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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>
This commit is contained in:
Marco Costalba 2012-08-22 10:13:09 +01:00
parent 0de9257610
commit 4e619a13d6

View file

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