X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=6a929a98af1cdc44bbd9d703f5dfb597f71cfb23;hp=b7d426e25e8a14b05e30ed107ad73bf5829e6403;hb=3df2c01b5769c7ae996fb5b992c06e4a5428ad35;hpb=d156e7a20b4ea15c2cbb4bcfa2dca5f1e96ece3b diff --git a/src/thread.h b/src/thread.h index b7d426e2..6a929a98 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) 2008-2012 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 @@ -20,111 +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_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; +}; + +class 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; Depth depth; Value beta; int nodeType; - int ply; - int master; + Thread* master; Move threatMove; // Const pointers to shared data MovePicker* mp; - SearchStack* ss; + SplitPoint* parent; // 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. + +class Thread { + + typedef void (Thread::* Fn) (); // Pointer to member function -struct Thread { +public: + Thread(Fn fn); + ~Thread(); void wake_up(); bool cutoff_occurred() const; - bool is_available_to(int master) const; - void idle_loop(SplitPoint* sp); - - SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; - MaterialInfoTable materialTable; - PawnInfoTable pawnTable; - int threadID; + bool is_available_to(Thread* master) const; + void idle_loop(); + void main_loop(); + void timer_loop(); + void wait_for_stop_or_ponderhit(); + + SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; + MaterialTable materialTable; + PawnTable pawnTable; + size_t idx; int maxPly; - Lock sleepLock; - WaitCondition sleepCond; - SplitPoint* volatile splitPoint; - volatile int activeSplitPoints; + 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_terminate; - -#if defined(_MSC_VER) - HANDLE handle; -#else - pthread_t handle; -#endif + volatile bool do_exit; }; -/// 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 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. + +class ThreadPool { -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(); // No c'tor, Threads object is global and engine shall be fully initialized + ~ThreadPool(); + Thread& operator[](size_t id) { return *threads[id]; } bool use_sleeping_threads() const { return useSleepingThreads; } int min_split_depth() const { return minimumSplitDepth; } - int size() const { return activeThreads; } + size_t size() const { return threads.size(); } + Thread* main_thread() { return threads[0]; } - void set_size(int cnt); + void wake_up() const; + void sleep() const; void read_uci_options(); - bool available_slave_exists(int master) const; + 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, SearchStack* ss, Value alpha, Value beta, Value bestValue, + 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: - Thread threads[MAX_THREADS]; - Lock threadsLock; + friend class Thread; + + std::vector threads; + Thread* timer; + Mutex mutex; + ConditionVariable sleepCondition; Depth minimumSplitDepth; int maxThreadsPerSplitPoint; - int activeThreads; bool useSleepingThreads; }; -extern ThreadsManager Threads; +extern ThreadPool Threads; #endif // !defined(THREAD_H_INCLUDED)