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Try to prefetch as soon as position key is ready

Move prefetching code inside do_move() so to allow a
very early prefetching and to put as many instructions
as possible between prefetching and following retrieve().

With this patch retrieve() times are cutted of another 25%

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-08-09 15:53:51 +01:00
parent cd4604b05c
commit 4251eac860
4 changed files with 74 additions and 45 deletions

View file

@ -34,6 +34,7 @@
#include "position.h"
#include "psqtab.h"
#include "san.h"
#include "tt.h"
#include "ucioption.h"
using std::string;
@ -71,6 +72,14 @@ Position::Position(const string& fen) {
}
/// Position::setTranspositionTable() is used by search functions to pass
/// the pointer to the used TT so that do_move() will prefetch TT access.
void Position::setTranspositionTable(TranspositionTable* tt) {
TT = tt;
}
/// Position::from_fen() initializes the position object with the given FEN
/// string. This function is not very robust - make sure that input FENs are
/// correct (this is assumed to be the responsibility of the GUI).
@ -743,6 +752,32 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
if (st->capture)
do_capture_move(st->capture, them, to);
// Update hash key
st->key ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
st->key ^= zobSideToMove;
// Reset en passant square
if (st->epSquare != SQ_NONE)
{
st->key ^= zobEp[st->epSquare];
st->epSquare = SQ_NONE;
}
// Update castle rights, try to shortcut a common case
if ((castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES)
{
st->key ^= zobCastle[st->castleRights];
st->castleRights &= castleRightsMask[from];
st->castleRights &= castleRightsMask[to];
st->key ^= zobCastle[st->castleRights];
}
bool checkEpSquare = (pt == PAWN && abs(int(to) - int(from)) == 16);
// Prefetch TT access as soon as we know key is updated
if (!checkEpSquare && TT)
TT->prefetch(st->key);
// Move the piece
Bitboard move_bb = make_move_bb(from, to);
do_move_bb(&(byColorBB[us]), move_bb);
@ -752,24 +787,6 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
board[to] = board[from];
board[from] = EMPTY;
// Update hash key
st->key ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
// Update incremental scores
st->mgValue += pst_delta<MidGame>(piece, from, to);
st->egValue += pst_delta<EndGame>(piece, from, to);
// If the moving piece was a king, update the king square
if (pt == KING)
kingSquare[us] = to;
// Reset en passant square
if (st->epSquare != SQ_NONE)
{
st->key ^= zobEp[st->epSquare];
st->epSquare = SQ_NONE;
}
// If the moving piece was a pawn do some special extra work
if (pt == PAWN)
{
@ -780,7 +797,7 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
// Set en passant square, only if moved pawn can be captured
if (abs(int(to) - int(from)) == 16)
if (checkEpSquare)
{
if ( (us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK)))
|| (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE))))
@ -791,19 +808,22 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
}
}
// Prefetch only here in the few cases we needed zobEp[] to update the key
if (checkEpSquare && TT)
TT->prefetch(st->key);
// Update incremental scores
st->mgValue += pst_delta<MidGame>(piece, from, to);
st->egValue += pst_delta<EndGame>(piece, from, to);
// If the moving piece was a king, update the king square
if (pt == KING)
kingSquare[us] = to;
// Update piece lists
pieceList[us][pt][index[from]] = to;
index[to] = index[from];
// Update castle rights, try to shortcut a common case
if ((castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES)
{
st->key ^= zobCastle[st->castleRights];
st->castleRights &= castleRightsMask[from];
st->castleRights &= castleRightsMask[to];
st->key ^= zobCastle[st->castleRights];
}
// Update checkers bitboard, piece must be already moved
st->checkersBB = EmptyBoardBB;
Square ksq = king_square(them);
@ -820,7 +840,6 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
}
// Finish
st->key ^= zobSideToMove;
sideToMove = opposite_color(sideToMove);
gamePly++;
@ -960,6 +979,8 @@ void Position::do_castle_move(Move m) {
// Update checkers BB
st->checkersBB = attacks_to(king_square(them), us);
st->key ^= zobSideToMove;
}
@ -1050,6 +1071,8 @@ void Position::do_promotion_move(Move m) {
// Update checkers BB
st->checkersBB = attacks_to(king_square(them), us);
st->key ^= zobSideToMove;
}
@ -1127,6 +1150,8 @@ void Position::do_ep_move(Move m) {
// Update checkers BB
st->checkersBB = attacks_to(king_square(them), us);
st->key ^= zobSideToMove;
}
@ -1407,14 +1432,15 @@ void Position::do_null_move(StateInfo& backupSt) {
history[gamePly] = st->key;
// Update the necessary information
sideToMove = opposite_color(sideToMove);
if (st->epSquare != SQ_NONE)
st->key ^= zobEp[st->epSquare];
st->key ^= zobSideToMove;
TT->prefetch(st->key);
sideToMove = opposite_color(sideToMove);
st->epSquare = SQ_NONE;
st->rule50++;
gamePly++;
st->key ^= zobSideToMove;
st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
@ -1654,6 +1680,7 @@ void Position::clear() {
initialKFile = FILE_E;
initialKRFile = FILE_H;
initialQRFile = FILE_A;
TT = NULL;
}

View file

@ -98,6 +98,7 @@ struct StateInfo {
StateInfo* previous;
};
class TranspositionTable;
/// The position data structure. A position consists of the following data:
///
@ -258,6 +259,7 @@ public:
void undo_move(Move m);
void do_null_move(StateInfo& st);
void undo_null_move();
void setTranspositionTable(TranspositionTable* tt);
// Static exchange evaluation
int see(Square from, Square to) const;
@ -356,6 +358,7 @@ private:
File initialKFile, initialKRFile, initialQRFile;
StateInfo startState;
StateInfo* st;
TranspositionTable* TT;
// Static variables
static int castleRightsMask[64];

View file

@ -663,6 +663,7 @@ namespace {
// Initialize
TT.new_search();
p.setTranspositionTable(&TT);
H.clear();
for (int i = 0; i < 3; i++)
{
@ -1126,7 +1127,6 @@ namespace {
// Make and search the move
StateInfo st;
pos.do_move(move, st, dcCandidates);
TT.prefetch(pos.get_key());
if (moveCount == 1) // The first move in list is the PV
value = -search_pv(pos, ss, -beta, -alpha, newDepth, ply+1, threadID);
@ -1297,8 +1297,6 @@ namespace {
StateInfo st;
pos.do_null_move(st);
TT.prefetch(pos.get_key());
int R = (depth >= 5 * OnePly ? 4 : 3); // Null move dynamic reduction
Value nullValue = -search(pos, ss, -(beta-1), depth-R*OnePly, ply+1, false, threadID);
@ -1413,7 +1411,6 @@ namespace {
// Make and search the move
StateInfo st;
pos.do_move(move, st, dcCandidates);
TT.prefetch(pos.get_key());
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
@ -1623,7 +1620,6 @@ namespace {
// Make and search the move.
StateInfo st;
pos.do_move(move, st, dcCandidates);
TT.prefetch(pos.get_key());
Value value = -qsearch(pos, ss, -beta, -alpha, depth-OnePly, ply+1, threadID);
pos.undo_move(move);

View file

@ -93,6 +93,16 @@ void TranspositionTable::clear() {
}
/// TranspositionTable::first_entry returns a pointer to the first
/// entry of a cluster given a position. The low 32 bits of the key
/// are used to get the index in the table.
inline TTEntry* TranspositionTable::first_entry(const Key posKey) const {
return entries + ((uint32_t(posKey) & (size - 1)) * ClusterSize);
}
/// TranspositionTable::store writes a new entry containing a position,
/// a value, a value type, a search depth, and a best move to the
/// transposition table. Transposition table is organized in clusters of
@ -145,7 +155,7 @@ void TranspositionTable::store(const Key posKey, Value v, ValueType t, Depth d,
TTEntry* TranspositionTable::retrieve(const Key posKey) const {
uint32_t posKey32 = posKey >> 32;
TTEntry *tte = first_entry(posKey);
TTEntry* tte = first_entry(posKey);
for (int i = 0; i < ClusterSize; i++, tte++)
if (tte->key() == posKey32)
@ -154,6 +164,7 @@ TTEntry* TranspositionTable::retrieve(const Key posKey) const {
return NULL;
}
/// TranspositionTable::prefetch looks up the current position in the
/// transposition table and load it in L1/L2 cache. This is a non
/// blocking function and do not stalls the CPU waiting for data
@ -166,14 +177,6 @@ void TranspositionTable::prefetch(const Key posKey) const {
_mm_prefetch((char*)first_entry(posKey), _MM_HINT_T0);
}
/// TranspositionTable::first_entry returns a pointer to the first
/// entry of a cluster given a position. The low 32 bits of the key
/// are used to get the index in the table.
inline TTEntry* TranspositionTable::first_entry(const Key posKey) const {
return entries + ((uint32_t(posKey) & (size - 1)) * ClusterSize);
}
/// TranspositionTable::new_search() is called at the beginning of every new
/// search. It increments the "generation" variable, which is used to