X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fthread.h;h=e880b01c6fc95dc2da7ca7c8e09b648030ce3bf2;hb=55b46ffa909cf3873e4ac7129e324ed3eb1d0124;hp=e5a198c88e764902d74ff6f509c4ef4075cefbb5;hpb=339e1b49f619ceffa75019e196adf4de74b32cce;p=stockfish diff --git a/src/thread.h b/src/thread.h index e5a198c8..e880b01c 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) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2015 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 @@ -17,119 +17,157 @@ along with this program. If not, see . */ -#if !defined(THREAD_H_INCLUDED) +#ifndef THREAD_H_INCLUDED #define THREAD_H_INCLUDED -#include +#include +#include +#include +#include +#include +#include -#include "lock.h" #include "material.h" #include "movepick.h" #include "pawns.h" #include "position.h" +#include "search.h" +#include "thread_win32.h" -const int MAX_THREADS = 32; -const int MAX_ACTIVE_SPLIT_POINTS = 8; +struct Thread; + +const size_t MAX_THREADS = 128; +const size_t MAX_SPLITPOINTS_PER_THREAD = 8; +const size_t MAX_SLAVES_PER_SPLITPOINT = 4; + +class Spinlock { + + std::atomic_int lock; + +public: + Spinlock() { lock = 1; } // Init here to workaround a bug with MSVC 2013 + void acquire() { + while (lock.fetch_sub(1, std::memory_order_acquire) != 1) + while (lock.load(std::memory_order_relaxed) <= 0) + std::this_thread::yield(); // Be nice to hyperthreading + } + void release() { lock.store(1, std::memory_order_release); } +}; + + +/// SplitPoint struct stores information shared by the threads searching in +/// parallel below the same split point. It is populated at splitting time. struct SplitPoint { - // Const data after splitPoint has been setup - SplitPoint* parent; + // Const data after split point has been setup const Position* pos; + Search::Stack* ss; + Thread* master; Depth depth; - bool pvNode; Value beta; - int ply; - int master; - Move threatMove; + int nodeType; + bool cutNode; // Const pointers to shared data - MovePicker* mp; - SearchStack* ss; - - // Shared data - Lock lock; - volatile int64_t nodes; + MovePicker* movePicker; + SplitPoint* parentSplitPoint; + + // Shared variable data + Spinlock spinlock; + std::bitset slavesMask; + volatile bool allSlavesSearching; + volatile uint64_t nodes; volatile Value alpha; volatile Value bestValue; + volatile Move bestMove; volatile int moveCount; - volatile bool betaCutoff; - volatile int slaves[MAX_THREADS]; + volatile bool cutoff; }; -// ThreadState type is used to represent thread's current state -enum ThreadState -{ - THREAD_INITIALIZING, // thread is initializing itself - THREAD_SEARCHING, // thread is performing work - THREAD_AVAILABLE, // thread is waiting for work - 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 + +/// ThreadBase struct is the base of the hierarchy from where we derive all the +/// specialized thread classes. + +struct ThreadBase : public std::thread { + + virtual ~ThreadBase() = default; + virtual void idle_loop() = 0; + void notify_one(); + void wait_for(volatile const bool& b); + + Mutex mutex; + Spinlock spinlock; + ConditionVariable sleepCondition; + volatile bool exit = false; }; -// We 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. +/// 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 : public ThreadBase { -struct Thread { - MaterialInfoTable materialTable; - PawnInfoTable pawnTable; + Thread(); + virtual void idle_loop(); + bool cutoff_occurred() const; + bool can_join(const SplitPoint* sp) const; + + void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove, + Depth depth, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode); + + SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; + Pawns::Table pawnsTable; + Material::Table materialTable; + Endgames endgames; + Position* activePosition; + size_t idx; int maxPly; - Lock sleepLock; - WaitCondition sleepCond; - volatile ThreadState state; - SplitPoint* volatile splitPoint; - volatile int activeSplitPoints; - SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; - - void wake_up() { - lock_grab(&sleepLock); - cond_signal(&sleepCond); - lock_release(&sleepLock); - } + SplitPoint* volatile activeSplitPoint; + volatile size_t splitPointsSize; + volatile bool searching; }; -// ThreadsManager class is used to handle 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. +/// MainThread and TimerThread are derived classes used to characterize the two +/// special threads: the main one and the recurring timer. -class ThreadsManager { - /* As long as the single ThreadsManager object is defined as a global we don't - need to explicitly initialize to zero its data members because variables with - static storage duration are automatically set to zero before enter main() - */ -public: - Thread& operator[](int threadID) { return threads[threadID]; } - void init_threads(); - void exit_threads(); - void init_hash_tables(); +struct MainThread : public Thread { + virtual void idle_loop(); + void join(); + volatile bool thinking = true; // Avoid a race with start_thinking() +}; + +struct TimerThread : public ThreadBase { + + static const int Resolution = 5; // Millisec between two check_time() calls - int min_split_depth() const { return minimumSplitDepth; } - int active_threads() const { return activeThreads; } - void set_active_threads(int cnt) { activeThreads = cnt; } + virtual void idle_loop(); + bool run = false; +}; + + +/// ThreadPool struct handles all the threads related stuff like init, starting, +/// parking and, most importantly, 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 be + void exit(); // initialized and are valid during the whole thread lifetime. + + MainThread* main() { return static_cast(at(0)); } void read_uci_options(); - bool available_thread_exists(int master) const; - bool thread_is_available(int slave, int master) const; - bool cutoff_at_splitpoint(int threadID) const; - void idle_loop(int threadID, SplitPoint* sp); - - template - void split(Position& pos, SearchStack* ss, Value* alpha, const Value beta, Value* bestValue, - Depth depth, Move threatMove, int moveCount, MovePicker* mp, bool pvNode); -private: - Lock mpLock; + Thread* available_slave(const SplitPoint* sp) const; + void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&); + Depth minimumSplitDepth; - int maxThreadsPerSplitPoint; - bool useSleepingThreads; - int activeThreads; - volatile bool allThreadsShouldExit; - Thread threads[MAX_THREADS]; + TimerThread* timer; }; -extern ThreadsManager ThreadsMgr; +extern ThreadPool Threads; -#endif // !defined(THREAD_H_INCLUDED) +#endif // #ifndef THREAD_H_INCLUDED