X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=73be23f108c509e8a23bd0c05c322a771d7b66c3;hp=f54fcbbe71b62691d62de3f9480980db6aa71558;hb=be77406a55d1840862237cffe153dc08a83108d3;hpb=2c317d7b28161e74f0cdc0a00922b48cb996321f diff --git a/src/thread.h b/src/thread.h index f54fcbbe..ee7fb061 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 @@ -17,64 +17,157 @@ 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 -#include "lock.h" +#include "material.h" #include "movepick.h" +#include "pawns.h" #include "position.h" #include "search.h" +#include "thread_win32.h" -const int MAX_THREADS = 32; -const int MAX_ACTIVE_SPLIT_POINTS = 8; +struct Thread; + +const size_t MAX_THREADS = 128; +const size_t MAX_SPLITPOINTS_PER_THREAD = 8; +const size_t MAX_SLAVES_PER_SPLITPOINT = 4; + +class Spinlock { + + std::atomic_int lock; + +public: + Spinlock() { lock = 1; } // Init here to workaround a bug with MSVC 2013 + void acquire() { + while (lock.fetch_sub(1, std::memory_order_acquire) != 1) + for (int cnt = 0; lock.load(std::memory_order_relaxed) <= 0; ++cnt) + if (cnt >= 10000) std::this_thread::yield(); // Be nice to hyperthreading + } + void release() { lock.store(1, std::memory_order_release); } +}; + + +/// 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* master; Depth depth; - bool pvNode; Value beta; - int ply; - int master; - Move threatMove; + int nodeType; + bool cutNode; // Const pointers to shared data - MovePicker* mp; - SearchStack* ss; + MovePicker* movePicker; + SplitPoint* parentSplitPoint; - // Shared data - Lock lock; - volatile int64_t nodes; + // Shared variable data + Spinlock spinlock; + std::bitset slavesMask; + volatile bool allSlavesSearching; + volatile uint64_t nodes; volatile Value alpha; volatile Value bestValue; + volatile Move bestMove; volatile int moveCount; - volatile bool betaCutoff; - volatile int slaves[MAX_THREADS]; + volatile bool cutoff; }; -// 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 + +/// ThreadBase struct is the base of the hierarchy from where we derive all the +/// specialized thread classes. + +struct ThreadBase : public std::thread { + + virtual ~ThreadBase() = default; + virtual void idle_loop() = 0; + void notify_one(); + void wait_for(volatile const bool& b); + + Mutex mutex; + Spinlock spinlock; + ConditionVariable sleepCondition; + volatile bool exit = false; }; -struct Thread { + +/// 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 : public ThreadBase { + + Thread(); + virtual void idle_loop(); + bool cutoff_occurred() const; + bool can_join(const SplitPoint* sp) const; + + 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; - SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS]; + SplitPoint* volatile activeSplitPoint; + volatile size_t splitPointsSize; + volatile bool searching; }; -#endif // !defined(THREAD_H_INCLUDED) + +/// MainThread and TimerThread are derived classes used to characterize the two +/// special threads: the main one and the recurring timer. + +struct MainThread : public Thread { + virtual void idle_loop(); + void join(); + volatile bool thinking = true; // Avoid a race with start_thinking() +}; + +struct TimerThread : public ThreadBase { + + 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(); + Thread* available_slave(const SplitPoint* sp) const; + void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&); + + Depth minimumSplitDepth; + TimerThread* timer; +}; + +extern ThreadPool Threads; + +#endif // #ifndef THREAD_H_INCLUDED