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https://github.com/HChaZZY/Stockfish.git
synced 2025-12-27 12:36:15 +08:00
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>
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@@ -110,12 +110,13 @@ namespace {
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/// PawnInfoTable c'tor and d'tor instantiated one each thread
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PawnInfoTable::PawnInfoTable(unsigned numOfEntries) : size(numOfEntries) {
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PawnInfoTable::PawnInfoTable() {
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entries = new PawnInfo[PawnTableSize];
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entries = new PawnInfo[size];
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if (!entries)
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{
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std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo))
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std::cerr << "Failed to allocate " << (PawnTableSize * sizeof(PawnInfo))
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<< " bytes for pawn hash table." << std::endl;
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Application::exit_with_failure();
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}
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@@ -128,16 +129,6 @@ PawnInfoTable::~PawnInfoTable() {
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}
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/// PawnInfo::clear() resets to zero the PawnInfo entry. Note that
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/// kingSquares[] is initialized to SQ_NONE instead.
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void PawnInfo::clear() {
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memset(this, 0, sizeof(PawnInfo));
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kingSquares[WHITE] = kingSquares[BLACK] = SQ_NONE;
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}
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/// PawnInfoTable::get_pawn_info() takes a position object as input, computes
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/// a PawnInfo object, and returns a pointer to it. The result is also stored
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/// in a hash table, so we don't have to recompute everything when the same
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@@ -148,7 +139,7 @@ PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) const {
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assert(pos.is_ok());
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Key key = pos.get_pawn_key();
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unsigned index = unsigned(key & (size - 1));
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unsigned index = unsigned(key & (PawnTableSize - 1));
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PawnInfo* pi = entries + index;
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// If pi->key matches the position's pawn hash key, it means that we
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@@ -158,7 +149,8 @@ PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) const {
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return pi;
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// Clear the PawnInfo object, and set the key
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pi->clear();
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memset(pi, 0, sizeof(PawnInfo));
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pi->kingSquares[WHITE] = pi->kingSquares[BLACK] = SQ_NONE;
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pi->key = key;
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// Calculate pawn attacks
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@@ -268,7 +260,7 @@ Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
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// Mark the pawn as passed. Pawn will be properly scored in evaluation
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// because we need full attack info to evaluate passed pawns.
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if (passed)
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set_bit(&(pi->passedPawns), s);
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set_bit(&(pi->passedPawns[Us]), s);
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// Score this pawn
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if (isolated)
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@@ -331,19 +323,24 @@ int PawnInfoTable::evaluate_pawn_storm(Square s, Rank r, File f, Bitboard theirP
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/// PawnInfo::updateShelter calculates and caches king shelter. It is called
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/// only when king square changes, about 20% of total get_king_shelter() calls.
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int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
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/// only when king square changes, about 20% of total king_shelter() calls.
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Score PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
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Bitboard pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq);
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unsigned shelter = 0;
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unsigned r = ksq & (7 << 3);
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Bitboard pawns;
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unsigned r, k, shelter = 0;
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for (int i = 1, k = (c ? -8 : 8); i < 4; i++)
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if (relative_rank(c, ksq) <= RANK_4)
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{
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r += k;
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shelter += BitCount8Bit[(pawns >> r) & 0xFF] * (128 >> i);
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pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq);
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r = ksq & (7 << 3);
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k = (c ? -8 : 8);
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for (int i = 1; i < 4; i++)
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{
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r += k;
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shelter += BitCount8Bit[(pawns >> r) & 0xFF] * (128 >> i);
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}
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}
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kingSquares[c] = ksq;
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kingShelters[c] = shelter;
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return shelter;
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kingShelters[c] = make_score(shelter, 0);
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return kingShelters[c];
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}
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