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Merge generate_direct_checks() in generate_moves()

Further reduce redundancy in move generation.
Veirifed no speed regression on MSVC, Clang and gcc.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
sf_2.3.1_base
Marco Costalba 2012-08-22 10:13:09 +01:00
parent 0de9257610
commit 4e619a13d6
1 changed files with 35 additions and 46 deletions

View File

@ -215,52 +215,40 @@ namespace {
}
template<PieceType Pt>
FORCE_INLINE MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist,
Color us, const CheckInfo& ci) {
template<PieceType Pt, bool OnlyChecks> FORCE_INLINE
MoveStack* generate_moves(const Position& pos, MoveStack* mlist, Color us,
Bitboard target, const CheckInfo* ci = NULL) {
assert(Pt != KING && Pt != PAWN);
const Square* pl = pos.piece_list(us, Pt);
for (Square from = *pl; from != SQ_NONE; from = *++pl)
{
Bitboard target = ci.checkSq[Pt] & ~pos.pieces(); // Non capture checks only
if (OnlyChecks)
{
if ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
&& !(PseudoAttacks[Pt][from] & target & ci->checkSq[Pt]))
continue;
if ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
&& !(PseudoAttacks[Pt][from] & target))
continue;
if (ci.dcCandidates && (ci.dcCandidates & from))
continue;
if (ci->dcCandidates && (ci->dcCandidates & from))
continue;
}
Bitboard b = pos.attacks_from<Pt>(from) & target;
if (OnlyChecks)
b &= ci->checkSq[Pt];
SERIALIZE(b);
}
return mlist;
}
template<PieceType Pt>
FORCE_INLINE MoveStack* generate_moves(const Position& pos, MoveStack* mlist,
Color us, Bitboard target) {
assert(Pt != KING && Pt != PAWN);
const Square* pl = pos.piece_list(us, Pt);
for (Square from = *pl; from != SQ_NONE; from = *++pl)
{
Bitboard b = pos.attacks_from<Pt>(from) & target;
SERIALIZE(b);
}
return mlist;
}
template<>
FORCE_INLINE MoveStack* generate_moves<KING>(const Position& pos, MoveStack* mlist,
Color us, Bitboard target) {
template<> FORCE_INLINE
MoveStack* generate_moves<KING, false>(const Position& pos, MoveStack* mlist, Color us,
Bitboard target, const CheckInfo*) {
Square from = pos.king_square(us);
Bitboard b = pos.attacks_from<KING>(from) & target;
SERIALIZE(b);
@ -300,15 +288,15 @@ MoveStack* generate(const Position& pos, MoveStack* mlist) {
mlist = (us == WHITE ? generate_pawn_moves<WHITE, Type>(pos, mlist, target)
: generate_pawn_moves<BLACK, Type>(pos, mlist, target));
mlist = generate_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_moves<ROOK>(pos, mlist, us, target);
mlist = generate_moves<QUEEN>(pos, mlist, us, target);
mlist = generate_moves<KING>(pos, mlist, us, target);
mlist = generate_moves<KNIGHT, false>(pos, mlist, us, target);
mlist = generate_moves<BISHOP, false>(pos, mlist, us, target);
mlist = generate_moves<ROOK, false>(pos, mlist, us, target);
mlist = generate_moves<QUEEN, false>(pos, mlist, us, target);
mlist = generate_moves<KING, false>(pos, mlist, us, target);
if (Type != CAPTURES && pos.can_castle(us))
{
mlist = generate_castle<KING_SIDE, false>(pos, mlist, us);
mlist = generate_castle<KING_SIDE, false>(pos, mlist, us);
mlist = generate_castle<QUEEN_SIDE, false>(pos, mlist, us);
}
@ -330,6 +318,7 @@ MoveStack* generate<QUIET_CHECKS>(const Position& pos, MoveStack* mlist) {
Color us = pos.side_to_move();
CheckInfo ci(pos);
Bitboard empty = ~pos.pieces();
Bitboard dc = ci.dcCandidates;
while (dc)
@ -351,14 +340,14 @@ MoveStack* generate<QUIET_CHECKS>(const Position& pos, MoveStack* mlist) {
mlist = (us == WHITE ? generate_pawn_moves<WHITE, QUIET_CHECKS>(pos, mlist, ci.dcCandidates, ci.ksq)
: generate_pawn_moves<BLACK, QUIET_CHECKS>(pos, mlist, ci.dcCandidates, ci.ksq));
mlist = generate_direct_checks<KNIGHT>(pos, mlist, us, ci);
mlist = generate_direct_checks<BISHOP>(pos, mlist, us, ci);
mlist = generate_direct_checks<ROOK>(pos, mlist, us, ci);
mlist = generate_direct_checks<QUEEN>(pos, mlist, us, ci);
mlist = generate_moves<KNIGHT, true>(pos, mlist, us, empty, &ci);
mlist = generate_moves<BISHOP, true>(pos, mlist, us, empty, &ci);
mlist = generate_moves<ROOK, true>(pos, mlist, us, empty, &ci);
mlist = generate_moves<QUEEN, true>(pos, mlist, us, empty, &ci);
if (pos.can_castle(us))
{
mlist = generate_castle<KING_SIDE, true>(pos, mlist, us);
mlist = generate_castle<KING_SIDE, true>(pos, mlist, us);
mlist = generate_castle<QUEEN_SIDE, true>(pos, mlist, us);
}
@ -430,10 +419,10 @@ MoveStack* generate<EVASIONS>(const Position& pos, MoveStack* mlist) {
mlist = (us == WHITE ? generate_pawn_moves<WHITE, EVASIONS>(pos, mlist, target)
: generate_pawn_moves<BLACK, EVASIONS>(pos, mlist, target));
mlist = generate_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_moves<ROOK>(pos, mlist, us, target);
return generate_moves<QUEEN>(pos, mlist, us, target);
mlist = generate_moves<KNIGHT, false>(pos, mlist, us, target);
mlist = generate_moves<BISHOP, false>(pos, mlist, us, target);
mlist = generate_moves<ROOK, false>(pos, mlist, us, target);
return generate_moves<QUEEN, false>(pos, mlist, us, target);
}