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Use POPCNT in evaluate_space() when available
This was forgotten by the POCNT patches. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 6 additions and 6 deletions
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@ -284,7 +284,7 @@ namespace {
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EvalInfo &ei);
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void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
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EvalInfo &ei);
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template<bool HasPopCnt>
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void evaluate_space(const Position &p, Color us, EvalInfo &ei);
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inline Value apply_weight(Value v, int w);
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Value scale_by_game_phase(Value mv, Value ev, Phase ph, const ScaleFactor sf[]);
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@ -403,8 +403,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
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// Evaluate space for both sides
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if (ei.mi->space_weight() > 0)
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{
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evaluate_space(pos, WHITE, ei);
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evaluate_space(pos, BLACK, ei);
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evaluate_space<HasPopCnt>(pos, WHITE, ei);
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evaluate_space<HasPopCnt>(pos, BLACK, ei);
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}
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}
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@ -1117,7 +1117,7 @@ namespace {
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// squares one, two or three squares behind a friendly pawn are counted
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// twice. Finally, the space bonus is scaled by a weight taken from the
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// material hash table.
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template<bool HasPopCnt>
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void evaluate_space(const Position &pos, Color us, EvalInfo &ei) {
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Color them = opposite_color(us);
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@ -1145,8 +1145,8 @@ namespace {
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behindFriendlyPawns |= (behindFriendlyPawns << 16);
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}
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int space = count_1s_max_15(safeSquares)
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+ count_1s_max_15(behindFriendlyPawns & safeSquares);
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int space = count_1s_max_15<HasPopCnt>(safeSquares)
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+ count_1s_max_15<HasPopCnt>(behindFriendlyPawns & safeSquares);
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ei.mgValue += Sign[us] * apply_weight(Value(space * ei.mi->space_weight()), WeightSpace);
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}
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