X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=src%2Fthread.h;h=beb09e4d5df5700a212bb08db0b84e5a7c161a9a;hb=a492a9dd079d95faf136a744ff6d47a3d109ad68;hp=d97a25a693831b047a547ba539d51fc01e7fec06;hpb=8da2153ee89dd6874cdf35bacedcc73ea8d13d2c;p=stockfish
diff --git a/src/thread.h b/src/thread.h
index d97a25a6..beb09e4d 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 Marco Costalba
+ 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
@@ -17,63 +17,120 @@
along with this program. If not, see .
*/
-
#if !defined(THREAD_H_INCLUDED)
#define THREAD_H_INCLUDED
-
-////
-//// Includes
-////
+#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;
-////
-//// Constants and variables
-////
-
-const int THREAD_MAX = 8;
+struct SplitPoint {
+ // Const data after splitPoint has been setup
+ SplitPoint* parent;
+ const Position* pos;
+ Depth depth;
+ Value beta;
+ int nodeType;
+ int ply;
+ int master;
+ Move threatMove;
-////
-//// Types
-////
+ // Const pointers to shared data
+ MovePicker* mp;
+ Search::Stack* ss;
-struct SplitPoint {
- SplitPoint *parent;
- Position pos;
- SearchStack sstack[THREAD_MAX][PLY_MAX];
- SearchStack *parentSstack;
- int ply;
- Depth depth;
- volatile Value alpha, beta, bestValue;
- bool pvNode;
- Bitboard dcCandidates;
- int master, slaves[THREAD_MAX];
+ // Shared data
Lock lock;
- MovePicker *mp;
- volatile int moves;
- volatile int cpus;
- bool finished;
+ volatile uint64_t slavesMask;
+ volatile int64_t nodes;
+ volatile Value alpha;
+ volatile Value bestValue;
+ volatile int moveCount;
+ volatile bool is_betaCutoff;
};
+/// 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 {
- SplitPoint *splitPoint;
- int activeSplitPoints;
- uint64_t nodes;
- bool failHighPly1;
- volatile bool stop;
- volatile bool running;
- volatile bool idle;
- volatile bool workIsWaiting;
- volatile bool printCurrentLine;
- unsigned char pad[64];
+
+ 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();
+
+ SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS];
+ MaterialInfoTable materialTable;
+ PawnInfoTable pawnTable;
+ int threadID;
+ int maxPly;
+ Lock sleepLock;
+ WaitCondition sleepCond;
+ ThreadHandle handle;
+ SplitPoint* volatile splitPoint;
+ volatile int activeSplitPoints;
+ volatile bool is_searching;
+ volatile bool do_sleep;
+ volatile bool do_exit;
+};
+
+
+/// 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
+ need to explicitly initialize to zero its data members because variables with
+ static storage duration are automatically set to zero before enter main()
+ */
+public:
+ Thread& operator[](int threadID) { return threads[threadID]; }
+ void init();
+ void exit();
+
+ bool use_sleeping_threads() const { return useSleepingThreads; }
+ int min_split_depth() const { return minimumSplitDepth; }
+ int size() const { return activeThreads; }
+
+ void set_size(int cnt);
+ void read_uci_options();
+ bool available_slave_exists(int master) const;
+ void set_timer(int msec);
+ void wait_for_stop_or_ponderhit();
+ void stop_thinking();
+ void start_thinking(const Position& pos, const Search::LimitsType& limits,
+ const std::set& = std::set(), bool async = false);
+
+ template
+ Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue,
+ Depth depth, Move threatMove, int moveCount, MovePicker* mp, int nodeType);
+private:
+ friend struct Thread;
+
+ Thread threads[MAX_THREADS + 1]; // Last one is used as a timer
+ Lock threadsLock;
+ Depth minimumSplitDepth;
+ int maxThreadsPerSplitPoint;
+ int activeThreads;
+ bool useSleepingThreads;
+ WaitCondition sleepCond;
};
+extern ThreadsManager Threads;
#endif // !defined(THREAD_H_INCLUDED)