Prefetch pawn hash key

Plus a bunch of other minor optimizations.

With this power pack we have an increase
of a whopping 1.4%  :-)

...and it took 3 good hours of profiling + hacking to get it out !

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2010-08-21 19:57:52 +02:00
parent b6ba5f7fe4
commit 7b721b3663
7 changed files with 75 additions and 85 deletions

View File

@@ -110,12 +110,13 @@ namespace {
/// PawnInfoTable c'tor and d'tor instantiated one each thread
PawnInfoTable::PawnInfoTable(unsigned numOfEntries) : size(numOfEntries) {
PawnInfoTable::PawnInfoTable() {
entries = new PawnInfo[PawnTableSize];
entries = new PawnInfo[size];
if (!entries)
{
std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo))
std::cerr << "Failed to allocate " << (PawnTableSize * sizeof(PawnInfo))
<< " bytes for pawn hash table." << std::endl;
Application::exit_with_failure();
}
@@ -128,16 +129,6 @@ PawnInfoTable::~PawnInfoTable() {
}
/// PawnInfo::clear() resets to zero the PawnInfo entry. Note that
/// kingSquares[] is initialized to SQ_NONE instead.
void PawnInfo::clear() {
memset(this, 0, sizeof(PawnInfo));
kingSquares[WHITE] = kingSquares[BLACK] = SQ_NONE;
}
/// PawnInfoTable::get_pawn_info() takes a position object as input, computes
/// a PawnInfo object, and returns a pointer to it. The result is also stored
/// in a hash table, so we don't have to recompute everything when the same
@@ -148,7 +139,7 @@ PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) const {
assert(pos.is_ok());
Key key = pos.get_pawn_key();
unsigned index = unsigned(key & (size - 1));
unsigned index = unsigned(key & (PawnTableSize - 1));
PawnInfo* pi = entries + index;
// If pi->key matches the position's pawn hash key, it means that we
@@ -158,7 +149,8 @@ PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) const {
return pi;
// Clear the PawnInfo object, and set the key
pi->clear();
memset(pi, 0, sizeof(PawnInfo));
pi->kingSquares[WHITE] = pi->kingSquares[BLACK] = SQ_NONE;
pi->key = key;
// Calculate pawn attacks
@@ -268,7 +260,7 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
// Mark the pawn as passed. Pawn will be properly scored in evaluation
// because we need full attack info to evaluate passed pawns.
if (passed)
set_bit(&(pi->passedPawns), s);
set_bit(&(pi->passedPawns[Us]), s);
// Score this pawn
if (isolated)
@@ -331,19 +323,24 @@ int PawnInfoTable::evaluate_pawn_storm(Square s, Rank r, File f, Bitboard theirP
/// PawnInfo::updateShelter calculates and caches king shelter. It is called
/// only when king square changes, about 20% of total get_king_shelter() calls.
int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
/// only when king square changes, about 20% of total king_shelter() calls.
Score PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
Bitboard pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq);
unsigned shelter = 0;
unsigned r = ksq & (7 << 3);
Bitboard pawns;
unsigned r, k, shelter = 0;
for (int i = 1, k = (c ? -8 : 8); i < 4; i++)
if (relative_rank(c, ksq) <= RANK_4)
{
r += k;
shelter += BitCount8Bit[(pawns >> r) & 0xFF] * (128 >> i);
pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq);
r = ksq & (7 << 3);
k = (c ? -8 : 8);
for (int i = 1; i < 4; i++)
{
r += k;
shelter += BitCount8Bit[(pawns >> r) & 0xFF] * (128 >> i);
}
}
kingSquares[c] = ksq;
kingShelters[c] = shelter;
return shelter;
kingShelters[c] = make_score(shelter, 0);
return kingShelters[c];
}