X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=356543123e3558f735be820b04f05d92d074a19f;hp=73be23f108c509e8a23bd0c05c322a771d7b66c3;hb=bad18bccb60c874410edd3f61624696d3abc3cbc;hpb=960a689769cb143afa364d3669940c18d0c3a503 diff --git a/src/thread.h b/src/thread.h index 73be23f1..af506609 100644 --- a/src/thread.h +++ b/src/thread.h @@ -1,7 +1,8 @@ /* 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 + Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, 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 @@ -17,9 +18,13 @@ 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 "material.h" @@ -27,124 +32,95 @@ #include "pawns.h" #include "position.h" #include "search.h" +#include "thread_win32_osx.h" -const int MAX_THREADS = 32; -const int MAX_SPLITPOINTS_PER_THREAD = 8; - -class Thread; - -struct SplitPoint { - - // Const data after split point has been setup - const Position* pos; - const Search::Stack* ss; - Depth depth; - Value beta; - int nodeType; - Thread* master; - Move threatMove; - - // Const pointers to shared data - MovePicker* mp; - SplitPoint* parent; - - // Shared data - Lock lock; - volatile uint64_t slavesMask; - volatile int64_t nodes; - volatile Value alpha; - volatile Value bestValue; - volatile Move bestMove; - volatile int moveCount; - volatile bool cutoff; + +/// Thread class keeps together all the thread-related stuff. 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. + +class Thread { + + Mutex mutex; + ConditionVariable cv; + size_t idx; + bool exit = false, searching = true; // Set before starting std::thread + NativeThread stdThread; + +public: + explicit Thread(size_t); + virtual ~Thread(); + virtual void search(); + void clear(); + void idle_loop(); + void start_searching(); + void wait_for_search_finished(); + + Pawns::Table pawnsTable; + Material::Table materialTable; + Endgames endgames; + size_t pvIdx, pvLast; + int selDepth, nmpMinPly; + Color nmpColor; + std::atomic nodes, tbHits; + + Position rootPos; + Search::RootMoves rootMoves; + Depth rootDepth, completedDepth; + CounterMoveHistory counterMoves; + ButterflyHistory mainHistory; + CapturePieceToHistory captureHistory; + ContinuationHistory continuationHistory; + Score contempt; }; -/// 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. +/// MainThread is a derived class specific for main thread -class Thread { +struct MainThread : public Thread { - Thread(const Thread&); // Only declared to disable the default ones - Thread& operator=(const Thread&); // that are not suitable in this case. + using Thread::Thread; - typedef void (Thread::* Fn) (); + void search() override; + void check_time(); -public: - Thread(Fn fn); - ~Thread(); - - void wake_up(); - bool cutoff_occurred() const; - bool is_available_to(Thread* master) const; - void idle_loop(SplitPoint* sp_master); - void idle_loop() { idle_loop(NULL); } // Hack to allow storing in start_fn - void main_loop(); - void timer_loop(); - void wait_for_stop_or_ponderhit(); - - SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; - MaterialTable materialTable; - PawnTable pawnTable; - int idx; - int maxPly; - Lock sleepLock; - WaitCondition sleepCond; - NativeHandle handle; - Fn start_fn; - SplitPoint* volatile curSplitPoint; - volatile int splitPointsCnt; - volatile bool is_searching; - volatile bool do_sleep; - volatile bool do_exit; + double bestMoveChanges, previousTimeReduction; + Value previousScore; + int callsCnt; + bool stopOnPonderhit; + std::atomic_bool ponder; }; -/// 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. +/// ThreadPool struct handles all the threads-related stuff like init, starting, +/// parking and, most importantly, launching a thread. All the access to threads +/// is done through this class. -class ThreadPool { - /* As long as the single ThreadPool 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: - void init(); // No c'tor becuase Threads is global and we need engine initialized - ~ThreadPool(); - - Thread& operator[](int id) { return *threads[id]; } - bool use_sleeping_threads() const { return useSleepingThreads; } - int min_split_depth() const { return minimumSplitDepth; } - int size() const { return (int)threads.size(); } - Thread* main_thread() { return threads[0]; } - - void wake_up() const; - void sleep() const; - 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& pos, const Search::LimitsType& limits, - const std::vector& searchMoves); +struct ThreadPool : public std::vector { + + void start_thinking(Position&, StateListPtr&, const Search::LimitsType&, bool = false); + void clear(); + void set(size_t); + + MainThread* main() const { return static_cast(front()); } + uint64_t nodes_searched() const { return accumulate(&Thread::nodes); } + uint64_t tb_hits() const { return accumulate(&Thread::tbHits); } + + std::atomic_bool stop; - 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; - - std::vector threads; - Thread* timer; - Lock splitLock; - WaitCondition sleepCond; - Depth minimumSplitDepth; - int maxThreadsPerSplitPoint; - bool useSleepingThreads; + StateListPtr setupStates; + + uint64_t accumulate(std::atomic Thread::* member) const { + + uint64_t sum = 0; + for (Thread* th : *this) + sum += (th->*member).load(std::memory_order_relaxed); + return sum; + } }; extern ThreadPool Threads; -#endif // !defined(THREAD_H_INCLUDED) +#endif // #ifndef THREAD_H_INCLUDED