X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fthread.h;h=4ad08465ff30751ae3f89777ac57ff068d2485d5;hb=1f40cd6d02374277abb5620d88d6fe58d7e9d6f7;hp=afbf226632cf78505729962609c01ae01cff5275;hpb=55f0d6377f7828fb43428ed643a99780053dd589;p=stockfish
diff --git a/src/thread.h b/src/thread.h
index afbf2266..4ad08465 100644
--- a/src/thread.h
+++ b/src/thread.h
@@ -1,7 +1,7 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2009 Marco Costalba
+ Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -17,80 +17,152 @@
along with this program. If not, see .
*/
-
-#if !defined(THREAD_H_INCLUDED)
+#ifndef THREAD_H_INCLUDED
#define THREAD_H_INCLUDED
+#include
-////
-//// Includes
-////
-
-#include
-
-#include "lock.h"
+#include "material.h"
#include "movepick.h"
+#include "pawns.h"
#include "position.h"
#include "search.h"
+const int MAX_THREADS = 64; // Because SplitPoint::slavesMask is a uint64_t
+const int MAX_SPLITPOINTS_PER_THREAD = 8;
+
+struct Mutex {
+ Mutex() { lock_init(l); }
+ ~Mutex() { lock_destroy(l); }
+
+ void lock() { lock_grab(l); }
+ void unlock() { lock_release(l); }
+
+private:
+ friend struct ConditionVariable;
-////
-//// Constants and variables
-////
+ Lock l;
+};
+
+struct ConditionVariable {
+ ConditionVariable() { cond_init(c); }
+ ~ConditionVariable() { cond_destroy(c); }
-const int MAX_THREADS = 8;
-const int ACTIVE_SPLIT_POINTS_MAX = 8;
+ void wait(Mutex& m) { cond_wait(c, m.l); }
+ void wait_for(Mutex& m, int ms) { timed_wait(c, m.l, ms); }
+ void notify_one() { cond_signal(c); }
+private:
+ WaitCondition c;
+};
-////
-//// Types
-////
+struct Thread;
struct SplitPoint {
- // Const data after splitPoint has been setup
- SplitPoint* parent;
+ // Const data after split point has been setup
const Position* pos;
- bool pvNode;
+ const Search::Stack* ss;
+ Thread* masterThread;
Depth depth;
- bool mateThreat;
Value beta;
- int ply, master, slaves[MAX_THREADS];
- SearchStack sstack[MAX_THREADS][PLY_MAX_PLUS_2];
+ int nodeType;
+ Move threatMove;
+ bool cutNode;
// Const pointers to shared data
- MovePicker* mp;
- SearchStack* parentSstack;
+ MovePicker* movePicker;
+ SplitPoint* parentSplitPoint;
// Shared data
- Lock lock;
+ Mutex mutex;
+ volatile uint64_t slavesMask;
+ volatile int64_t nodes;
volatile Value alpha;
volatile Value bestValue;
- volatile int moves;
- volatile int cpus;
- volatile bool stopRequest;
+ volatile Move bestMove;
+ volatile int moveCount;
+ volatile bool cutoff;
};
-// ThreadState type is used to represent thread's current state
-enum ThreadState
-{
- THREAD_SEARCHING, // thread is performing work
- THREAD_AVAILABLE, // thread is polling for work
- THREAD_SLEEPING, // we are not thinking, so thread is sleeping
- THREAD_BOOKED, // other thread (master) has booked us as a slave
- THREAD_WORKISWAITING, // master has ordered us to start
- THREAD_TERMINATED // we are quitting and thread is terminated
-};
+/// Thread struct keeps together all the thread related stuff like locks, state
+/// and especially split points. We also use per-thread pawn and material hash
+/// tables so that once we get a pointer to an entry its life time is unlimited
+/// and we don't have to care about someone changing the entry under our feet.
struct Thread {
- SplitPoint* splitPoint;
- volatile int activeSplitPoints;
- uint64_t nodes;
- uint64_t betaCutOffs[2];
- volatile ThreadState state;
- unsigned char pad[64]; // set some distance among local data for each thread
+
+ Thread();
+ virtual ~Thread();
+
+ virtual void idle_loop();
+ void notify_one();
+ bool cutoff_occurred() const;
+ bool is_available_to(Thread* master) const;
+ void wait_for(volatile const bool& b);
+
+ template
+ void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
+ Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode);
+
+ SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
+ Material::Table materialTable;
+ Endgames endgames;
+ Pawns::Table pawnsTable;
+ Position* activePosition;
+ size_t idx;
+ int maxPly;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
+ NativeHandle handle;
+ SplitPoint* volatile activeSplitPoint;
+ volatile int splitPointsSize;
+ volatile bool searching;
+ volatile bool exit;
+};
+
+
+/// MainThread and TimerThread are sublassed from Thread to characterize the two
+/// special threads: the main one and the recurring timer.
+
+struct MainThread : public Thread {
+ MainThread() : thinking(true) {} // Avoid a race with start_thinking()
+ virtual void idle_loop();
+ volatile bool thinking;
+};
+
+struct TimerThread : public Thread {
+ TimerThread() : msec(0) {}
+ virtual void idle_loop();
+ int msec;
+};
+
+
+/// ThreadPool struct handles all the threads related stuff like init, starting,
+/// parking and, the most important, launching a slave thread at a split point.
+/// All the access to shared thread data is done through this class.
+
+struct ThreadPool : public std::vector {
+
+ void init(); // No c'tor and d'tor, threads rely on globals that should
+ void exit(); // be initialized and valid during the whole thread lifetime.
+
+ MainThread* main_thread() { return static_cast((*this)[0]); }
+ void read_uci_options();
+ Thread* available_slave(Thread* master) const;
+ void wait_for_think_finished();
+ void start_thinking(const Position&, const Search::LimitsType&,
+ const std::vector&, Search::StateStackPtr&);
+
+ bool sleepWhileIdle;
+ Depth minimumSplitDepth;
+ size_t maxThreadsPerSplitPoint;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
+ TimerThread* timer;
};
+extern ThreadPool Threads;
-#endif // !defined(THREAD_H_INCLUDED)
+#endif // #ifndef THREAD_H_INCLUDED