X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fthread.h;h=5feab00072be92c2505f635c0d0800c2ca935e8c;hb=b6883c872d267cf464c575d2a901e117f6a97a84;hp=558a6752da9c679cfa59f6c4b614356703df2680;hpb=b4a04d80385d76bb701f6727b0150889ec437723;p=stockfish
diff --git a/src/thread.h b/src/thread.h
index 558a6752..5feab000 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) 2008-2009 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
@@ -17,66 +17,152 @@
along with this program. If not, see .
*/
-
#if !defined(THREAD_H_INCLUDED)
#define THREAD_H_INCLUDED
+#include
-////
-//// Includes
-////
-
-#include "history.h"
-#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_SPLITPOINTS_PER_THREAD = 8;
+
+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;
+};
-////
-//// Constants and variables
-////
+struct ConditionVariable {
+ ConditionVariable() { cond_init(c); }
+ ~ConditionVariable() { cond_destroy(c); }
-const int THREAD_MAX = 8;
+ 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;
+};
-////
-//// Types
-////
+class Thread;
struct SplitPoint {
- SplitPoint *parent;
- Position pos;
- SearchStack sstack[THREAD_MAX][PLY_MAX];
- SearchStack *parentSstack;
- int ply;
+
+ // Const data after split point has been setup
+ const Position* pos;
+ const Search::Stack* ss;
Depth depth;
- volatile Value alpha, beta, bestValue;
- bool pvNode;
- Bitboard dcCandidates;
- int master, slaves[THREAD_MAX];
- Lock lock;
- MovePicker *mp;
- volatile int moves;
- volatile int cpus;
- bool finished;
+ Value beta;
+ int nodeType;
+ Thread* master;
+ Move threatMove;
+
+ // Const pointers to shared data
+ MovePicker* mp;
+ SplitPoint* parent;
+
+ // Shared data
+ Mutex mutex;
+ volatile uint64_t slavesMask;
+ volatile int64_t nodes;
+ volatile Value alpha;
+ volatile Value bestValue;
+ volatile Move bestMove;
+ volatile int moveCount;
+ volatile bool cutoff;
+};
+
+
+/// 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
+
+public:
+ Thread(Fn fn);
+ ~Thread();
+
+ void wake_up();
+ bool cutoff_occurred() const;
+ bool is_available_to(Thread* master) const;
+ void idle_loop();
+ void main_loop();
+ void timer_loop();
+ void wait_for_stop_or_ponderhit();
+
+ SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
+ MaterialTable materialTable;
+ PawnTable pawnTable;
+ size_t idx;
+ int maxPly;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
+ NativeHandle handle;
+ Fn start_fn;
+ SplitPoint* volatile curSplitPoint;
+ volatile int splitPointsCnt;
+ volatile bool is_searching;
+ volatile bool do_sleep;
+ volatile bool do_exit;
};
-struct Thread {
- SplitPoint *splitPoint;
- int activeSplitPoints;
- uint64_t nodes;
- uint64_t betaCutOffs[2];
- bool failHighPly1;
- volatile bool stop;
- volatile bool running;
- volatile bool idle;
- volatile bool workIsWaiting;
- volatile bool printCurrentLine;
- History H;
- unsigned char pad[64]; // set some distance among local data for each thread
+/// 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.
+
+class ThreadPool {
+
+public:
+ void init(); // No c'tor, Threads object is global and engine shall be fully initialized
+ ~ThreadPool();
+
+ Thread& operator[](size_t 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]; }
+
+ 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);
+
+ 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;
+
+ std::vector threads;
+ Thread* timer;
+ Mutex mutex;
+ ConditionVariable sleepCondition;
+ Depth minimumSplitDepth;
+ int maxThreadsPerSplitPoint;
+ bool useSleepingThreads;
};
+extern ThreadPool Threads;
#endif // !defined(THREAD_H_INCLUDED)