What is Place & Route - And How Do You Position Gates on a Chip and Connect Them?
What is Place & Route - And How Do You Position Gates on a Chip and Connect Them?
In previous posts, we reached the stage where RTL was translated to a Netlist. The Netlist is a large list of:
- Gates (AND / OR / NOT / FF…)
- Connections between them
- Complete logical structure
But we still don’t have an actual chip. No transistors, no wires, no physical location.
To turn the design into reality, we enter a central Backend stage:
Place & Route Or in short: P&R.
Why Do We Even Need Place & Route?
The Netlist says who’s connected to whom. But it doesn’t say:
- Where each gate is physically located on the chip
- How the wires run between them
- How to avoid collisions
- How to meet timings
- How to minimize energy consumption
This is exactly why the P&R process was created.
You can think of it like building a city:
- Synthesis determined which buildings exist
- Place & Route determines where each building will stand
- And where the roads will run between them
Stage 1: Placement - Positioning Gates on the Chip
There are millions (and sometimes billions) of gates, and they need to be placed:
- Efficiently
- So nearby blocks communicate quickly
- Without creating overcrowding
- Without wasting space
- While meeting performance conditions
Placement is a highly automated process - but also very complex.
In each iteration, the tool moves blocks slightly forward/backward and calculates:
- Did timing improve?
- Is space utilized correctly?
- Are we meeting the goal?
The process repeats many times until reaching optimal placement.
Stage 2: Routing - Drawing “Actual Wires”
After knowing where each gate will stand, they need to be connected with wires:
- Horizontal connections
- Vertical connections
- Lines at different metal levels
- Different widths, heights, and densities
Routing is like drawing roads between all the houses in a city:
- Without colliding
- Without creating congestion
- Without making wires too long (because that will hurt timing)
Quality routing maintains:
- Hardware speed
- Signal stability
- Low power consumption
Why Is Place & Route Such a Difficult Process?
Because there are millions of parameters to balance:
- Area
- Timing
- Heat
- Density
- Voltage
- Meeting manufacturing constraints
- Preventing electrical interference (Noise, Crosstalk)
If one line comes out slightly too long - an entire path might not work on time.
If one block is positioned incorrectly - the entire chip’s timing might break.
What Is the Result of Place & Route?
The final output is:
Layout A physical drawing at transistor resolution.
It includes:
- All transistors
- All gates
- All metal layers
- All connections
- The entire chip structure at the physical level
This is the file sent to the factory (FAB) for manufacturing.
In other words:
Place & Route is the stage where the chip transforms from a drawing - to an actual map.
An Analogy to Clear Things Up
Think about city planning:
Frontend = We decided there will be houses, stores, schools.
Synthesis = We decided which materials to build everything from.
Place & Route = We positioned each building in the exact location and drew all the roads.
Now we have a complete city map - ready for actual construction.
Summary
Place & Route is:
- A central Backend stage, where:
- The Netlist gets physical form
- Gates receive positions
- Wires receive routes
- The chip’s complete layout is created
- And the system is ready for the final stage: manufacturing
This is the stage where the chip truly “is born”.
This is the “Chip Design Journey” series - an in-depth journey into the world of chip design. In the continuation, we’ll learn about STA (Static Timing Analysis), Simulation, Tapeout, and more fascinating stages until actual manufacturing.
📚 More in this Series: Chip Design Journey
- Part 0 Series Introduction: How Is a Chip Born? - A Complete Journey from Idea to Manufacturing
- Part 1 What is a Chip? The Simplest Explanation to Start Your Hardware Journey
- Part 2 What is a System on Chip (SoC) - And Why Can a Single Chip Contain an Entire World?
- Part 3 How Do You Actually 'Write' Hardware? The First Step to Understanding RTL and the Frontend World
- Part 4 What is Frontend in the World of Chips?
- Part 5 RTL for Beginners - What is Verilog/VHDL?
- Part 6 What is Chip Architecture - And Why Is It the Stage Where You Decide What the Chip Will Really Be?
- Part 7 What is Verification - And Why Is 70% of Chip Development Testing?
- Part 8 What is Synthesis - And How Does RTL Become Actual Gates in a Chip?
- Part 10 What is STA - Static Timing Analysis - And How Do You Ensure the Chip Will Work at the Right Frequency?
- Part 11 Simulation, FPGA, Emulation - How Do You Test a Chip Before Manufacturing?
- Part 12 What is Tapeout - And Do You Really Send a Tape to Manufacturing?
- Part 13 FAB, Bring-Up, and Post-Silicon - How Does the Chip Come to Life?
- Part 14 Series Summary: The Complete Journey from Idea to Chip - All Stages at a Glance