X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fthread.h;h=e863d3269237b66fab96108422926eb3b9669eb0;hp=e576a5c4e379017fc9283fbed4e01c7e629c3fef;hb=6088ac210883c272832360f28c8922ff1514ef87;hpb=fecefbb99cb0147f37d6895765a315f34c935786 diff --git a/src/thread.h b/src/thread.h index e576a5c4..e863d326 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 @@ -20,16 +20,17 @@ #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 SplitPoint { @@ -37,64 +38,60 @@ struct SplitPoint { SplitPoint* parent; const Position* pos; Depth depth; - bool pvNode; Value beta; - int ply; + int nodeType; int master; Move threatMove; // Const pointers to shared data MovePicker* mp; - SearchStack* ss; + Search::Stack* ss; // Shared data Lock lock; + volatile uint64_t slavesMask; volatile int64_t nodes; 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 cutoff; }; -// 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 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 { + + void wake_up(); + bool cutoff_occurred() const; + bool is_available_to(int master) const; + void idle_loop(SplitPoint* sp_master); + void main_loop(); + void timer_loop(); + void wait_for_stop_or_ponderhit(); + + SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD]; MaterialInfoTable materialTable; PawnInfoTable pawnTable; + int threadID; int maxPly; Lock sleepLock; WaitCondition sleepCond; - 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); - } + ThreadHandle handle; + SplitPoint* volatile curSplitPoint; + volatile int splitPointsCnt; + volatile bool is_searching; + volatile bool do_sleep; + 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. +/// ThreadsManager 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 ThreadsManager { /* As long as the single ThreadsManager object is defined as a global we don't @@ -103,32 +100,36 @@ class ThreadsManager { */ public: Thread& operator[](int threadID) { return threads[threadID]; } - void init_threads(); - void exit_threads(); + void init(); + void exit(); + bool use_sleeping_threads() const { return useSleepingThreads; } 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); 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; - void idle_loop(int threadID, SplitPoint* sp); + bool available_slave_exists(int master) const; + void set_timer(int msec); + void stop_thinking(); + void start_thinking(const Position& pos, const Search::LimitsType& limits, + const std::set& = std::set(), bool async = false); 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, Search::Stack* ss, Value alpha, Value beta, Value bestValue, + Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType); private: - Lock mpLock; + friend struct Thread; + + Thread threads[MAX_THREADS + 1]; // Last one is used as a timer + Lock splitLock; + WaitCondition sleepCond; Depth minimumSplitDepth; int maxThreadsPerSplitPoint; - bool useSleepingThreads; int activeThreads; - volatile bool allThreadsShouldExit; - Thread threads[MAX_THREADS]; + bool useSleepingThreads; }; -extern ThreadsManager ThreadsMgr; +extern ThreadsManager Threads; #endif // !defined(THREAD_H_INCLUDED)