X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=6ee07d34668d6bcada9cfdd34473a96135c1d6e2;hp=e576a5c4e379017fc9283fbed4e01c7e629c3fef;hb=5b35c149e833e365c2afb8039ca5c658abc53081;hpb=fecefbb99cb0147f37d6895765a315f34c935786 diff --git a/src/thread.h b/src/thread.h index e576a5c4..6ee07d34 100644 --- a/src/thread.h +++ b/src/thread.h @@ -37,8 +37,8 @@ struct SplitPoint { SplitPoint* parent; const Position* pos; Depth depth; - bool pvNode; Value beta; + int nodeType; int ply; int master; Move threatMove; @@ -53,27 +53,33 @@ struct SplitPoint { volatile Value alpha; volatile Value bestValue; volatile int moveCount; - volatile bool betaCutoff; - volatile int slaves[MAX_THREADS]; -}; - -// ThreadState type is used to represent thread's current state -enum ThreadState -{ - THREAD_INITIALIZING, // thread is initializing itself - THREAD_SEARCHING, // thread is performing work - THREAD_AVAILABLE, // thread is waiting for work - THREAD_BOOKED, // other thread (master) has booked us as a slave - THREAD_WORKISWAITING, // master has ordered us to start - THREAD_TERMINATED // we are quitting and thread is terminated + volatile bool is_betaCutoff; + volatile bool is_slave[MAX_THREADS]; }; -// 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. +/// 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 { + + 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; @@ -82,19 +88,12 @@ struct Thread { volatile ThreadState state; SplitPoint* volatile splitPoint; volatile int activeSplitPoints; - SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; - - void wake_up() { - lock_grab(&sleepLock); - cond_signal(&sleepCond); - lock_release(&sleepLock); - } }; -// 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. +/// 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 @@ -103,32 +102,31 @@ class ThreadsManager { */ public: Thread& operator[](int threadID) { return threads[threadID]; } - void init_threads(); - void exit_threads(); + void init(); + void exit(); + void init_hash_tables(); int min_split_depth() const { return minimumSplitDepth; } - int active_threads() const { return activeThreads; } - void set_active_threads(int cnt) { activeThreads = cnt; } + int size() const { return activeThreads; } + void set_size(int cnt) { activeThreads = cnt; } void read_uci_options(); - bool available_thread_exists(int master) const; - bool thread_is_available(int slave, int master) const; - bool cutoff_at_splitpoint(int threadID) const; + 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, bool pvNode); + Value split(Position& pos, SearchStack* ss, Value alpha, Value beta, Value bestValue, + Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType); private: - Lock mpLock; + Thread threads[MAX_THREADS]; + Lock threadsLock; Depth minimumSplitDepth; int maxThreadsPerSplitPoint; - bool useSleepingThreads; int activeThreads; + bool useSleepingThreads; volatile bool allThreadsShouldExit; - Thread threads[MAX_THREADS]; }; -extern ThreadsManager ThreadsMgr; +extern ThreadsManager Threads; #endif // !defined(THREAD_H_INCLUDED)