X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fthread.h;h=042bc2e9231588d5db2bd1fc4b5a097658df6399;hb=cc9d503ddea998890112efd08fae3705f2727e37;hp=b476d529f4d3a1455e662958a8190a6094178870;hpb=79e50a2fbfdf2e866255e002b7d7cdc55d96bb9e;p=stockfish
diff --git a/src/thread.h b/src/thread.h
index b476d529..042bc2e9 100644
--- a/src/thread.h
+++ b/src/thread.h
@@ -1,7 +1,6 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
- Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2004-2020 The Stockfish developers (see AUTHORS file)
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -17,70 +16,116 @@
along with this program. If not, see .
*/
-#if !defined(THREAD_H_INCLUDED)
+#ifndef THREAD_H_INCLUDED
#define THREAD_H_INCLUDED
-#include
+#include
+#include
+#include
+#include
+#include
-#include "lock.h"
+#include "material.h"
#include "movepick.h"
+#include "pawns.h"
#include "position.h"
#include "search.h"
+#include "thread_win32_osx.h"
-const int MAX_THREADS = 32;
-const int MAX_ACTIVE_SPLIT_POINTS = 8;
-
-struct SplitPoint {
-
- // Const data after splitPoint has been setup
- SplitPoint* parent;
- const Position* pos;
- Depth depth;
- bool pvNode;
- Value beta;
- int ply;
- int master;
- Move threatMove;
-
- // Const pointers to shared data
- MovePicker* mp;
- SearchStack* ss;
-
- // Shared data
- Lock lock;
- volatile int64_t nodes;
- volatile Value alpha;
- volatile Value bestValue;
- volatile int moveCount;
- volatile bool betaCutoff;
- volatile int slaves[MAX_THREADS];
+
+/// Thread class keeps together all the thread-related stuff. We 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.
+
+class Thread {
+
+ std::mutex mutex;
+ std::condition_variable cv;
+ size_t idx;
+ bool exit = false, searching = true; // Set before starting std::thread
+ NativeThread stdThread;
+
+public:
+ explicit Thread(size_t);
+ virtual ~Thread();
+ virtual void search();
+ void clear();
+ void idle_loop();
+ void start_searching();
+ void wait_for_search_finished();
+ int best_move_count(Move move) const;
+
+ Pawns::Table pawnsTable;
+ Material::Table materialTable;
+ size_t pvIdx, pvLast;
+ uint64_t ttHitAverage;
+ int selDepth, nmpMinPly;
+ Color nmpColor;
+ std::atomic nodes, tbHits, bestMoveChanges;
+
+ Position rootPos;
+ StateInfo rootState;
+ Search::RootMoves rootMoves;
+ Depth rootDepth, completedDepth;
+ CounterMoveHistory counterMoves;
+ ButterflyHistory mainHistory;
+ LowPlyHistory lowPlyHistory;
+ CapturePieceToHistory captureHistory;
+ ContinuationHistory continuationHistory[2][2];
+ Score contempt;
};
-// ThreadState type is used to represent thread's current state
-enum ThreadState
-{
- THREAD_INITIALIZING, // thread is initializing itself
- THREAD_SEARCHING, // thread is performing work
- THREAD_AVAILABLE, // thread is waiting for work
- THREAD_BOOKED, // other thread (master) has booked us as a slave
- THREAD_WORKISWAITING, // master has ordered us to start
- THREAD_TERMINATED // we are quitting and thread is terminated
+
+/// MainThread is a derived class specific for main thread
+
+struct MainThread : public Thread {
+
+ using Thread::Thread;
+
+ void search() override;
+ void check_time();
+
+ double previousTimeReduction;
+ Value bestPreviousScore;
+ Value iterValue[4];
+ int callsCnt;
+ bool stopOnPonderhit;
+ std::atomic_bool ponder;
};
-struct Thread {
- int maxPly;
- Lock sleepLock;
- WaitCondition sleepCond;
- volatile ThreadState state;
- SplitPoint* volatile splitPoint;
- volatile int activeSplitPoints;
- SplitPoint splitPoints[MAX_ACTIVE_SPLIT_POINTS];
-
- void wake_up() {
- lock_grab(&sleepLock);
- cond_signal(&sleepCond);
- lock_release(&sleepLock);
+
+/// ThreadPool struct handles all the threads-related stuff like init, starting,
+/// parking and, most importantly, launching a thread. All the access to threads
+/// is done through this class.
+
+struct ThreadPool : public std::vector {
+
+ void start_thinking(Position&, StateListPtr&, const Search::LimitsType&, bool = false);
+ void clear();
+ void set(size_t);
+
+ MainThread* main() const { return static_cast(front()); }
+ uint64_t nodes_searched() const { return accumulate(&Thread::nodes); }
+ uint64_t tb_hits() const { return accumulate(&Thread::tbHits); }
+ Thread* get_best_thread() const;
+ void start_searching();
+ void wait_for_search_finished() const;
+
+ std::atomic_bool stop, increaseDepth;
+
+private:
+ StateListPtr setupStates;
+
+ uint64_t accumulate(std::atomic Thread::* member) const {
+
+ uint64_t sum = 0;
+ for (Thread* th : *this)
+ sum += (th->*member).load(std::memory_order_relaxed);
+ return sum;
}
};
-#endif // !defined(THREAD_H_INCLUDED)
+extern ThreadPool Threads;
+
+#endif // #ifndef THREAD_H_INCLUDED