Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
#include <algorithm>
#include "bitboard.h"
-#include "bitcount.h"
#include "misc.h"
+uint8_t PopCnt16[1 << 16];
int SquareDistance[SQUARE_NB][SQUARE_NB];
Bitboard RookMasks [SQUARE_NB];
Bitboard RankBB[RANK_NB];
Bitboard AdjacentFilesBB[FILE_NB];
Bitboard InFrontBB[COLOR_NB][RANK_NB];
-Bitboard StepAttacksBB[PIECE_NB][SQUARE_NB];
Bitboard BetweenBB[SQUARE_NB][SQUARE_NB];
Bitboard LineBB[SQUARE_NB][SQUARE_NB];
Bitboard DistanceRingBB[SQUARE_NB][8];
Bitboard PassedPawnMask[COLOR_NB][SQUARE_NB];
Bitboard PawnAttackSpan[COLOR_NB][SQUARE_NB];
Bitboard PseudoAttacks[PIECE_TYPE_NB][SQUARE_NB];
+Bitboard PawnAttacks[COLOR_NB][SQUARE_NB];
namespace {
return Is64Bit ? (b * DeBruijn64) >> 58
: ((unsigned(b) ^ unsigned(b >> 32)) * DeBruijn32) >> 26;
}
+
+
+ // popcount16() counts the non-zero bits using SWAR-Popcount algorithm
+
+ unsigned popcount16(unsigned u) {
+ u -= (u >> 1) & 0x5555U;
+ u = ((u >> 2) & 0x3333U) + (u & 0x3333U);
+ u = ((u >> 4) + u) & 0x0F0FU;
+ return (u * 0x0101U) >> 8;
+ }
}
-#ifndef USE_BSFQ
+#ifdef NO_BSF
/// Software fall-back of lsb() and msb() for CPU lacking hardware support
Square lsb(Bitboard b) {
+ assert(b);
return BSFTable[bsf_index(b)];
}
Square msb(Bitboard b) {
+ assert(b);
unsigned b32;
int result = 0;
return Square(result + MSBTable[b32]);
}
-#endif // ifndef USE_BSFQ
+#endif // ifdef NO_BSF
/// Bitboards::pretty() returns an ASCII representation of a bitboard suitable
void Bitboards::init() {
+ for (unsigned i = 0; i < (1 << 16); ++i)
+ PopCnt16[i] = (uint8_t) popcount16(i);
+
for (Square s = SQ_A1; s <= SQ_H8; ++s)
{
SquareBB[s] = 1ULL << s;
DistanceRingBB[s1][SquareDistance[s1][s2] - 1] |= s2;
}
- int steps[][9] = { {}, { 7, 9 }, { 17, 15, 10, 6, -6, -10, -15, -17 },
- {}, {}, {}, { 9, 7, -7, -9, 8, 1, -1, -8 } };
+ int steps[][5] = { {}, { 7, 9 }, { 6, 10, 15, 17 }, {}, {}, {}, { 1, 7, 8, 9 } };
for (Color c = WHITE; c <= BLACK; ++c)
- for (PieceType pt = PAWN; pt <= KING; ++pt)
+ for (PieceType pt : { PAWN, KNIGHT, KING })
for (Square s = SQ_A1; s <= SQ_H8; ++s)
for (int i = 0; steps[pt][i]; ++i)
{
Square to = s + Square(c == WHITE ? steps[pt][i] : -steps[pt][i]);
if (is_ok(to) && distance(s, to) < 3)
- StepAttacksBB[make_piece(c, pt)][s] |= to;
+ {
+ if (pt == PAWN)
+ PawnAttacks[c][s] |= to;
+ else
+ PseudoAttacks[pt][s] |= to;
+ }
}
- Square RookDeltas[] = { DELTA_N, DELTA_E, DELTA_S, DELTA_W };
- Square BishopDeltas[] = { DELTA_NE, DELTA_SE, DELTA_SW, DELTA_NW };
+ Square RookDeltas[] = { NORTH, EAST, SOUTH, WEST };
+ Square BishopDeltas[] = { NORTH_EAST, SOUTH_EAST, SOUTH_WEST, NORTH_WEST };
init_magics(RookTable, RookAttacks, RookMagics, RookMasks, RookShifts, RookDeltas, magic_index<ROOK>);
init_magics(BishopTable, BishopAttacks, BishopMagics, BishopMasks, BishopShifts, BishopDeltas, magic_index<BISHOP>);
PseudoAttacks[QUEEN][s1] = PseudoAttacks[BISHOP][s1] = attacks_bb<BISHOP>(s1, 0);
PseudoAttacks[QUEEN][s1] |= PseudoAttacks[ ROOK][s1] = attacks_bb< ROOK>(s1, 0);
- for (Piece pc = W_BISHOP; pc <= W_ROOK; ++pc)
+ for (PieceType pt : { BISHOP, ROOK })
for (Square s2 = SQ_A1; s2 <= SQ_H8; ++s2)
{
- if (!(PseudoAttacks[pc][s1] & s2))
+ if (!(PseudoAttacks[pt][s1] & s2))
continue;
- LineBB[s1][s2] = (attacks_bb(pc, s1, 0) & attacks_bb(pc, s2, 0)) | s1 | s2;
- BetweenBB[s1][s2] = attacks_bb(pc, s1, SquareBB[s2]) & attacks_bb(pc, s2, SquareBB[s1]);
+ LineBB[s1][s2] = (attacks_bb(pt, s1, 0) & attacks_bb(pt, s2, 0)) | s1 | s2;
+ BetweenBB[s1][s2] = attacks_bb(pt, s1, SquareBB[s2]) & attacks_bb(pt, s2, SquareBB[s1]);
}
}
}
// the number of 1s of the mask. Hence we deduce the size of the shift to
// apply to the 64 or 32 bits word to get the index.
masks[s] = sliding_attack(deltas, s, 0) & ~edges;
- shifts[s] = (Is64Bit ? 64 : 32) - popcount<Max15>(masks[s]);
+ shifts[s] = (Is64Bit ? 64 : 32) - popcount(masks[s]);
// Use Carry-Rippler trick to enumerate all subsets of masks[s] and
// store the corresponding sliding attack bitboard in reference[].
do {
do
magics[s] = rng.sparse_rand<Bitboard>();
- while (popcount<Max15>((magics[s] * masks[s]) >> 56) < 6);
+ while (popcount((magics[s] * masks[s]) >> 56) < 6);
// A good magic must map every possible occupancy to an index that
// looks up the correct sliding attack in the attacks[s] database.