X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fthread.h;h=d6a48eca73d14937f19212d462d9a120398d21d0;hb=HEAD;hp=fe2cf42592e4c88d50323b16f11daef000c1e135;hpb=7eb6a488ade31254151fd516aa4c94fc56b84a1f;p=stockfish
diff --git a/src/thread.h b/src/thread.h
index fe2cf425..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
@@ -17,131 +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 = 32;
-const int MAX_SPLITPOINTS_PER_THREAD = 8;
-
-struct SplitPoint {
-
- // Const data after split point has been setup
- const Position* pos;
- const Search::Stack* ss;
- Depth depth;
- Value beta;
- int nodeType;
- int master;
- Move threatMove;
-
- // Const pointers to shared data
- MovePicker* mp;
- SplitPoint* parent;
-
- // Shared data
- Lock lock;
- 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.
-
+// 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 {
-
- Thread(const Thread&); // Only declared to disable the default ones
- Thread& operator=(const Thread&); // that are not suitable in this case.
-
- typedef void (Thread::* Fn) ();
-
-public:
- Thread(Fn fn);
- ~Thread();
-
- void wake_up();
- bool cutoff_occurred() const;
- bool is_available_to(int 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();
-
- SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
- MaterialTable materialTable;
- PawnTable pawnTable;
- int threadID;
- 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;
+ 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;
};
-/// 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:
- void init(); // No c'tor becuase Threads is static and we need engine initialized
- ~ThreadsManager();
-
- Thread& operator[](int id) { return *threads[id]; }
- bool use_sleeping_threads() const { return useSleepingThreads; }
- int min_split_depth() const { return minimumSplitDepth; }
- int size() const { return (int)threads.size(); }
-
- void wake_up() const;
- void sleep() const;
- void read_uci_options();
- bool available_slave_exists(int 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;
- Lock splitLock;
- WaitCondition sleepCond;
- Depth minimumSplitDepth;
- int maxThreadsPerSplitPoint;
- bool useSleepingThreads;
+// 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 ThreadsManager Threads;
+} // namespace Stockfish
-#endif // !defined(THREAD_H_INCLUDED)
+#endif // #ifndef THREAD_H_INCLUDED