X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=48da805b641cb5aca9e985238954c0873712dda2;hp=aba43c902d6f0a455ef229fba02880b74832f92c;hb=60c121f3b1ee7d5ced3435cc1718e4e6e6fd8383;hpb=1e92df6b20aa224026b435e03169edaf4bbecdc1 diff --git a/src/thread.h b/src/thread.h index aba43c90..3f902dc1 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) 2008-2015 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 @@ -17,117 +17,141 @@ 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 -#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; +struct Thread; + +const int MAX_THREADS = 128; +const int MAX_SPLITPOINTS_PER_THREAD = 8; + +/// 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 splitPoint has been setup - SplitPoint* parent; + // Const data after split point has been setup const Position* pos; + 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; - - // Shared data - Lock lock; - volatile int64_t nodes; + MovePicker* movePicker; + SplitPoint* parentSplitPoint; + + // Shared variable data + std::mutex mutex; + std::bitset slavesMask; + volatile bool allSlavesSearching; + volatile uint64_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. +/// ThreadBase struct is the base of the hierarchy from where we derive all the +/// specialized thread classes. + +struct ThreadBase { + + virtual ~ThreadBase() = default; + virtual void idle_loop() = 0; + void notify_one(); + void wait_for(volatile const bool& b); -struct Thread { + std::thread nativeThread; + std::mutex mutex; + std::condition_variable sleepCondition; + volatile bool exit = false; +}; + + +/// 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. - enum ThreadState - { - SEARCHING, // Thread is performing work - AVAILABLE, // Thread is waiting for work - WORKISWAITING, // Master has ordered us to start searching - TERMINATED // We are quitting and thread is terminated - }; +struct Thread : public ThreadBase { - void wake_up(); + Thread(); + virtual void idle_loop(); bool cutoff_occurred() const; - bool is_available_to(int master) const; - void idle_loop(SplitPoint* sp); + bool available_to(const Thread* master) const; - SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; - MaterialInfoTable materialTable; - PawnInfoTable pawnTable; - int threadID; + 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]; + Pawns::Table pawnsTable; + Material::Table materialTable; + Endgames endgames; + 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; + SplitPoint* volatile activeSplitPoint; + volatile int splitPointsSize; + volatile bool searching; }; -/// 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. +/// MainThread and TimerThread are derived classes used to characterize the two +/// special threads: the main one and the recurring timer. -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 MainThread : public Thread { + virtual void idle_loop(); + volatile bool thinking = true; // Avoid a race with start_thinking() +}; - bool use_sleeping_threads() const { return useSleepingThreads; } - int min_split_depth() const { return minimumSplitDepth; } - int size() const { return activeThreads; } +struct TimerThread : public ThreadBase { - void set_size(int cnt); + static const int Resolution = 5; // Millisec between two check_time() calls + + virtual void idle_loop(); + + bool run = false; +}; + + +/// 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(int master) const; - - 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; + Thread* available_slave(const Thread* master) const; + void wait_for_think_finished(); + void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&); + Depth minimumSplitDepth; - int maxThreadsPerSplitPoint; - int activeThreads; - bool useSleepingThreads; + std::mutex mutex; + std::condition_variable sleepCondition; + TimerThread* timer; }; -extern ThreadsManager Threads; +extern ThreadPool Threads; -#endif // !defined(THREAD_H_INCLUDED) +#endif // #ifndef THREAD_H_INCLUDED