#include "pawns.h"
#include "position.h"
#include "search.h"
+#include "thread_win32.h"
struct Thread;
const size_t MAX_SPLITPOINTS_PER_THREAD = 8;
const size_t MAX_SLAVES_PER_SPLITPOINT = 4;
-#if !defined(NO_SPINLOCK)
-/// Spinlock class wraps low level atomic operations to provide a spin lock
-
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)
- while (lock.load(std::memory_order_relaxed) <= 0) {}
+ while (lock.fetch_sub(1, std::memory_order_acquire) != 1)
+ while (lock.load(std::memory_order_relaxed) <= 0)
+ std::this_thread::yield(); // Be nice to hyperthreading
}
void release() { lock.store(1, std::memory_order_release); }
};
-#else
-
-class Spinlock {
-
- std::mutex mutex;
-
-public:
- void acquire() { mutex.lock(); }
- void release() { mutex.unlock(); }
-};
-
-#endif
/// SplitPoint struct stores information shared by the threads searching in
/// parallel below the same split point. It is populated at splitting time.
/// ThreadBase struct is the base of the hierarchy from where we derive all the
/// specialized thread classes.
-struct ThreadBase {
+struct ThreadBase : public std::thread {
virtual ~ThreadBase() = default;
virtual void idle_loop() = 0;
void notify_one();
void wait_for(volatile const bool& b);
- std::thread nativeThread;
- std::mutex mutex;
- std::condition_variable sleepCondition;
+ Mutex mutex;
+ Spinlock spinlock;
+ ConditionVariable sleepCondition;
volatile bool exit = false;
};
struct MainThread : public Thread {
virtual void idle_loop();
+ void join();
volatile bool thinking = true; // Avoid a race with start_thinking()
};
MainThread* main() { return static_cast<MainThread*>(at(0)); }
void read_uci_options();
Thread* available_slave(const SplitPoint* sp) const;
- void wait_for_think_finished();
void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&);
Depth minimumSplitDepth;
- Spinlock spinlock;
- std::condition_variable sleepCondition;
TimerThread* timer;
};