// search() then split() returns.
template <bool Fake>
-Value ThreadPool::split(Position& pos, Stack* ss, Value alpha, Value beta,
- Value bestValue, Move* bestMove, Depth depth, Move threatMove,
- int moveCount, MovePicker& mp, int nodeType) {
+Value Thread::split(Position& pos, Stack* ss, Value alpha, Value beta,
+ Value bestValue, Move* bestMove, Depth depth, Move threatMove,
+ int moveCount, MovePicker& mp, int nodeType) {
assert(pos.pos_is_ok());
assert(bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
assert(bestValue > -VALUE_INFINITE);
assert(depth >= Threads.minimumSplitDepth);
- Thread* thisThread = pos.this_thread();
-
- assert(thisThread->searching);
- assert(thisThread->splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
+ assert(searching);
+ assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
// Pick the next available split point from the split point stack
- SplitPoint& sp = thisThread->splitPoints[thisThread->splitPointsSize];
+ SplitPoint& sp = splitPoints[splitPointsSize];
- sp.masterThread = thisThread;
- sp.parentSplitPoint = thisThread->activeSplitPoint;
- sp.slavesMask = 1ULL << thisThread->idx;
+ sp.masterThread = this;
+ sp.parentSplitPoint = activeSplitPoint;
+ sp.slavesMask = 1ULL << idx;
sp.depth = depth;
sp.bestMove = *bestMove;
sp.threatMove = threatMove;
// Try to allocate available threads and ask them to start searching setting
// 'searching' flag. This must be done under lock protection to avoid concurrent
// allocation of the same slave by another master.
- mutex.lock();
+ Threads.mutex.lock();
sp.mutex.lock();
- thisThread->splitPointsSize++;
- thisThread->activeSplitPoint = &sp;
+ splitPointsSize++;
+ activeSplitPoint = &sp;
size_t slavesCnt = 1; // Master is always included
- for (size_t i = 0; i < threads.size() && !Fake; ++i)
- if (threads[i]->is_available_to(thisThread) && ++slavesCnt <= maxThreadsPerSplitPoint)
+ for (size_t i = 0; i < Threads.size() && !Fake; ++i)
+ if (Threads[i].is_available_to(this) && ++slavesCnt <= Threads.maxThreadsPerSplitPoint)
{
- sp.slavesMask |= 1ULL << threads[i]->idx;
- threads[i]->activeSplitPoint = &sp;
- threads[i]->searching = true; // Slave leaves idle_loop()
- threads[i]->notify_one(); // Could be sleeping
+ sp.slavesMask |= 1ULL << Threads[i].idx;
+ Threads[i].activeSplitPoint = &sp;
+ Threads[i].searching = true; // Slave leaves idle_loop()
+ Threads[i].notify_one(); // Could be sleeping
}
sp.mutex.unlock();
- mutex.unlock();
+ Threads.mutex.unlock();
// Everything is set up. The master thread enters the idle loop, from which
// it will instantly launch a search, because its 'searching' flag is set.
// their work at this split point.
if (slavesCnt > 1 || Fake)
{
- thisThread->Thread::idle_loop(); // Force a call to base class idle_loop()
+ Thread::idle_loop(); // Force a call to base class idle_loop()
// In helpful master concept a master can help only a sub-tree of its split
// point, and because here is all finished is not possible master is booked.
- assert(!thisThread->searching);
+ assert(!searching);
}
// We have returned from the idle loop, which means that all threads are
// finished. Note that setting 'searching' and decreasing splitPointsSize is
// done under lock protection to avoid a race with Thread::is_available_to().
- mutex.lock();
+ Threads.mutex.lock();
sp.mutex.lock();
- thisThread->searching = true;
- thisThread->splitPointsSize--;
- thisThread->activeSplitPoint = sp.parentSplitPoint;
+ searching = true;
+ splitPointsSize--;
+ activeSplitPoint = sp.parentSplitPoint;
pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
*bestMove = sp.bestMove;
sp.mutex.unlock();
- mutex.unlock();
+ Threads.mutex.unlock();
return sp.bestValue;
}
// Explicit template instantiations
-template Value ThreadPool::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
-template Value ThreadPool::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
+template Value Thread::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
+template Value Thread::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
// wait_for_think_finished() waits for main thread to go to sleep then returns