MSVC (and possibly other compilers) does not inline
as requested, so force it to do so.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
#include "bitcount.h"
#include "movegen.h"
#include "bitcount.h"
#include "movegen.h"
// Simple macro to wrap a very common while loop, no facny, no flexibility,
// hardcoded list name 'mlist' and from square 'from'.
// Simple macro to wrap a very common while loop, no facny, no flexibility,
// hardcoded list name 'mlist' and from square 'from'.
- inline MoveStack* generate_direct_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
+ FORCE_INLINE MoveStack* generate_direct_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
return (us == WHITE ? generate_pawn_moves<WHITE, MV_CHECK>(p, m, dc, ksq)
: generate_pawn_moves<BLACK, MV_CHECK>(p, m, dc, ksq));
}
template<PieceType Piece, MoveType Type>
return (us == WHITE ? generate_pawn_moves<WHITE, MV_CHECK>(p, m, dc, ksq)
: generate_pawn_moves<BLACK, MV_CHECK>(p, m, dc, ksq));
}
template<PieceType Piece, MoveType Type>
- inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us, Bitboard t) {
+ FORCE_INLINE MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us, Bitboard t) {
assert(Piece == PAWN);
assert(Type == MV_CAPTURE || Type == MV_NON_CAPTURE || Type == MV_EVASION);
assert(Piece == PAWN);
assert(Type == MV_CAPTURE || Type == MV_NON_CAPTURE || Type == MV_EVASION);
}
template<PieceType Piece>
}
template<PieceType Piece>
- inline MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+ FORCE_INLINE MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
- inline MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+ FORCE_INLINE MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
Bitboard b;
Square from = pos.king_square(us);
Bitboard b;
Square from = pos.king_square(us);
/// generate<MV_NON_EVASION> generates all pseudo-legal captures and
/// non-captures. Returns a pointer to the end of the move list.
/// generate<MV_NON_EVASION> generates all pseudo-legal captures and
/// non-captures. Returns a pointer to the end of the move list.
MoveStack* generate(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
MoveStack* generate(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
Color us = pos.side_to_move();
Bitboard target;
Color us = pos.side_to_move();
Bitboard target;
- if (T == MV_CAPTURE || T == MV_NON_EVASION)
+ if (Type == MV_CAPTURE || Type == MV_NON_EVASION)
target = pos.pieces_of_color(opposite_color(us));
target = pos.pieces_of_color(opposite_color(us));
- else if (T == MV_NON_CAPTURE)
+ else if (Type == MV_NON_CAPTURE)
target = pos.empty_squares();
else
assert(false);
target = pos.empty_squares();
else
assert(false);
- if (T == MV_NON_EVASION)
+ if (Type == MV_NON_EVASION)
{
mlist = generate_piece_moves<PAWN, MV_CAPTURE>(pos, mlist, us, target);
mlist = generate_piece_moves<PAWN, MV_NON_CAPTURE>(pos, mlist, us, pos.empty_squares());
target |= pos.empty_squares();
}
else
{
mlist = generate_piece_moves<PAWN, MV_CAPTURE>(pos, mlist, us, target);
mlist = generate_piece_moves<PAWN, MV_NON_CAPTURE>(pos, mlist, us, pos.empty_squares());
target |= pos.empty_squares();
}
else
- mlist = generate_piece_moves<PAWN, T>(pos, mlist, us, target);
+ mlist = generate_piece_moves<PAWN, Type>(pos, mlist, us, target);
mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
mlist = generate_piece_moves<KING>(pos, mlist, us, target);
mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
mlist = generate_piece_moves<KING>(pos, mlist, us, target);
+ if (Type != MV_CAPTURE)
{
if (pos.can_castle_kingside(us))
mlist = generate_castle_moves<KING_SIDE>(pos, mlist, us);
{
if (pos.can_castle_kingside(us))
mlist = generate_castle_moves<KING_SIDE>(pos, mlist, us);
+// Define FORCE_INLINE macro to force inlining overriding compiler choice
+#if defined(_MSC_VER)
+#define FORCE_INLINE __forceinline
+#elif defined(__GNUC__)
+#define FORCE_INLINE inline __attribute__((always_inline))
+#elif
+#define FORCE_INLINE inline
+#endif
+
// Operators used by enum types like Depth, Piece, Square and so on.
#define ENABLE_OPERATORS_ON(T) \
// Operators used by enum types like Depth, Piece, Square and so on.
#define ENABLE_OPERATORS_ON(T) \