X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=46c40d9bfdab92e3fe3d655f4d50e03629511c3a;hp=5325debe4c4c40e142e9a10318442e501a31a081;hb=3b8f66f8accefe86db9296fa276e4b33cdc450e2;hpb=86b95f210508de4c30fb5ee9f86efee6641d45f8 diff --git a/src/thread.h b/src/thread.h index 5325debe..46c40d9b 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) 2008-2013 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 @@ -20,119 +20,149 @@ #if !defined(THREAD_H_INCLUDED) #define THREAD_H_INCLUDED -#include +#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; +const int MAX_THREADS = 64; // Because SplitPoint::slavesMask is a uint64_t +const int MAX_SPLITPOINTS_PER_THREAD = 8; + +struct Mutex { + Mutex() { lock_init(l); } + ~Mutex() { lock_destroy(l); } + + void lock() { lock_grab(l); } + void unlock() { lock_release(l); } + +private: + friend struct ConditionVariable; + + Lock l; +}; + +struct ConditionVariable { + ConditionVariable() { cond_init(c); } + ~ConditionVariable() { cond_destroy(c); } + + void wait(Mutex& m) { cond_wait(c, m.l); } + void wait_for(Mutex& m, int ms) { timed_wait(c, m.l, ms); } + void notify_one() { cond_signal(c); } + +private: + WaitCondition c; +}; + +struct Thread; struct SplitPoint { - // Const data after splitPoint has been setup - SplitPoint* parent; + // Const data after split point has been setup const Position* pos; + const Search::Stack* ss; + Thread* masterThread; Depth depth; Value beta; int nodeType; - int ply; - int master; Move threatMove; + bool cutNode; // Const pointers to shared data - MovePicker* mp; - SearchStack* ss; + MovePicker* movePicker; + SplitPoint* parentSplitPoint; // Shared data - Lock lock; + Mutex mutex; + volatile uint64_t slavesMask; volatile int64_t nodes; volatile Value alpha; volatile Value bestValue; + volatile Move bestMove; volatile int moveCount; - volatile bool is_betaCutoff; - volatile bool is_slave[MAX_THREADS]; + volatile bool cutoff; }; -/// 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. +/// 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 { - enum ThreadState - { - AVAILABLE, // Thread is waiting for work - WORKISWAITING, // Master has ordered us to start searching - SEARCHING // Thread is performing work - }; + Thread(); + virtual ~Thread(); - void wake_up(); + virtual void idle_loop(); + void notify_one(); bool cutoff_occurred() const; - bool is_available_to(int master) const; - void idle_loop(SplitPoint* sp); + bool is_available_to(Thread* master) const; + void wait_for(volatile const bool& b); - SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; - MaterialInfoTable materialTable; - PawnInfoTable pawnTable; - int threadID; + template + void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove, + Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType, bool cutNode); + + SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; + Material::Table materialTable; + Endgames endgames; + Pawns::Table pawnsTable; + Position* activePosition; + size_t idx; int maxPly; - Lock sleepLock; - WaitCondition sleepCond; - volatile ThreadState state; - SplitPoint* volatile splitPoint; - volatile int activeSplitPoints; - volatile bool do_sleep; - volatile bool do_terminate; - -#if defined(_MSC_VER) - HANDLE handle; -#else - pthread_t handle; -#endif + Mutex mutex; + ConditionVariable sleepCondition; + NativeHandle handle; + SplitPoint* volatile activeSplitPoint; + volatile int splitPointsSize; + volatile bool searching; + volatile bool exit; +}; + + +/// MainThread and TimerThread are sublassed from Thread 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 Thread { + TimerThread() : msec(0) {} + virtual void idle_loop(); + int msec; }; -/// 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. +/// ThreadPool struct 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. -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(); +struct ThreadPool : public std::vector { - bool use_sleeping_threads() const { return useSleepingThreads; } - int min_split_depth() const { return minimumSplitDepth; } - int size() const { return activeThreads; } + 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. - void set_size(int cnt); + MainThread* main_thread() { return static_cast((*this)[0]); } void read_uci_options(); - bool available_slave_exists(int master) const; + Thread* available_slave(Thread* master) const; + void wait_for_think_finished(); + void start_thinking(const Position&, const Search::LimitsType&, + const std::vector&, Search::StateStackPtr&); - template - Value split(Position& pos, SearchStack* ss, Value alpha, Value beta, Value bestValue, - Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType); -private: - Thread threads[MAX_THREADS]; - Lock threadsLock; + bool sleepWhileIdle; Depth minimumSplitDepth; - int maxThreadsPerSplitPoint; - int activeThreads; - bool useSleepingThreads; + size_t maxThreadsPerSplitPoint; + Mutex mutex; + ConditionVariable sleepCondition; + TimerThread* timer; }; -extern ThreadsManager Threads; +extern ThreadPool Threads; #endif // !defined(THREAD_H_INCLUDED)