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https://github.com/sockspls/badfish
synced 2025-07-11 03:29:14 +00:00
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>
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cd4604b05c
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4 changed files with 74 additions and 45 deletions
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@ -34,6 +34,7 @@
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#include "position.h"
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#include "psqtab.h"
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#include "san.h"
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#include "tt.h"
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#include "ucioption.h"
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using std::string;
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@ -71,6 +72,14 @@ Position::Position(const string& fen) {
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}
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/// Position::setTranspositionTable() is used by search functions to pass
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/// the pointer to the used TT so that do_move() will prefetch TT access.
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void Position::setTranspositionTable(TranspositionTable* tt) {
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TT = tt;
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}
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/// Position::from_fen() initializes the position object with the given FEN
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/// string. This function is not very robust - make sure that input FENs are
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/// correct (this is assumed to be the responsibility of the GUI).
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@ -743,6 +752,32 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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if (st->capture)
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do_capture_move(st->capture, them, to);
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// Update hash key
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st->key ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
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st->key ^= zobSideToMove;
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// Reset en passant square
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if (st->epSquare != SQ_NONE)
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{
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st->key ^= zobEp[st->epSquare];
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st->epSquare = SQ_NONE;
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}
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// Update castle rights, try to shortcut a common case
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if ((castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES)
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{
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st->key ^= zobCastle[st->castleRights];
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st->castleRights &= castleRightsMask[from];
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st->castleRights &= castleRightsMask[to];
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st->key ^= zobCastle[st->castleRights];
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}
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bool checkEpSquare = (pt == PAWN && abs(int(to) - int(from)) == 16);
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// Prefetch TT access as soon as we know key is updated
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if (!checkEpSquare && TT)
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TT->prefetch(st->key);
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// Move the piece
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Bitboard move_bb = make_move_bb(from, to);
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do_move_bb(&(byColorBB[us]), move_bb);
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@ -752,24 +787,6 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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board[to] = board[from];
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board[from] = EMPTY;
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// Update hash key
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st->key ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
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// Update incremental scores
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st->mgValue += pst_delta<MidGame>(piece, from, to);
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st->egValue += pst_delta<EndGame>(piece, from, to);
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// If the moving piece was a king, update the king square
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if (pt == KING)
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kingSquare[us] = to;
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// Reset en passant square
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if (st->epSquare != SQ_NONE)
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{
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st->key ^= zobEp[st->epSquare];
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st->epSquare = SQ_NONE;
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}
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// If the moving piece was a pawn do some special extra work
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if (pt == PAWN)
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{
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@ -780,7 +797,7 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
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// Set en passant square, only if moved pawn can be captured
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if (abs(int(to) - int(from)) == 16)
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if (checkEpSquare)
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{
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if ( (us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK)))
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|| (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE))))
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@ -791,19 +808,22 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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}
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}
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// Prefetch only here in the few cases we needed zobEp[] to update the key
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if (checkEpSquare && TT)
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TT->prefetch(st->key);
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// Update incremental scores
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st->mgValue += pst_delta<MidGame>(piece, from, to);
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st->egValue += pst_delta<EndGame>(piece, from, to);
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// If the moving piece was a king, update the king square
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if (pt == KING)
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kingSquare[us] = to;
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// Update piece lists
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pieceList[us][pt][index[from]] = to;
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index[to] = index[from];
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// Update castle rights, try to shortcut a common case
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if ((castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES)
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{
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st->key ^= zobCastle[st->castleRights];
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st->castleRights &= castleRightsMask[from];
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st->castleRights &= castleRightsMask[to];
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st->key ^= zobCastle[st->castleRights];
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}
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// Update checkers bitboard, piece must be already moved
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st->checkersBB = EmptyBoardBB;
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Square ksq = king_square(them);
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@ -820,7 +840,6 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
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}
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// Finish
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st->key ^= zobSideToMove;
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sideToMove = opposite_color(sideToMove);
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gamePly++;
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@ -960,6 +979,8 @@ void Position::do_castle_move(Move m) {
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// Update checkers BB
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st->checkersBB = attacks_to(king_square(them), us);
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st->key ^= zobSideToMove;
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}
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@ -1050,6 +1071,8 @@ void Position::do_promotion_move(Move m) {
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// Update checkers BB
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st->checkersBB = attacks_to(king_square(them), us);
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st->key ^= zobSideToMove;
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}
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@ -1127,6 +1150,8 @@ void Position::do_ep_move(Move m) {
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// Update checkers BB
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st->checkersBB = attacks_to(king_square(them), us);
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st->key ^= zobSideToMove;
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}
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@ -1407,14 +1432,15 @@ void Position::do_null_move(StateInfo& backupSt) {
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history[gamePly] = st->key;
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// Update the necessary information
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sideToMove = opposite_color(sideToMove);
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if (st->epSquare != SQ_NONE)
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st->key ^= zobEp[st->epSquare];
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st->key ^= zobSideToMove;
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TT->prefetch(st->key);
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sideToMove = opposite_color(sideToMove);
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st->epSquare = SQ_NONE;
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st->rule50++;
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gamePly++;
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st->key ^= zobSideToMove;
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st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
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st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
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@ -1654,6 +1680,7 @@ void Position::clear() {
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initialKFile = FILE_E;
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initialKRFile = FILE_H;
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initialQRFile = FILE_A;
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TT = NULL;
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}
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@ -98,6 +98,7 @@ struct StateInfo {
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StateInfo* previous;
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};
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class TranspositionTable;
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/// The position data structure. A position consists of the following data:
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///
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@ -258,6 +259,7 @@ public:
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void undo_move(Move m);
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void do_null_move(StateInfo& st);
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void undo_null_move();
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void setTranspositionTable(TranspositionTable* tt);
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// Static exchange evaluation
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int see(Square from, Square to) const;
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@ -356,6 +358,7 @@ private:
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File initialKFile, initialKRFile, initialQRFile;
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StateInfo startState;
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StateInfo* st;
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TranspositionTable* TT;
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// Static variables
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static int castleRightsMask[64];
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@ -663,6 +663,7 @@ namespace {
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// Initialize
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TT.new_search();
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p.setTranspositionTable(&TT);
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H.clear();
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for (int i = 0; i < 3; i++)
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{
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@ -1126,7 +1127,6 @@ namespace {
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// Make and search the move
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StateInfo st;
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pos.do_move(move, st, dcCandidates);
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TT.prefetch(pos.get_key());
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if (moveCount == 1) // The first move in list is the PV
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value = -search_pv(pos, ss, -beta, -alpha, newDepth, ply+1, threadID);
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@ -1297,8 +1297,6 @@ namespace {
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StateInfo st;
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pos.do_null_move(st);
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TT.prefetch(pos.get_key());
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int R = (depth >= 5 * OnePly ? 4 : 3); // Null move dynamic reduction
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Value nullValue = -search(pos, ss, -(beta-1), depth-R*OnePly, ply+1, false, threadID);
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@ -1413,7 +1411,6 @@ namespace {
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// Make and search the move
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StateInfo st;
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pos.do_move(move, st, dcCandidates);
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TT.prefetch(pos.get_key());
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// Try to reduce non-pv search depth by one ply if move seems not problematic,
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// if the move fails high will be re-searched at full depth.
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@ -1623,7 +1620,6 @@ namespace {
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// Make and search the move.
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StateInfo st;
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pos.do_move(move, st, dcCandidates);
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TT.prefetch(pos.get_key());
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Value value = -qsearch(pos, ss, -beta, -alpha, depth-OnePly, ply+1, threadID);
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pos.undo_move(move);
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21
src/tt.cpp
21
src/tt.cpp
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@ -93,6 +93,16 @@ void TranspositionTable::clear() {
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}
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/// TranspositionTable::first_entry returns a pointer to the first
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/// entry of a cluster given a position. The low 32 bits of the key
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/// are used to get the index in the table.
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inline TTEntry* TranspositionTable::first_entry(const Key posKey) const {
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return entries + ((uint32_t(posKey) & (size - 1)) * ClusterSize);
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}
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/// TranspositionTable::store writes a new entry containing a position,
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/// a value, a value type, a search depth, and a best move to the
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/// transposition table. Transposition table is organized in clusters of
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@ -145,7 +155,7 @@ void TranspositionTable::store(const Key posKey, Value v, ValueType t, Depth d,
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TTEntry* TranspositionTable::retrieve(const Key posKey) const {
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uint32_t posKey32 = posKey >> 32;
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TTEntry *tte = first_entry(posKey);
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TTEntry* tte = first_entry(posKey);
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for (int i = 0; i < ClusterSize; i++, tte++)
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if (tte->key() == posKey32)
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@ -154,6 +164,7 @@ TTEntry* TranspositionTable::retrieve(const Key posKey) const {
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return NULL;
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}
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/// TranspositionTable::prefetch looks up the current position in the
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/// transposition table and load it in L1/L2 cache. This is a non
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/// blocking function and do not stalls the CPU waiting for data
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@ -166,14 +177,6 @@ void TranspositionTable::prefetch(const Key posKey) const {
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_mm_prefetch((char*)first_entry(posKey), _MM_HINT_T0);
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}
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/// TranspositionTable::first_entry returns a pointer to the first
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/// entry of a cluster given a position. The low 32 bits of the key
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/// are used to get the index in the table.
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inline TTEntry* TranspositionTable::first_entry(const Key posKey) const {
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return entries + ((uint32_t(posKey) & (size - 1)) * ClusterSize);
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}
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/// TranspositionTable::new_search() is called at the beginning of every new
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/// search. It increments the "generation" variable, which is used to
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