// Pick and init the next available split point
SplitPoint& sp = splitPoints[splitPointsSize];
- sp.mutex.lock(); // No contention here until we don't increment splitPointsSize
+ sp.spinlock.acquire(); // No contention here until we don't increment splitPointsSize
sp.master = this;
sp.parentSplitPoint = activeSplitPoint;
while ( sp.slavesMask.count() < MAX_SLAVES_PER_SPLITPOINT
&& (slave = Threads.available_slave(&sp)) != nullptr)
{
- slave->allocMutex.lock();
+ slave->spinlock.acquire();
if (slave->can_join(activeSplitPoint))
{
slave->searching = true;
}
- slave->allocMutex.unlock();
-
- slave->notify_one(); // Could be sleeping
+ slave->spinlock.release();
}
// Everything is set up. The master thread enters the idle loop, from which
// it will instantly launch a search, because its 'searching' flag is set.
// The thread will return from the idle loop when all slaves have finished
// their work at this split point.
- sp.mutex.unlock();
+ sp.spinlock.release();
Thread::idle_loop(); // Force a call to base class idle_loop()
// We have returned from the idle loop, which means that all threads are
// finished. Note that decreasing splitPointsSize must be done under lock
// protection to avoid a race with Thread::can_join().
- sp.mutex.lock();
+ sp.spinlock.acquire();
--splitPointsSize;
activeSplitPoint = sp.parentSplitPoint;
*bestMove = sp.bestMove;
*bestValue = sp.bestValue;
- sp.mutex.unlock();
+ sp.spinlock.release();
}
RootMoves.push_back(RootMove(m));
main()->thinking = true;
- main()->notify_one(); // Starts main thread
+ main()->notify_one(); // Wake up main thread: 'thinking' must be already set
}