#include "position.h"
#include "search.h"
-const int MAX_THREADS = 32;
+const int MAX_THREADS = 64; // Because SplitPoint::slavesMask is a uint64_t
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 {
SplitPoint* parent;
// Shared data
- Lock lock;
+ Mutex mutex;
+ Position* activePositions[MAX_THREADS];
volatile uint64_t slavesMask;
volatile int64_t nodes;
volatile Value alpha;
Thread(Fn fn);
~Thread();
- void wake_up();
+ void notify_one();
bool cutoff_occurred() const;
bool is_available_to(Thread* master) const;
- void idle_loop(SplitPoint* sp_master);
- void idle_loop() { idle_loop(NULL); } // Hack to allow storing in start_fn
+ void idle_loop();
void main_loop();
void timer_loop();
- void wait_for_stop_or_ponderhit();
+ void wait_for(volatile const bool& b);
SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
- MaterialTable materialTable;
- PawnTable pawnTable;
+ Material::Table materialTable;
+ Endgames endgames;
+ Pawns::Table pawnsTable;
size_t idx;
int maxPly;
- Lock sleepLock;
- WaitCondition sleepCond;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
NativeHandle handle;
Fn start_fn;
SplitPoint* volatile curSplitPoint;
class ThreadPool {
public:
- void init(); // No c'tor, Threads object is global and engine shall be fully initialized
- ~ThreadPool();
+ void init(); // No c'tor and d'tor, threads rely on globals that should
+ void exit(); // be initialized and valid during the whole thread lifetime.
- Thread& operator[](int id) { return *threads[id]; }
+ Thread& operator[](size_t id) { return *threads[id]; }
bool use_sleeping_threads() const { return useSleepingThreads; }
int min_split_depth() const { return minimumSplitDepth; }
size_t size() const { return threads.size(); }
Thread* main_thread() { return threads[0]; }
- void wake_up() const;
- void sleep() const;
void read_uci_options();
bool available_slave_exists(Thread* master) const;
void set_timer(int msec);
void wait_for_search_finished();
- void start_searching(const Position& pos, const Search::LimitsType& limits,
- const std::vector<Move>& searchMoves);
+ void start_searching(const Position&, const Search::LimitsType&,
+ const std::vector<Move>&, Search::StateStackPtr&);
template <bool Fake>
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);
+ Depth depth, Move threatMove, int moveCount, MovePicker& mp, int nodeType);
private:
friend class Thread;
+ friend void check_time();
std::vector<Thread*> threads;
Thread* timer;
- Lock splitLock;
- WaitCondition sleepCond;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
Depth minimumSplitDepth;
int maxThreadsPerSplitPoint;
bool useSleepingThreads;