X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fthread.h;h=d6a48eca73d14937f19212d462d9a120398d21d0;hb=HEAD;hp=8115bc71decd66b917ef78d82ada490685fc4dc2;hpb=30c2e3828a5ea143e6190680dcd8e9d93fd17840;p=stockfish
diff --git a/src/thread.h b/src/thread.h
index 8115bc71..43e2e142 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) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2004-2024 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
@@ -17,151 +16,163 @@
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
#include
-#include "material.h"
-#include "movepick.h"
-#include "pawns.h"
+#include "numa.h"
#include "position.h"
#include "search.h"
-
-const int MAX_THREADS = 64; // Because SplitPoint::slavesMask is a uint64_t
-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;
-};
-
-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;
- Move threatMove;
-
- // Const pointers to shared data
- MovePicker* movePicker;
- SplitPoint* parentSplitPoint;
-
- // 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;
+#include "thread_win32_osx.h"
+
+namespace Stockfish {
+
+
+class OptionsMap;
+using Value = int;
+
+// Sometimes we don't want to actually bind the threads, but the recipient still
+// needs to think it runs on *some* NUMA node, such that it can access structures
+// that rely on NUMA node knowledge. This class encapsulates this optional process
+// such that the recipient does not need to know whether the binding happened or not.
+class OptionalThreadToNumaNodeBinder {
+ public:
+ OptionalThreadToNumaNodeBinder(NumaIndex n) :
+ numaConfig(nullptr),
+ numaId(n) {}
+
+ OptionalThreadToNumaNodeBinder(const NumaConfig& cfg, NumaIndex n) :
+ numaConfig(&cfg),
+ numaId(n) {}
+
+ NumaReplicatedAccessToken operator()() const {
+ if (numaConfig != nullptr)
+ return numaConfig->bind_current_thread_to_numa_node(numaId);
+ else
+ return NumaReplicatedAccessToken(numaId);
+ }
+
+ private:
+ const NumaConfig* numaConfig;
+ NumaIndex numaId;
};
-
-/// 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 {
-
- 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);
-
- template
- void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
- Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType);
-
- 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
-/// 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;
+// Abstraction of a thread. It contains a pointer to the worker and a native thread.
+// After construction, the native thread is started with idle_loop()
+// waiting for a signal to start searching.
+// When the signal is received, the thread starts searching and when
+// the search is finished, it goes back to idle_loop() waiting for a new signal.
+class Thread {
+ public:
+ Thread(Search::SharedState&,
+ std::unique_ptr,
+ size_t,
+ OptionalThreadToNumaNodeBinder);
+ virtual ~Thread();
+
+ void idle_loop();
+ void start_searching();
+ void clear_worker();
+ void run_custom_job(std::function f);
+
+ void ensure_network_replicated();
+
+ // Thread has been slightly altered to allow running custom jobs, so
+ // this name is no longer correct. However, this class (and ThreadPool)
+ // require further work to make them properly generic while maintaining
+ // appropriate specificity regarding search, from the point of view of an
+ // outside user, so renaming of this function is left for whenever that happens.
+ void wait_for_search_finished();
+ size_t id() const { return idx; }
+
+ std::unique_ptr worker;
+ std::function jobFunc;
+
+ private:
+ std::mutex mutex;
+ std::condition_variable cv;
+ size_t idx, nthreads;
+ bool exit = false, searching = true; // Set before starting std::thread
+ NativeThread stdThread;
+ NumaReplicatedAccessToken numaAccessToken;
};
-struct TimerThread : public Thread {
- TimerThread() : msec(0) {}
- virtual void idle_loop();
- int msec;
-};
-
-
-/// ThreadPool struct 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.
-
-struct ThreadPool : public std::vector {
-
- 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.
-
- MainThread* main_thread() { return static_cast((*this)[0]); }
- void read_uci_options();
- Thread* available_slave(Thread* master) const;
- void wait_for_think_finished();
- void start_thinking(const Position&, const Search::LimitsType&,
- const std::vector&, Search::StateStackPtr&);
- bool sleepWhileIdle;
- Depth minimumSplitDepth;
- size_t maxThreadsPerSplitPoint;
- Mutex mutex;
- ConditionVariable sleepCondition;
- TimerThread* timer;
+// 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.
+class ThreadPool {
+ public:
+ ThreadPool() {}
+
+ ~ThreadPool() {
+ // destroy any existing thread(s)
+ if (threads.size() > 0)
+ {
+ main_thread()->wait_for_search_finished();
+
+ threads.clear();
+ }
+ }
+
+ ThreadPool(const ThreadPool&) = delete;
+ ThreadPool(ThreadPool&&) = delete;
+
+ ThreadPool& operator=(const ThreadPool&) = delete;
+ ThreadPool& operator=(ThreadPool&&) = delete;
+
+ void start_thinking(const OptionsMap&, Position&, StateListPtr&, Search::LimitsType);
+ void run_on_thread(size_t threadId, std::function f);
+ void wait_on_thread(size_t threadId);
+ size_t num_threads() const;
+ void clear();
+ void set(const NumaConfig& numaConfig,
+ Search::SharedState,
+ const Search::SearchManager::UpdateContext&);
+
+ Search::SearchManager* main_manager();
+ Thread* main_thread() const { return threads.front().get(); }
+ uint64_t nodes_searched() const;
+ uint64_t tb_hits() const;
+ Thread* get_best_thread() const;
+ void start_searching();
+ void wait_for_search_finished() const;
+
+ std::vector get_bound_thread_count_by_numa_node() const;
+
+ void ensure_network_replicated();
+
+ std::atomic_bool stop, abortedSearch, increaseDepth;
+
+ auto cbegin() const noexcept { return threads.cbegin(); }
+ auto begin() noexcept { return threads.begin(); }
+ auto end() noexcept { return threads.end(); }
+ auto cend() const noexcept { return threads.cend(); }
+ auto size() const noexcept { return threads.size(); }
+ auto empty() const noexcept { return threads.empty(); }
+
+ private:
+ StateListPtr setupStates;
+ std::vector> threads;
+ std::vector boundThreadToNumaNode;
+
+ uint64_t accumulate(std::atomic Search::Worker::*member) const {
+
+ uint64_t sum = 0;
+ for (auto&& th : threads)
+ sum += (th->worker.get()->*member).load(std::memory_order_relaxed);
+ return sum;
+ }
};
-extern ThreadPool Threads;
+} // namespace Stockfish
-#endif // !defined(THREAD_H_INCLUDED)
+#endif // #ifndef THREAD_H_INCLUDED