Unroll least valuable attacker loop in SEE
This allows to reduce the scanning for new X-ray attacks according to the capturing piece type. It seems to be just a very small speed increase in MSVC 64 bit and gcc 32 bit, I guess cache issues value more than some instruction less to execute (as usual). No functional change.sf_2.3.1_base
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@ -102,6 +102,37 @@ void init() {
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} // namespace Zobrist
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/// next_attacker() is an helper function used by see() to locate the least
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/// valuable attacker for the side to move, remove the attacker we just found
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/// from the 'occupied' bitboard and scan for new X-ray attacks behind it.
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template<PieceType Pt> static FORCE_INLINE
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PieceType next_attacker(const Bitboard* bb, const Square& to, const Bitboard& stmAttackers,
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Bitboard& occupied, Bitboard& attackers) {
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const PieceType NextPt = PieceType((int)Pt + 1);
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if (!(stmAttackers & bb[Pt]))
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return next_attacker<NextPt>(bb, to, stmAttackers, occupied, attackers);
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Bitboard b = stmAttackers & bb[Pt];
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occupied ^= b & ~(b - 1);
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if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN)
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attackers |= attacks_bb<BISHOP>(to, occupied) & (bb[BISHOP] | bb[QUEEN]);
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if (Pt == ROOK || Pt == QUEEN)
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attackers |= attacks_bb<ROOK>(to, occupied) & (bb[ROOK] | bb[QUEEN]);
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return Pt;
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}
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template<> FORCE_INLINE
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PieceType next_attacker<KING>(const Bitboard*, const Square&, const Bitboard&, Bitboard&, Bitboard&) {
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return KING; // No need to update bitboards, it is the last cycle
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}
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/// CheckInfo c'tor
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CheckInfo::CheckInfo(const Position& pos) {
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@ -1218,7 +1249,7 @@ int Position::see_sign(Move m) const {
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int Position::see(Move m) const {
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Square from, to;
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Bitboard occupied, attackers, stmAttackers, b;
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Bitboard occupied, attackers, stmAttackers;
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int swapList[32], slIndex = 1;
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PieceType captured;
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Color stm;
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@ -1274,19 +1305,10 @@ int Position::see(Move m) const {
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swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[Mg][captured];
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slIndex++;
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// Locate the least valuable attacker for the side to move. The loop
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// below looks like it is potentially infinite, but it isn't. We know
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// that the side to move still has at least one attacker left.
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for (captured = PAWN; (b = stmAttackers & pieces(captured)) == 0; captured++)
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assert(captured < KING);
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// Locate and remove from 'occupied' the next least valuable attacker
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captured = next_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
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// Remove the attacker we just found from the 'occupied' bitboard,
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// and scan for new X-ray attacks behind the attacker.
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occupied ^= (b & (~b + 1));
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attackers |= (attacks_bb<ROOK>(to, occupied) & pieces(ROOK, QUEEN))
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| (attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN));
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attackers &= occupied; // Cut out pieces we've already done
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attackers &= occupied; // Remove the just found attacker
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stm = ~stm;
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stmAttackers = attackers & pieces(stm);
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