{
assert(bestValue < beta);
- bestValue = thisThread->split<FakeSplit>(pos, ss, alpha, beta, bestValue, &bestMove,
- depth, threatMove, moveCount, mp, NT);
+ thisThread->split<FakeSplit>(pos, ss, alpha, beta, &bestValue, &bestMove,
+ depth, threatMove, moveCount, &mp, NT);
if (bestValue >= beta)
break;
}
// search() then split() returns.
template <bool Fake>
-Value Thread::split(Position& pos, Stack* ss, Value alpha, Value beta,
- Value bestValue, Move* bestMove, Depth depth, Move threatMove,
- int moveCount, MovePicker& mp, int nodeType) {
+void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue,
+ Move* bestMove, Depth depth, Move threatMove, int moveCount,
+ MovePicker* movePicker, int nodeType) {
assert(pos.pos_is_ok());
- assert(bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
- assert(bestValue > -VALUE_INFINITE);
+ assert(*bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
+ assert(*bestValue > -VALUE_INFINITE);
assert(depth >= Threads.minimumSplitDepth);
-
assert(searching);
assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
sp.parentSplitPoint = activeSplitPoint;
sp.slavesMask = 1ULL << idx;
sp.depth = depth;
+ sp.bestValue = *bestValue;
sp.bestMove = *bestMove;
sp.threatMove = threatMove;
sp.alpha = alpha;
sp.beta = beta;
sp.nodeType = nodeType;
- sp.bestValue = bestValue;
- sp.movePicker = ∓
+ sp.movePicker = movePicker;
sp.moveCount = moveCount;
sp.pos = &pos;
sp.nodes = 0;
activeSplitPoint = sp.parentSplitPoint;
pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
*bestMove = sp.bestMove;
+ *bestValue = sp.bestValue;
sp.mutex.unlock();
Threads.mutex.unlock();
-
- return sp.bestValue;
}
// Explicit template instantiations
-template Value Thread::split<false>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
-template Value Thread::split<true>(Position&, Stack*, Value, Value, Value, Move*, Depth, Move, int, MovePicker&, int);
+template void Thread::split<false>(Position&, Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int);
+template void Thread::split< true>(Position&, Stack*, Value, Value, Value*, Move*, Depth, Move, int, MovePicker*, int);
// wait_for_think_finished() waits for main thread to go to sleep then returns
void wait_for(volatile const bool& b);
template <bool Fake>
- Value split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value bestValue, Move* bestMove,
- Depth depth, Move threatMove, int moveCount, MovePicker& mp, int nodeType);
+ void split(Position& pos, Search::Stack* ss, Value alpha, Value beta, Value* bestValue, Move* bestMove,
+ Depth depth, Move threatMove, int moveCount, MovePicker* movePicker, int nodeType);
SplitPoint splitPoints[MAX_SPLITPOINTS_PER_THREAD];
Material::Table materialTable;