id: str) -> None:
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@ -122,6 +125,7 @@ class CollisionEngine:
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for obj_id in to_move:
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nid, poly = self.dynamic_geometries.pop(obj_id)
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dilated = self.dynamic_dilated.pop(obj_id)
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self.dynamic_prepared.pop(obj_id)
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self.dynamic_index.delete(obj_id, dilated.bounds)
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# Re-buffer for static clearance if necessary.
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# Note: dynamic is clearance/2, static is clearance.
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@ -178,20 +182,28 @@ class CollisionEngine:
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for obj_id in candidates:
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if self.static_prepared[obj_id].intersects(geometry):
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if start_port or end_port:
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# Optimization: Instead of expensive buffer + intersection,
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# use distance() and check if it's within clearance only near ports.
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raw_obstacle = self.static_geometries[obj_id]
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# If the intersection is within clearance, distance will be < clearance.
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# We already know it intersects the dilated obstacle, so distance < clearance.
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is_safe = False
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# Optimization: Skip expensive intersection if neither port is near the obstacle's bounds
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# (Plus a small margin for safety zone)
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sz = self.safety_zone_radius
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is_near_port = False
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for p in [start_port, end_port]:
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if p:
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# Quick bounds check
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b = self.static_dilated[obj_id].bounds
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if (b[0] - sz <= p.x <= b[2] + sz and
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b[1] - sz <= p.y <= b[3] + sz):
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is_near_port = True
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break
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# Use intersection bounds to check proximity to ports
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# We need the intersection of the geometry and the RAW obstacle
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if not is_near_port:
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return True # Collision, and not near any port safety zone
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# Only if near port, do the expensive check
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raw_obstacle = self.static_geometries[obj_id]
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intersection = geometry.intersection(raw_obstacle)
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if not intersection.is_empty:
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ix_minx, ix_miny, ix_maxx, ix_maxy = intersection.bounds
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is_safe = False
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for p in [start_port, end_port]:
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if p and (abs(ix_minx - p.x) < sz and
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abs(ix_maxx - p.x) < sz and
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@ -213,6 +225,6 @@ class CollisionEngine:
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count = 0
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for obj_id in candidates:
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other_net_id, _ = self.dynamic_geometries[obj_id]
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if other_net_id != net_id and test_poly.intersects(self.dynamic_dilated[obj_id]):
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if other_net_id != net_id and self.dynamic_prepared[obj_id].intersects(test_poly):
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count += 1
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return count
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@ -2,6 +2,7 @@ from __future__ import annotations
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from typing import Literal, cast
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import numpy
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import shapely
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from shapely.geometry import Polygon, box
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from shapely.ops import unary_union
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@ -44,10 +45,10 @@ class ComponentResult:
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length: float
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""" Physical length of the component path """
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bounds: list[tuple[float, float, float, float]]
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bounds: numpy.ndarray
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""" Pre-calculated bounds for each polygon in geometry """
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dilated_bounds: list[tuple[float, float, float, float]] | None
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dilated_bounds: numpy.ndarray | None
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""" Pre-calculated bounds for each polygon in dilated_geometry """
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def __init__(
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@ -61,16 +62,26 @@ class ComponentResult:
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self.dilated_geometry = dilated_geometry
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self.end_port = end_port
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self.length = length
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self.bounds = [p.bounds for p in geometry]
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self.dilated_bounds = [p.bounds for p in dilated_geometry] if dilated_geometry else None
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# Vectorized bounds calculation
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self.bounds = shapely.bounds(geometry)
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self.dilated_bounds = shapely.bounds(dilated_geometry) if dilated_geometry else None
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def translate(self, dx: float, dy: float) -> ComponentResult:
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"""
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Create a new ComponentResult translated by (dx, dy).
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"""
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# Vectorized translation if possible, else list comp
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# Shapely 2.x affinity functions still work on single geometries efficiently
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geoms = self.geometry
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if self.dilated_geometry:
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geoms = geoms + self.dilated_geometry
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from shapely.affinity import translate
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new_geom = [translate(p, dx, dy) for p in self.geometry]
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new_dil = [translate(p, dx, dy) for p in self.dilated_geometry] if self.dilated_geometry else None
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translated = [translate(p, dx, dy) for p in geoms]
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new_geom = translated[:len(self.geometry)]
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new_dil = translated[len(self.geometry):] if self.dilated_geometry else None
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new_port = Port(self.end_port.x + dx, self.end_port.y + dy, self.end_port.orientation)
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return ComponentResult(new_geom, new_port, self.length, new_dil)
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@ -24,7 +24,7 @@ class AStarNode:
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"""
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A node in the A* search graph.
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"""
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__slots__ = ('port', 'g_cost', 'h_cost', 'f_cost', 'parent', 'component_result', 'count')
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__slots__ = ('port', 'g_cost', 'h_cost', 'f_cost', 'parent', 'component_result', 'count', 'path_bbox')
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port: Port
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""" Port representing the state at this node """
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@ -47,6 +47,9 @@ class AStarNode:
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count: int
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""" Unique insertion order for tie-breaking """
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path_bbox: tuple[float, float, float, float] | None
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""" Bounding box of the entire path up to this node """
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_count = 0
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def __init__(
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@ -66,6 +69,33 @@ class AStarNode:
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self.count = AStarNode._count
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AStarNode._count += 1
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# Calculate path_bbox
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if parent is None:
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self.path_bbox = None
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else:
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# Union of parent's bbox and current move's bbox
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if component_result:
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# Merge all polygon bounds in the result
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minx, miny, maxx, maxy = 1e15, 1e15, -1e15, -1e15
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for b in component_result.dilated_bounds if component_result.dilated_bounds is not None else component_result.bounds:
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minx = min(minx, b[0])
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miny = min(miny, b[1])
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maxx = max(maxx, b[2])
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maxy = max(maxy, b[3])
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if parent.path_bbox:
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self.path_bbox = (
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min(minx, parent.path_bbox[0]),
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min(miny, parent.path_bbox[1]),
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max(maxx, parent.path_bbox[2]),
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max(maxy, parent.path_bbox[3])
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)
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else:
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self.path_bbox = (minx, miny, maxx, maxy)
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else:
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self.path_bbox = parent.path_bbox
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def __lt__(self, other: AStarNode) -> bool:
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@ -142,7 +172,7 @@ class AStarRouter:
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self.cost_evaluator = cost_evaluator
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self.config = RouterConfig(
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node_limit=node_limit,
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straight_lengths=straight_lengths if straight_lengths is not None else [1.0, 5.0, 25.0],
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straight_lengths=straight_lengths if straight_lengths is not None else [1.0, 5.0, 25.0, 100.0],
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bend_radii=bend_radii if bend_radii is not None else [10.0],
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sbend_offsets=sbend_offsets if sbend_offsets is not None else [-5.0, -2.0, 2.0, 5.0],
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sbend_radii=sbend_radii if sbend_radii is not None else [10.0],
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@ -283,7 +313,14 @@ class AStarRouter:
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# Level 2: Relative cache (orientation only)
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rel_key = (base_ori, 'S', length, net_width, self._self_dilation)
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if rel_key in self._move_cache:
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res = self._move_cache[rel_key].translate(cp.x, cp.y)
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res_rel = self._move_cache[rel_key]
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# Check closed set before translating
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ex = res_rel.end_port.x + cp.x
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ey = res_rel.end_port.y + cp.y
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end_state = (round(ex, 3), round(ey, 3), round(res_rel.end_port.orientation, 2))
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if end_state in closed_set:
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continue
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res = res_rel.translate(cp.x, cp.y)
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else:
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res_rel = Straight.generate(Port(0, 0, base_ori), length, net_width, dilation=self._self_dilation)
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self._move_cache[rel_key] = res_rel
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@ -300,7 +337,14 @@ class AStarRouter:
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else:
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rel_key = (base_ori, 'B', radius, direction, net_width, self.config.bend_collision_type, self._self_dilation)
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if rel_key in self._move_cache:
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res = self._move_cache[rel_key].translate(cp.x, cp.y)
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res_rel = self._move_cache[rel_key]
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# Check closed set before translating
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ex = res_rel.end_port.x + cp.x
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ey = res_rel.end_port.y + cp.y
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end_state = (round(ex, 3), round(ey, 3), round(res_rel.end_port.orientation, 2))
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if end_state in closed_set:
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continue
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res = res_rel.translate(cp.x, cp.y)
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else:
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res_rel = Bend90.generate(
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Port(0, 0, base_ori),
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@ -325,14 +369,21 @@ class AStarRouter:
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else:
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rel_key = (base_ori, 'SB', offset, radius, net_width, self.config.bend_collision_type, self._self_dilation)
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if rel_key in self._move_cache:
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res = self._move_cache[rel_key].translate(cp.x, cp.y)
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res_rel = self._move_cache[rel_key]
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# Check closed set before translating
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ex = res_rel.end_port.x + cp.x
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ey = res_rel.end_port.y + cp.y
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end_state = (round(ex, 3), round(ey, 3), round(res_rel.end_port.orientation, 2))
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if end_state in closed_set:
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continue
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res = res_rel.translate(cp.x, cp.y)
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else:
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try:
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res_rel = SBend.generate(
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Port(0, 0, base_ori),
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offset,
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radius,
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net_width,
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width=net_width,
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collision_type=self.config.bend_collision_type,
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clip_margin=self.config.bend_clip_margin,
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dilation=self._self_dilation
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@ -387,13 +438,29 @@ class AStarRouter:
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return
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# 3. Check for Self-Intersection (Limited to last 100 segments for performance)
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# Optimization: use pre-dilated geometries and pre-calculated bounds
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if result.dilated_geometry:
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# Union of current move's bounds for fast path-wide pruning
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m_minx, m_miny, m_maxx, m_maxy = 1e15, 1e15, -1e15, -1e15
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for b in result.dilated_bounds if result.dilated_bounds is not None else result.bounds:
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m_minx = min(m_minx, b[0])
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m_miny = min(m_miny, b[1])
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m_maxx = max(m_maxx, b[2])
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m_maxy = max(m_maxy, b[3])
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# If current move doesn't overlap the entire parent path bbox, we can skip individual checks
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# (Except the immediate parent which we usually skip anyway)
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if parent.path_bbox and not (m_minx > parent.path_bbox[2] or
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m_maxx < parent.path_bbox[0] or
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m_miny > parent.path_bbox[3] or
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m_maxy < parent.path_bbox[1]):
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for dm_idx, dilated_move in enumerate(result.dilated_geometry):
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dm_bounds = result.dilated_bounds[dm_idx]
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curr_p: AStarNode | None = parent
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seg_idx = 0
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while curr_p and curr_p.component_result and seg_idx < 100:
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# Skip immediate parent to avoid tangent/port-safety issues
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if seg_idx > 0:
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res_p = curr_p.component_result
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if res_p.dilated_geometry:
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@ -404,13 +471,16 @@ class AStarRouter:
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dm_bounds[2] < dp_bounds[0] or
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dm_bounds[1] > dp_bounds[3] or
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dm_bounds[3] < dp_bounds[1]):
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# Use intersects() which is much faster than intersection()
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if dilated_move.intersects(dilated_prev):
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# Only do expensive area check if absolutely necessary
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overlap = dilated_move.intersection(dilated_prev)
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if not overlap.is_empty and overlap.area > 1e-6:
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return
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curr_p = curr_p.parent
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seg_idx += 1
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move_cost = self.cost_evaluator.evaluate_move(
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result.geometry,
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result.end_port,
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@ -418,7 +488,8 @@ class AStarRouter:
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net_id,
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start_port=parent.port,
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length=result.length,
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dilated_geometry=result.dilated_geometry
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dilated_geometry=result.dilated_geometry,
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skip_static=True
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)
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if move_cost > 1e12:
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@ -28,3 +28,4 @@ class CostConfig:
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unit_length_cost: float = 1.0
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greedy_h_weight: float = 1.1
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congestion_penalty: float = 10000.0
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bend_penalty: float = 50.0
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@ -39,6 +39,7 @@ class CostEvaluator:
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unit_length_cost: float = 1.0,
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greedy_h_weight: float = 1.1,
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congestion_penalty: float = 10000.0,
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bend_penalty: float = 50.0,
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) -> None:
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"""
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Initialize the Cost Evaluator.
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@ -49,6 +50,7 @@ class CostEvaluator:
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unit_length_cost: Cost multiplier per micrometer of path length.
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greedy_h_weight: Heuristic weighting (A* greedy factor).
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congestion_penalty: Multiplier for path overlaps in negotiated congestion.
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bend_penalty: Base cost for 90-degree bends.
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"""
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self.collision_engine = collision_engine
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self.danger_map = danger_map
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@ -56,6 +58,7 @@ class CostEvaluator:
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unit_length_cost=unit_length_cost,
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greedy_h_weight=greedy_h_weight,
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congestion_penalty=congestion_penalty,
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bend_penalty=bend_penalty,
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)
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# Use config values
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@ -63,6 +66,7 @@ class CostEvaluator:
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self.greedy_h_weight = self.config.greedy_h_weight
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self.congestion_penalty = self.config.congestion_penalty
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def g_proximity(self, x: float, y: float) -> float:
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"""
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Get proximity cost from the Danger Map.
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@ -86,14 +90,21 @@ class CostEvaluator:
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Returns:
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Heuristic cost estimate.
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"""
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dist = abs(current.x - target.x) + abs(current.y - target.y)
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dx = abs(current.x - target.x)
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dy = abs(current.y - target.y)
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dist = dx + dy
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# Orientation penalty if not aligned with target entry
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# If we need to turn, the cost is at least min_bend_radius * pi/2
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# But we also need to account for the physical distance required for the turn.
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penalty = 0.0
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if current.orientation != target.orientation:
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penalty += 50.0 # Arbitrary high cost for mismatch
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# 90-degree turn cost: radius 10 -> ~15.7 um + penalty
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penalty += 15.7 + self.config.bend_penalty
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# Add 1.5 multiplier for greediness (faster search)
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return 1.5 * (dist + penalty)
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return self.greedy_h_weight * (dist + penalty)
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def evaluate_move(
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self,
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@ -104,6 +115,7 @@ class CostEvaluator:
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start_port: Port | None = None,
|
||||
length: float = 0.0,
|
||||
dilated_geometry: list[Polygon] | None = None,
|
||||
skip_static: bool = False,
|
||||
) -> float:
|
||||
"""
|
||||
Calculate the cost of a single move (Straight, Bend, SBend).
|
||||
|
|
@ -116,6 +128,7 @@ class CostEvaluator:
|
|||
start_port: Port at the start of the move.
|
||||
length: Physical path length of the move.
|
||||
dilated_geometry: Pre-calculated dilated polygons.
|
||||
skip_static: If True, bypass static collision checks (e.g. if already done).
|
||||
|
||||
Returns:
|
||||
Total cost of the move, or 1e15 if invalid.
|
||||
|
|
@ -131,6 +144,7 @@ class CostEvaluator:
|
|||
for i, poly in enumerate(geometry):
|
||||
dil_poly = dilated_geometry[i] if dilated_geometry else None
|
||||
# Hard Collision (Static obstacles)
|
||||
if not skip_static:
|
||||
if self.collision_engine.check_collision(
|
||||
poly, net_id, buffer_mode='static', start_port=start_port, end_port=end_port,
|
||||
dilated_geometry=dil_poly
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue