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Let material probing to access per-thread table
It is up to material (and pawn) table look up code to know where the per-thread tables are, so change API to reflect this. Also some comment fixing while there No functional change.
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@@ -19,6 +19,7 @@
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#include <algorithm>
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#include <cassert>
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#include <cstring> // For std::memset
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#include <iomanip>
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#include <sstream>
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@@ -26,7 +27,6 @@
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#include "evaluate.h"
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#include "material.h"
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#include "pawns.h"
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#include "thread.h"
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namespace {
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@@ -677,7 +677,6 @@ namespace {
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EvalInfo ei;
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Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
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Thread* thisThread = pos.this_thread();
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// Initialize score by reading the incrementally updated scores included
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// in the position object (material + piece square tables).
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@@ -685,7 +684,7 @@ namespace {
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score = pos.psq_score();
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// Probe the material hash table
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ei.mi = Material::probe(pos, thisThread->materialTable, thisThread->endgames);
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ei.mi = Material::probe(pos);
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score += ei.mi->imbalance();
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// If we have a specialized evaluation function for the current material
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@@ -694,7 +693,7 @@ namespace {
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return ei.mi->evaluate(pos);
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// Probe the pawn hash table
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ei.pi = Pawns::probe(pos, thisThread->pawnsTable);
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ei.pi = Pawns::probe(pos);
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score += apply_weight(ei.pi->pawns_score(), Weights[PawnStructure]);
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// Initialize attack and king safety bitboards
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