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https://github.com/sockspls/badfish
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Reordering magic data
Gather all magic relevant data into a struct. This changes memory layout putting everything necessary for processing a single square in the same memory location thus speeding up access. Original patch by @snicolet No functional change. Closes #1127 Closes #1128
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2 changed files with 39 additions and 42 deletions
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@ -26,15 +26,8 @@
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uint8_t PopCnt16[1 << 16];
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int SquareDistance[SQUARE_NB][SQUARE_NB];
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Bitboard RookMasks [SQUARE_NB];
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Bitboard RookMagics [SQUARE_NB];
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Bitboard* RookAttacks[SQUARE_NB];
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unsigned RookShifts [SQUARE_NB];
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Bitboard BishopMasks [SQUARE_NB];
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Bitboard BishopMagics [SQUARE_NB];
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Bitboard* BishopAttacks[SQUARE_NB];
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unsigned BishopShifts [SQUARE_NB];
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Magic RookMagics[SQUARE_NB];
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Magic BishopMagics[SQUARE_NB];
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Bitboard SquareBB[SQUARE_NB];
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Bitboard FileBB[FILE_NB];
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@ -63,8 +56,7 @@ namespace {
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typedef unsigned (Fn)(Square, Bitboard);
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void init_magics(Bitboard table[], Bitboard* attacks[], Bitboard magics[],
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Bitboard masks[], unsigned shifts[], Square deltas[], Fn index);
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void init_magics(Bitboard table[], Magic magics[], Square deltas[], Fn index);
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// bsf_index() returns the index into BSFTable[] to look up the bitscan. Uses
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// Matt Taylor's folding for 32 bit case, extended to 64 bit by Kim Walisch.
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@ -212,8 +204,8 @@ void Bitboards::init() {
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Square RookDeltas[] = { NORTH, EAST, SOUTH, WEST };
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Square BishopDeltas[] = { NORTH_EAST, SOUTH_EAST, SOUTH_WEST, NORTH_WEST };
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init_magics(RookTable, RookAttacks, RookMagics, RookMasks, RookShifts, RookDeltas, magic_index<ROOK>);
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init_magics(BishopTable, BishopAttacks, BishopMagics, BishopMasks, BishopShifts, BishopDeltas, magic_index<BISHOP>);
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init_magics(RookTable, RookMagics, RookDeltas, magic_index<ROOK>);
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init_magics(BishopTable, BishopMagics, BishopDeltas, magic_index<BISHOP>);
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for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
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{
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@ -259,8 +251,7 @@ namespace {
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// chessprogramming.wikispaces.com/Magic+Bitboards. In particular, here we
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// use the so called "fancy" approach.
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void init_magics(Bitboard table[], Bitboard* attacks[], Bitboard magics[],
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Bitboard masks[], unsigned shifts[], Square deltas[], Fn index) {
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void init_magics(Bitboard table[], Magic magics[], Square deltas[], Fn index) {
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int seeds[][RANK_NB] = { { 8977, 44560, 54343, 38998, 5731, 95205, 104912, 17020 },
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{ 728, 10316, 55013, 32803, 12281, 15100, 16645, 255 } };
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@ -269,7 +260,7 @@ namespace {
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int age[4096] = {0}, current = 0, i, size;
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// attacks[s] is a pointer to the beginning of the attacks table for square 's'
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attacks[SQ_A1] = table;
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magics[SQ_A1].attacks = table;
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for (Square s = SQ_A1; s <= SQ_H8; ++s)
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{
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@ -281,8 +272,8 @@ namespace {
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// all the attacks for each possible subset of the mask and so is 2 power
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// the number of 1s of the mask. Hence we deduce the size of the shift to
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// apply to the 64 or 32 bits word to get the index.
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masks[s] = sliding_attack(deltas, s, 0) & ~edges;
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shifts[s] = (Is64Bit ? 64 : 32) - popcount(masks[s]);
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magics[s].mask = sliding_attack(deltas, s, 0) & ~edges;
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magics[s].shift = (Is64Bit ? 64 : 32) - popcount(magics[s].mask);
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// Use Carry-Rippler trick to enumerate all subsets of masks[s] and
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// store the corresponding sliding attack bitboard in reference[].
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@ -292,16 +283,16 @@ namespace {
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reference[size] = sliding_attack(deltas, s, b);
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if (HasPext)
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attacks[s][pext(b, masks[s])] = reference[size];
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magics[s].attacks[pext(b, magics[s].mask)] = reference[size];
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size++;
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b = (b - masks[s]) & masks[s];
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b = (b - magics[s].mask) & magics[s].mask;
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} while (b);
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// Set the offset for the table of the next square. We have individual
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// table sizes for each square with "Fancy Magic Bitboards".
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if (s < SQ_H8)
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attacks[s + 1] = attacks[s] + size;
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magics[s + 1].attacks = magics[s].attacks + size;
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if (HasPext)
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continue;
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@ -312,8 +303,8 @@ namespace {
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// until we find the one that passes the verification test.
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do {
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do
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magics[s] = rng.sparse_rand<Bitboard>();
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while (popcount((magics[s] * masks[s]) >> 56) < 6);
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magics[s].magic = rng.sparse_rand<Bitboard>();
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while (popcount((magics[s].magic * magics[s].mask) >> 56) < 6);
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// A good magic must map every possible occupancy to an index that
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// looks up the correct sliding attack in the attacks[s] database.
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@ -326,9 +317,9 @@ namespace {
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if (age[idx] < current)
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{
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age[idx] = current;
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attacks[s][idx] = reference[i];
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magics[s].attacks[idx] = reference[i];
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}
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else if (attacks[s][idx] != reference[i])
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else if (magics[s].attacks[idx] != reference[i])
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break;
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}
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} while (i < size);
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@ -209,41 +209,47 @@ template<> inline int distance<File>(Square x, Square y) { return distance(file_
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template<> inline int distance<Rank>(Square x, Square y) { return distance(rank_of(x), rank_of(y)); }
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/// Magic holds all magic relevant data for a single square
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struct Magic {
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Bitboard mask;
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Bitboard magic;
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Bitboard* attacks;
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unsigned shift;
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};
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/// attacks_bb() returns a bitboard representing all the squares attacked by a
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/// piece of type Pt (bishop or rook) placed on 's'. The helper magic_index()
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/// looks up the index using the 'magic bitboards' approach.
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template<PieceType Pt>
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inline unsigned magic_index(Square s, Bitboard occupied) {
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extern Bitboard RookMasks[SQUARE_NB];
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extern Bitboard RookMagics[SQUARE_NB];
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extern unsigned RookShifts[SQUARE_NB];
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extern Bitboard BishopMasks[SQUARE_NB];
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extern Bitboard BishopMagics[SQUARE_NB];
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extern unsigned BishopShifts[SQUARE_NB];
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extern Magic RookMagics[SQUARE_NB];
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extern Magic BishopMagics[SQUARE_NB];
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Bitboard* const Masks = Pt == ROOK ? RookMasks : BishopMasks;
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Bitboard* const Magics = Pt == ROOK ? RookMagics : BishopMagics;
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unsigned* const Shifts = Pt == ROOK ? RookShifts : BishopShifts;
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const Magic* Magics = Pt == ROOK ? RookMagics : BishopMagics;
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Bitboard mask = Magics[s].mask;
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Bitboard magic = Magics[s].magic;
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unsigned shift = Magics[s].shift;
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if (HasPext)
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return unsigned(pext(occupied, Masks[s]));
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return unsigned(pext(occupied, mask));
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if (Is64Bit)
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return unsigned(((occupied & Masks[s]) * Magics[s]) >> Shifts[s]);
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return unsigned(((occupied & mask) * magic) >> shift);
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unsigned lo = unsigned(occupied) & unsigned(Masks[s]);
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unsigned hi = unsigned(occupied >> 32) & unsigned(Masks[s] >> 32);
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return (lo * unsigned(Magics[s]) ^ hi * unsigned(Magics[s] >> 32)) >> Shifts[s];
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unsigned lo = unsigned(occupied) & unsigned(mask);
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unsigned hi = unsigned(occupied >> 32) & unsigned(mask >> 32);
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return (lo * unsigned(magic) ^ hi * unsigned(magic >> 32)) >> shift;
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}
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template<PieceType Pt>
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inline Bitboard attacks_bb(Square s, Bitboard occupied) {
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extern Bitboard* RookAttacks[SQUARE_NB];
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extern Bitboard* BishopAttacks[SQUARE_NB];
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extern Magic RookMagics[SQUARE_NB];
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extern Magic BishopMagics[SQUARE_NB];
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return (Pt == ROOK ? RookAttacks : BishopAttacks)[s][magic_index<Pt>(s, occupied)];
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return (Pt == ROOK ? RookMagics : BishopMagics)[s].attacks[magic_index<Pt>(s, occupied)];
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}
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inline Bitboard attacks_bb(PieceType pt, Square s, Bitboard occupied) {
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