X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=inline;f=src%2Fthread.h;h=046980d22a1dcc5753b19117ed864c9b03da38ee;hb=7bce8831d361317e0cf5156a888ca2d3e568a2ff;hp=76a2d8436f91b9fa957856835c39a4f211b151df;hpb=91427c824280d71eaf27f39a4bfdd2188cbdb4ec;p=stockfish
diff --git a/src/thread.h b/src/thread.h
index 76a2d843..046980d2 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) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2014 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
@@ -17,9 +17,10 @@
along with this program. If not, see .
*/
-#if !defined(THREAD_H_INCLUDED)
+#ifndef THREAD_H_INCLUDED
#define THREAD_H_INCLUDED
+#include
#include
#include "material.h"
@@ -28,7 +29,7 @@
#include "position.h"
#include "search.h"
-const int MAX_THREADS = 64; // Because SplitPoint::slavesMask is a uint64_t
+const int MAX_THREADS = 128;
const int MAX_SPLITPOINTS_PER_THREAD = 8;
struct Mutex {
@@ -67,7 +68,7 @@ struct SplitPoint {
Depth depth;
Value beta;
int nodeType;
- Move threatMove;
+ bool cutNode;
// Const pointers to shared data
MovePicker* movePicker;
@@ -75,9 +76,8 @@ struct SplitPoint {
// Shared data
Mutex mutex;
- Position* slavesPositions[MAX_THREADS];
- volatile uint64_t slavesMask;
- volatile int64_t nodes;
+ std::bitset slavesMask;
+ volatile uint64_t nodes;
volatile Value alpha;
volatile Value bestValue;
volatile Move bestMove;
@@ -86,43 +86,54 @@ struct SplitPoint {
};
+/// ThreadBase struct is the base of the hierarchy from where we derive all the
+/// specialized thread classes.
+
+struct ThreadBase {
+
+ ThreadBase() : exit(false) {}
+ virtual ~ThreadBase() {}
+ virtual void idle_loop() = 0;
+ void notify_one();
+ void wait_for(volatile const bool& b);
+
+ Mutex mutex;
+ ConditionVariable sleepCondition;
+ NativeHandle handle;
+ volatile bool exit;
+};
+
+
/// 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 {
+struct Thread : public ThreadBase {
Thread();
- virtual ~Thread();
-
virtual void idle_loop();
- void notify_one();
bool cutoff_occurred() const;
- bool is_available_to(Thread* master) const;
- void wait_for(volatile const bool& b);
+ bool available_to(const Thread* master) const;
template
- 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);
+ void split(Position& pos, const 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];
Material::Table materialTable;
Endgames endgames;
Pawns::Table pawnsTable;
+ Position* activePosition;
size_t idx;
int maxPly;
- Mutex mutex;
- ConditionVariable sleepCondition;
- NativeHandle handle;
SplitPoint* volatile activeSplitPoint;
volatile int splitPointsSize;
volatile bool searching;
- volatile bool exit;
};
-/// MainThread and TimerThread are sublassed from Thread to characterize the two
+/// MainThread and TimerThread are derived classes used to characterize the two
/// special threads: the main one and the recurring timer.
struct MainThread : public Thread {
@@ -131,45 +142,36 @@ struct MainThread : public Thread {
volatile bool thinking;
};
-struct TimerThread : public Thread {
- TimerThread() : msec(0) {}
+struct TimerThread : public ThreadBase {
+ TimerThread() : run(false) {}
virtual void idle_loop();
- int msec;
+ bool run;
+ static const int Resolution = 5; // msec between two check_time() calls
};
-/// ThreadPool class handles all the threads related stuff like init, starting,
-/// parking and, the most important, launching a slave thread at a split point.
+/// 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.
-class ThreadPool {
+struct ThreadPool : public std::vector {
-public:
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[](size_t id) { return *threads[id]; }
- size_t size() const { return threads.size(); }
- MainThread* main_thread() { return static_cast(threads[0]); }
- TimerThread* timer_thread() { return timer; }
+ void exit(); // be initialized and are valid during the whole thread lifetime.
+ MainThread* main() { return static_cast((*this)[0]); }
void read_uci_options();
- bool slave_available(Thread* master) const;
+ Thread* available_slave(const Thread* master) const;
void wait_for_think_finished();
- void start_thinking(const Position&, const Search::LimitsType&,
- const std::vector&, Search::StateStackPtr&);
+ void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&);
bool sleepWhileIdle;
Depth minimumSplitDepth;
- size_t maxThreadsPerSplitPoint;
Mutex mutex;
ConditionVariable sleepCondition;
-
-private:
- std::vector threads;
TimerThread* timer;
};
extern ThreadPool Threads;
-#endif // !defined(THREAD_H_INCLUDED)
+#endif // #ifndef THREAD_H_INCLUDED