

SEGA Routing Results
Last modified September 26, 1997.

The FPGA routing architecture assumed by SEGA in these
results is similar to a Xilinx-4000 style FPGA. Namely,
there are 3 switches per wire in the S blocks and the
C blocks are fully populated (completely connected).
However, unlike the Xilinx-4000 FPGAs, all wires are
assumed to be the length of a single logic block (ie,
no long wires are used). Also, it is sometimes assumed
that routing doglegs can be performed at the input pins
in a C block.
The figure below shows the FPGA routing model used.
As well, details about the lookup table are described
here.

How does it measure up?
Comparison to Previous Routers
A set of 9 benchmarks from previous publications is
used to compare the effectiveness of the routing tools.
In the graph below, we sum the number of
routing tracks required to route each benchmark to
get a total channel width.

Comparison to Previous Routers and Placers
In the graph below, the tools are allowed to modify
the placement of the logic blocks. Each tool
uses it's own placement algorithm, so these results
measure the effectiveness of the entire place and
route tool chain.
There are two columns of results with the VPR placement.
The first column assumes that routing doglegs can only
occur at the output (driver) pin. This represents the
capabilities of Xilinx and Lucent FPGAs. The second column
assumes that routing doglegs are allowed to occur at
input and output pins. No array-based FPGA can perform
doglegs at input pins, but the row-based Actel FPGAs can.
Since input-pin doglegs are not very realistic, we encourage
future routing investigators to consider the output-pin dogleg
case.

New Results
New Results
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Here is an example of a partially-routed circuit, s298.
The multi-point nets have already been broken up into two-point nets,
and a few of the long two-point nets are shown as being routed.
These two-point nets are quite long, and they appear to
meander around the device. This happens because each of these nets
are not completely formed. Other connections to other logic blocks,
usually consisting of short branches from this long `trunk' line, must
still me made. A long path results for some of the two-point nets because
the global router, which plans the path, considers the total cost of the
multi-point net, not its individual constituents.
Although the two-point net appears to meander, the global router does apply
a strict bounding box so the net is not allowed to travel outside of the
rectangular region defined by the pins. Also, a penalty cost is applied
during global routing to reduce the number of bends.

Raw Data
The routing results are presented below.
NOTE: The data here is identical to what was
presented in the ISPD'97 paper. We have since
noticed a small problem with our code which
computes the clique numbers. For some circuits,
the clique numbers reported here (and in the ISPD'97
paper) are too small (by one or two). This happened
because some edges in the confronting graph were
accidentally ignored. We have computed the true
clique numbers now, but have not had time to include
them in this web page.
Maximum
channel density
, given from the global route.
Clique numbers
when input-pin and output-pin doglegs are allowed.
, given from the global route of the two-point netlist with doglegs.
Clique numbers
when only output-pin doglegs are allowed.
Clique numbers
when no doglegs at all are allowed.
SEGA
routing results
when input-pin and output-pin doglegs are allowed.
SEGA
routing results
when only output-pin doglegs are allowed (input-pin doglegs are NOT allowed).
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