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.
This commit is contained in:
Marco Costalba
2014-12-30 10:31:50 +01:00
parent 19b8249ff4
commit 91cc82aa25
10 changed files with 66 additions and 66 deletions

View File

@@ -19,6 +19,7 @@
#include <algorithm>
#include <cassert>
#include <cstring> // For std::memset
#include <iomanip>
#include <sstream>
@@ -26,7 +27,6 @@
#include "evaluate.h"
#include "material.h"
#include "pawns.h"
#include "thread.h"
namespace {
@@ -677,7 +677,6 @@ namespace {
EvalInfo ei;
Score score, mobility[2] = { SCORE_ZERO, SCORE_ZERO };
Thread* thisThread = pos.this_thread();
// Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables).
@@ -685,7 +684,7 @@ namespace {
score = pos.psq_score();
// Probe the material hash table
ei.mi = Material::probe(pos, thisThread->materialTable, thisThread->endgames);
ei.mi = Material::probe(pos);
score += ei.mi->imbalance();
// If we have a specialized evaluation function for the current material
@@ -694,7 +693,7 @@ namespace {
return ei.mi->evaluate(pos);
// Probe the pawn hash table
ei.pi = Pawns::probe(pos, thisThread->pawnsTable);
ei.pi = Pawns::probe(pos);
score += apply_weight(ei.pi->pawns_score(), Weights[PawnStructure]);
// Initialize attack and king safety bitboards