X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=04e9a370cb9a5604ef7afa4a586263a3d594e28c;hp=488feeb50053541b45c86bb02db7d151d22934a3;hb=950c8436edc50857b83eb3e0cbaca06407764655;hpb=4e5d834e8e25c1120269fe3d0f20220ef2056cb8 diff --git a/src/thread.h b/src/thread.h index 488feeb5..04e9a370 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) 2008-2012 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 @@ -17,20 +17,26 @@ along with this program. If not, see . */ -#if !defined(THREAD_H_INCLUDED) +#ifndef THREAD_H_INCLUDED #define THREAD_H_INCLUDED +#include #include -#include "evaluate.h" #include "material.h" #include "movepick.h" #include "pawns.h" #include "position.h" #include "search.h" -const int MAX_THREADS = 32; -const int MAX_SPLITPOINTS_PER_THREAD = 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; + +/// Mutex and ConditionVariable struct are wrappers of the low level locking +/// machinery and are modeled after the corresponding C++11 classes. struct Mutex { Mutex() { lock_init(l); } @@ -57,28 +63,30 @@ private: WaitCondition c; }; -class Thread; + +/// 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 split point has been setup const Position* pos; - const Search::Stack* ss; + Search::Stack* ss; + Thread* masterThread; Depth depth; Value beta; int nodeType; - Thread* master; - Move threatMove; + bool cutNode; // Const pointers to shared data - MovePicker* mp; - SplitPoint* parent; + MovePicker* movePicker; + SplitPoint* parentSplitPoint; - // Shared data + // Shared variable data Mutex mutex; - Position* activePositions[MAX_THREADS]; - volatile uint64_t slavesMask; - volatile int64_t nodes; + std::bitset slavesMask; + volatile bool allSlavesSearching; + volatile uint64_t nodes; volatile Value alpha; volatile Value bestValue; volatile Move bestMove; @@ -87,86 +95,93 @@ struct SplitPoint { }; +/// ThreadBase struct is the base of the hierarchy from where we derive all the +/// specialized thread classes. + +struct ThreadBase { + + ThreadBase() : handle(NativeHandle()), exit(false) {} + virtual ~ThreadBase() {} + virtual void idle_loop() = 0; + void notify_one(); + void wait_for(volatile const bool& b); + + Mutex mutex; + ConditionVariable sleepCondition; + NativeHandle handle; + volatile bool exit; +}; + + /// 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. -class Thread { +struct Thread : public ThreadBase { - typedef void (Thread::* Fn) (); // Pointer to member function - -public: - Thread(Fn fn); - ~Thread(); - - void wake_up(); + Thread(); + virtual void idle_loop(); bool cutoff_occurred() const; - bool is_available_to(Thread* master) const; - void idle_loop(); - void main_loop(); - void timer_loop(); - void wait_for_stop_or_ponderhit(); + bool available_to(const Thread* master) 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]; - Eval::Table evalTable; - MaterialTable materialTable; - PawnTable pawnTable; + Pawns::Table pawnsTable; + Material::Table materialTable; + Endgames endgames; + Position* activePosition; size_t idx; int maxPly; - Mutex mutex; - ConditionVariable sleepCondition; - NativeHandle handle; - Fn start_fn; - SplitPoint* volatile curSplitPoint; - volatile int splitPointsCnt; - volatile bool is_searching; - volatile bool do_sleep; - volatile bool do_exit; + SplitPoint* volatile activeSplitPoint; + volatile size_t splitPointsSize; + volatile bool searching; }; -/// ThreadPool class 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. +/// MainThread and TimerThread are derived classes used 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 ThreadBase { -class ThreadPool { + static const int Resolution = 5; // Millisec between two check_time() calls -public: - 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. + TimerThread() : run(false) {} + virtual void idle_loop(); + + bool run; +}; - Thread& operator[](size_t id) { return *threads[id]; } - bool use_sleeping_threads() const { return useSleepingThreads; } - int min_split_depth() const { return minimumSplitDepth; } - size_t size() const { return threads.size(); } - Thread* main_thread() { return threads[0]; } - void wake_up() const; - void sleep() const; +/// 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_slave_exists(Thread* master) const; - void set_timer(int msec); - void wait_for_search_finished(); - void start_searching(const Position&, const Search::LimitsType&, - const std::vector&, Search::StateStackPtr&); - - template - Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove, - Depth depth, Move threatMove, int moveCount, MovePicker& mp, int nodeType); -private: - friend class Thread; - friend void check_time(); + Thread* available_slave(const Thread* master) const; + void wait_for_think_finished(); + void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&); - std::vector threads; - Thread* timer; + Depth minimumSplitDepth; Mutex mutex; ConditionVariable sleepCondition; - Depth minimumSplitDepth; - int maxThreadsPerSplitPoint; - bool useSleepingThreads; + TimerThread* timer; }; extern ThreadPool Threads; -#endif // !defined(THREAD_H_INCLUDED) +#endif // #ifndef THREAD_H_INCLUDED