else
st->nonPawnMaterial[them] -= PieceValue[MG][captured];
- if (Eval::useNNUE)
- {
- dp.dirty_num = 2; // 1 piece moved, 1 piece captured
- dp.piece[1] = captured;
- dp.from[1] = capsq;
- dp.to[1] = SQ_NONE;
- }
+ dp.dirty_num = 2; // 1 piece moved, 1 piece captured
+ dp.piece[1] = captured;
+ dp.from[1] = capsq;
+ dp.to[1] = SQ_NONE;
// Update board and piece lists
remove_piece(capsq);
// Update material hash key and prefetch access to materialTable
k ^= Zobrist::psq[captured][capsq];
st->materialKey ^= Zobrist::psq[captured][pieceCount[captured]];
- prefetch(thisThread->materialTable[st->materialKey]);
// Reset rule 50 counter
st->rule50 = 0;
// Move the piece. The tricky Chess960 castling is handled earlier
if (type_of(m) != CASTLING)
{
- if (Eval::useNNUE)
- {
- dp.piece[0] = pc;
- dp.from[0] = from;
- dp.to[0] = to;
- }
+ dp.piece[0] = pc;
+ dp.from[0] = from;
+ dp.to[0] = to;
move_piece(from, to);
}
remove_piece(to);
put_piece(promotion, to);
- if (Eval::useNNUE)
- {
- // Promoting pawn to SQ_NONE, promoted piece from SQ_NONE
- dp.to[0] = SQ_NONE;
- dp.piece[dp.dirty_num] = promotion;
- dp.from[dp.dirty_num] = SQ_NONE;
- dp.to[dp.dirty_num] = to;
- dp.dirty_num++;
- }
+ // Promoting pawn to SQ_NONE, promoted piece from SQ_NONE
+ dp.to[0] = SQ_NONE;
+ dp.piece[dp.dirty_num] = promotion;
+ dp.from[dp.dirty_num] = SQ_NONE;
+ dp.to[dp.dirty_num] = to;
+ dp.dirty_num++;
// Update hash keys
k ^= Zobrist::psq[pc][to] ^ Zobrist::psq[promotion][to];
rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
- if (Do && Eval::useNNUE)
+ if (Do)
{
auto& dp = st->dirtyPiece;
dp.piece[0] = make_piece(us, KING);