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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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@@ -24,6 +24,7 @@
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#include "bitcount.h"
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#include "pawns.h"
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#include "position.h"
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#include "thread.h"
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namespace {
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@@ -202,9 +203,9 @@ namespace {
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namespace Pawns {
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/// init() initializes some tables used by evaluation. Instead of hard-coded
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/// tables, when makes sense, we prefer to calculate them with a formula to
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/// reduce independent parameters and to allow easier tuning and better insight.
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/// Pawns::init() initializes some tables needed by evaluation. Instead of using
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/// hard-coded tables, when makes sense, we prefer to calculate them with a formula
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/// to reduce independent parameters and to allow easier tuning and better insight.
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void init()
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{
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@@ -220,14 +221,15 @@ void init()
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}
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/// probe() takes a position as input, computes a Entry object, and returns a
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/// pointer to it. The result is also stored in a hash table, so we don't have
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/// to recompute everything when the same pawn structure occurs again.
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/// Pawns::probe() looks up the current position's pawns configuration in
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/// the pawns hash table. It returns a pointer to the Entry if the position
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/// is found. Otherwise a new Entry is computed and stored there, so we don't
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/// have to recompute all when the same pawns configuration occurs again.
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Entry* probe(const Position& pos, Table& entries) {
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Entry* probe(const Position& pos) {
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Key key = pos.pawn_key();
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Entry* e = entries[key];
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Entry* e = pos.this_thread()->pawnsTable[key];
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if (e->key == key)
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return e;
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