X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fthread.h;h=046980d22a1dcc5753b19117ed864c9b03da38ee;hb=7bce8831d361317e0cf5156a888ca2d3e568a2ff;hp=d1328daad91b9818859660e6adc18f0f83652b07;hpb=4b19430103ac75b574a6b269db447d359814b603;p=stockfish
diff --git a/src/thread.h b/src/thread.h
index d1328daa..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"
@@ -28,30 +29,55 @@
#include "position.h"
#include "search.h"
-const int MAX_THREADS = 32;
+const int MAX_THREADS = 128;
const int MAX_SPLITPOINTS_PER_THREAD = 8;
-class Thread;
+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;
+};
+
+struct Thread;
struct SplitPoint {
// Const data after split point has been setup
const Position* pos;
const Search::Stack* ss;
+ Thread* masterThread;
Depth depth;
Value beta;
int nodeType;
- Thread* master;
- Move threatMove;
+ bool cutNode;
// Const pointers to shared data
- MovePicker* mp;
- SplitPoint* parent;
+ MovePicker* movePicker;
+ SplitPoint* parentSplitPoint;
// Shared data
- Lock lock;
- volatile uint64_t slavesMask;
- volatile int64_t nodes;
+ Mutex mutex;
+ std::bitset slavesMask;
+ volatile uint64_t nodes;
volatile Value alpha;
volatile Value bestValue;
volatile Move bestMove;
@@ -60,85 +86,92 @@ 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.
-class Thread {
-
- typedef void (Thread::* Fn) (); // Pointer to member function
+struct Thread : public ThreadBase {
-public:
- Thread(Fn fn);
- ~Thread();
-
- void wake_up();
+ Thread();
+ virtual void idle_loop();
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 main_loop();
- void timer_loop();
- void wait_for_stop_or_ponderhit();
+ bool available_to(const Thread* master) const;
+
+ template
+ 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];
- MaterialTable materialTable;
- PawnTable pawnTable;
+ Material::Table materialTable;
+ Endgames endgames;
+ Pawns::Table pawnsTable;
+ Position* activePosition;
size_t idx;
int maxPly;
- Lock sleepLock;
- WaitCondition sleepCond;
- NativeHandle handle;
- Fn start_fn;
- SplitPoint* volatile curSplitPoint;
- volatile int splitPointsCnt;
- volatile bool is_searching;
- volatile bool do_sleep;
- volatile bool do_exit;
+ SplitPoint* volatile activeSplitPoint;
+ volatile int splitPointsSize;
+ volatile bool searching;
};
-/// ThreadPool 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.
+/// MainThread and TimerThread are derived classes used to characterize the two
+/// special threads: the main one and the recurring timer.
+
+struct MainThread : public Thread {
+ MainThread() : thinking(true) {} // Avoid a race with start_thinking()
+ virtual void idle_loop();
+ volatile bool thinking;
+};
-class ThreadPool {
+struct TimerThread : public ThreadBase {
+ TimerThread() : run(false) {}
+ virtual void idle_loop();
+ bool run;
+ static const int Resolution = 5; // msec between two check_time() calls
+};
-public:
- void init(); // No c'tor, Threads object is global and engine shall be fully initialized
- ~ThreadPool();
- Thread& operator[](int 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]; }
+/// 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.
- 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& searchMoves);
+struct ThreadPool : public std::vector {
- 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);
-private:
- friend class Thread;
+ void init(); // No c'tor and d'tor, threads rely on globals that should
+ void exit(); // be initialized and are valid during the whole thread lifetime.
+
+ MainThread* main() { return static_cast((*this)[0]); }
+ void read_uci_options();
+ Thread* available_slave(const Thread* master) const;
+ void wait_for_think_finished();
+ void start_thinking(const Position&, const Search::LimitsType&, Search::StateStackPtr&);
- std::vector threads;
- Thread* timer;
- Lock splitLock;
- WaitCondition sleepCond;
+ bool sleepWhileIdle;
Depth minimumSplitDepth;
- int maxThreadsPerSplitPoint;
- bool useSleepingThreads;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
+ TimerThread* timer;
};
extern ThreadPool Threads;
-#endif // !defined(THREAD_H_INCLUDED)
+#endif // #ifndef THREAD_H_INCLUDED