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Start to templetize pawn move generators

Still very soft, we will see if compiler is
enough or we need more aggressive templetization.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-10-19 16:20:21 +01:00
parent d0e51bc0f0
commit 1bd1f5a293

View file

@ -56,11 +56,19 @@ namespace {
const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE,
&forward_black, &forward_left_black, &forward_right_black };
int generate_pawn_captures(const PawnOffsets&, const Position&, MoveStack*);
int generate_pawn_noncaptures(const PawnOffsets&, const Position&, MoveStack*);
int generate_pawn_checks(const PawnOffsets&, const Position&, Bitboard, Square, MoveStack*, int);
int generate_castle_moves(const Position&, MoveStack*, Color);
int generate_pawn_blocking_evasions(const PawnOffsets&, const Position&, Bitboard, Bitboard, MoveStack*, int);
template<Color>
int generate_pawn_captures(const Position&, MoveStack*);
template<Color>
int generate_pawn_noncaptures(const Position&, MoveStack*);
template<Color>
int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*, int);
template<Color>
int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
template<PieceType>
int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
@ -178,9 +186,9 @@ int generate_captures(const Position& pos, MoveStack* mlist) {
int n;
if (us == WHITE)
n = generate_pawn_captures(WhitePawnOffsets, pos, mlist);
n = generate_pawn_captures<WHITE>(pos, mlist);
else
n = generate_pawn_captures(BlackPawnOffsets, pos, mlist);
n = generate_pawn_captures<BLACK>(pos, mlist);
n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
@ -204,9 +212,9 @@ int generate_noncaptures(const Position& pos, MoveStack *mlist) {
int n;
if (us == WHITE)
n = generate_pawn_noncaptures(WhitePawnOffsets, pos, mlist);
n = generate_pawn_noncaptures<WHITE>(pos, mlist);
else
n = generate_pawn_noncaptures(BlackPawnOffsets, pos, mlist);
n = generate_pawn_noncaptures<BLACK>(pos, mlist);
n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
@ -238,9 +246,9 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
// Pawn moves
if (us == WHITE)
n = generate_pawn_checks(WhitePawnOffsets, pos, dc, ksq, mlist, 0);
n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist, 0);
else
n = generate_pawn_checks(BlackPawnOffsets, pos, dc, ksq, mlist, 0);
n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist, 0);
// Pieces moves
Bitboard b = pos.knights(us);
@ -362,9 +370,9 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
// Pawn moves. Because a blocking evasion can never be a capture, we
// only generate pawn pushes.
if (us == WHITE)
n = generate_pawn_blocking_evasions(WhitePawnOffsets, pos, not_pinned, blockSquares, mlist, n);
n = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist, n);
else
n = generate_pawn_blocking_evasions(BlackPawnOffsets, pos, not_pinned, blockSquares, mlist, n);
n = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist, n);
// Pieces moves
b1 = pos.knights(us) & not_pinned;
@ -629,7 +637,10 @@ Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) {
namespace {
int generate_pawn_captures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist) {
template<Color C>
int generate_pawn_captures(const Position& pos, MoveStack* mlist) {
static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
Bitboard pawns = pos.pawns(ofs.us);
Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
@ -701,7 +712,10 @@ namespace {
}
int generate_pawn_noncaptures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist) {
template<Color C>
int generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
Bitboard pawns = pos.pawns(ofs.us);
Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
@ -824,8 +838,11 @@ namespace {
}
int generate_pawn_checks(const PawnOffsets& ofs, const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
template<Color C>
int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
{
static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
// Pawn moves which give discovered check. This is possible only if the
// pawn is not on the same file as the enemy king, because we don't
// generate captures.
@ -874,9 +891,12 @@ namespace {
return n;
}
int generate_pawn_blocking_evasions(const PawnOffsets& ofs, const Position& pos, Bitboard not_pinned,
template<Color C>
int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
Bitboard blockSquares, MoveStack* mlist, int n) {
static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
// Find non-pinned pawns
Bitboard b1 = pos.pawns(ofs.us) & not_pinned;