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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>
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760f77872f
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1 changed files with 37 additions and 17 deletions
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@ -56,11 +56,19 @@ namespace {
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const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE,
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const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE,
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&forward_black, &forward_left_black, &forward_right_black };
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&forward_black, &forward_left_black, &forward_right_black };
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int generate_pawn_captures(const PawnOffsets&, const Position&, MoveStack*);
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int generate_pawn_noncaptures(const PawnOffsets&, const Position&, MoveStack*);
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int generate_pawn_checks(const PawnOffsets&, const Position&, Bitboard, Square, MoveStack*, int);
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int generate_castle_moves(const Position&, MoveStack*, Color);
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int generate_castle_moves(const Position&, MoveStack*, Color);
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int generate_pawn_blocking_evasions(const PawnOffsets&, const Position&, Bitboard, Bitboard, MoveStack*, int);
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template<Color>
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int generate_pawn_captures(const Position&, MoveStack*);
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template<Color>
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int generate_pawn_noncaptures(const Position&, MoveStack*);
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template<Color>
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int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*, int);
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template<Color>
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int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
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template<PieceType>
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template<PieceType>
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int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
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int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
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@ -178,9 +186,9 @@ int generate_captures(const Position& pos, MoveStack* mlist) {
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int n;
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int n;
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if (us == WHITE)
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if (us == WHITE)
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n = generate_pawn_captures(WhitePawnOffsets, pos, mlist);
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n = generate_pawn_captures<WHITE>(pos, mlist);
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else
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else
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n = generate_pawn_captures(BlackPawnOffsets, pos, mlist);
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n = generate_pawn_captures<BLACK>(pos, mlist);
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n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
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n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
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n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
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n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
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@ -204,9 +212,9 @@ int generate_noncaptures(const Position& pos, MoveStack *mlist) {
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int n;
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int n;
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if (us == WHITE)
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if (us == WHITE)
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n = generate_pawn_noncaptures(WhitePawnOffsets, pos, mlist);
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n = generate_pawn_noncaptures<WHITE>(pos, mlist);
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else
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else
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n = generate_pawn_noncaptures(BlackPawnOffsets, pos, mlist);
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n = generate_pawn_noncaptures<BLACK>(pos, mlist);
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n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
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n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
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n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
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n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
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@ -238,9 +246,9 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
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// Pawn moves
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// Pawn moves
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if (us == WHITE)
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if (us == WHITE)
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n = generate_pawn_checks(WhitePawnOffsets, pos, dc, ksq, mlist, 0);
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n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist, 0);
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else
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else
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n = generate_pawn_checks(BlackPawnOffsets, pos, dc, ksq, mlist, 0);
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n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist, 0);
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// Pieces moves
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// Pieces moves
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Bitboard b = pos.knights(us);
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Bitboard b = pos.knights(us);
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@ -362,9 +370,9 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
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// Pawn moves. Because a blocking evasion can never be a capture, we
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// Pawn moves. Because a blocking evasion can never be a capture, we
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// only generate pawn pushes.
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// only generate pawn pushes.
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if (us == WHITE)
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if (us == WHITE)
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n = generate_pawn_blocking_evasions(WhitePawnOffsets, pos, not_pinned, blockSquares, mlist, n);
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n = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist, n);
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else
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else
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n = generate_pawn_blocking_evasions(BlackPawnOffsets, pos, not_pinned, blockSquares, mlist, n);
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n = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist, n);
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// Pieces moves
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// Pieces moves
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b1 = pos.knights(us) & not_pinned;
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b1 = pos.knights(us) & not_pinned;
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@ -629,7 +637,10 @@ Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) {
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namespace {
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namespace {
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int generate_pawn_captures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist) {
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template<Color C>
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int generate_pawn_captures(const Position& pos, MoveStack* mlist) {
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static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
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Bitboard pawns = pos.pawns(ofs.us);
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Bitboard pawns = pos.pawns(ofs.us);
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Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
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Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
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@ -701,7 +712,10 @@ namespace {
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}
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}
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int generate_pawn_noncaptures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist) {
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template<Color C>
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int generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
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static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
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Bitboard pawns = pos.pawns(ofs.us);
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Bitboard pawns = pos.pawns(ofs.us);
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Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
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Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
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@ -824,8 +838,11 @@ namespace {
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}
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}
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int generate_pawn_checks(const PawnOffsets& ofs, const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
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template<Color C>
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int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
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{
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{
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static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
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// Pawn moves which give discovered check. This is possible only if the
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// Pawn moves which give discovered check. This is possible only if the
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// pawn is not on the same file as the enemy king, because we don't
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// pawn is not on the same file as the enemy king, because we don't
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// generate captures.
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// generate captures.
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@ -874,9 +891,12 @@ namespace {
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return n;
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return n;
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}
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}
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template<Color C>
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int generate_pawn_blocking_evasions(const PawnOffsets& ofs, const Position& pos, Bitboard not_pinned,
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int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
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Bitboard blockSquares, MoveStack* mlist, int n) {
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Bitboard blockSquares, MoveStack* mlist, int n) {
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static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
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// Find non-pinned pawns
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// Find non-pinned pawns
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Bitboard b1 = pos.pawns(ofs.us) & not_pinned;
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Bitboard b1 = pos.pawns(ofs.us) & not_pinned;
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