X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=1e92b77625ac18419061353dae1df08e2dfd9acf;hp=1984448511821b062fcd8b5b65680167ce87aaf3;hb=9a542d96981e6cb45b6b01f17258a078cf27da36;hpb=bb751d6c890f5c50c642366d601740366cfae8d0 diff --git a/src/thread.h b/src/thread.h index 19844485..1e92b776 100644 --- a/src/thread.h +++ b/src/thread.h @@ -1,78 +1,132 @@ /* - Glaurung, a UCI chess playing engine. - Copyright (C) 2004-2008 Tord Romstad + 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 - Glaurung is free software: you can redistribute it and/or modify + Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. - - Glaurung is distributed in the hope that it will be useful, + + Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. - + You should have received a copy of the GNU General Public License along with this program. If not, see . */ - #if !defined(THREAD_H_INCLUDED) #define THREAD_H_INCLUDED - -//// -//// Includes -//// +#include #include "lock.h" +#include "material.h" #include "movepick.h" +#include "pawns.h" #include "position.h" -#include "search.h" +const int MAX_THREADS = 32; +const int MAX_ACTIVE_SPLIT_POINTS = 8; -//// -//// Constants and variables -//// - -const int THREAD_MAX = 8; +struct SplitPoint { + // Const data after splitPoint has been setup + SplitPoint* parent; + const Position* pos; + Depth depth; + Value beta; + int nodeType; + int ply; + int master; + Move threatMove; -//// -//// Types -//// + // Const pointers to shared data + MovePicker* mp; + SearchStack* ss; -struct SplitPoint { - SplitPoint *parent; - Position pos; - SearchStack sstack[THREAD_MAX][PLY_MAX]; - SearchStack *parentSstack; - int ply; - Depth depth; - volatile Value alpha, beta, bestValue; - bool pvNode; - Bitboard dcCandidates; - int master, slaves[THREAD_MAX]; + // Shared data Lock lock; - MovePicker *mp; - volatile int moves; - volatile int cpus; - bool finished; + volatile int64_t nodes; + volatile Value alpha; + volatile Value bestValue; + volatile int moveCount; + volatile bool is_betaCutoff; + volatile bool is_slave[MAX_THREADS]; }; +/// Thread struct is used to keep 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; - int activeSplitPoints; - uint64_t nodes; - bool failHighPly1; - volatile bool stop; - volatile bool running; - volatile bool idle; - volatile bool workIsWaiting; - volatile bool printCurrentLine; - unsigned char pad[64]; + + enum ThreadState + { + INITIALIZING, // Thread is initializing itself + SEARCHING, // Thread is performing work + AVAILABLE, // Thread is waiting for work + BOOKED, // Other thread (master) has booked us as a slave + WORKISWAITING, // Master has ordered us to start + TERMINATED // We are quitting and thread is terminated + }; + + void wake_up(); + bool cutoff_occurred() const; + bool is_available_to(int master) const; + + SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; + MaterialInfoTable materialTable; + PawnInfoTable pawnTable; + int maxPly; + Lock sleepLock; + WaitCondition sleepCond; + volatile ThreadState state; + SplitPoint* volatile splitPoint; + volatile int activeSplitPoints; +}; + + +/// 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. + +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(); + void exit(); + void init_hash_tables(); + + int min_split_depth() const { return minimumSplitDepth; } + int size() const { return activeThreads; } + void set_size(int cnt) { activeThreads = cnt; } + + void read_uci_options(); + bool available_slave_exists(int master) 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, int nodeType); +private: + Thread threads[MAX_THREADS]; + Lock threadsLock; + Depth minimumSplitDepth; + int maxThreadsPerSplitPoint; + int activeThreads; + bool useSleepingThreads; + volatile bool allThreadsShouldExit; }; +extern ThreadsManager Threads; #endif // !defined(THREAD_H_INCLUDED)