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d0e51bc)
Still very soft, we will see if compiler is
enough or we need more aggressive templetization.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE,
&forward_black, &forward_left_black, &forward_right_black };
const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE,
&forward_black, &forward_left_black, &forward_right_black };
- int generate_pawn_captures(const PawnOffsets&, const Position&, MoveStack*);
- int generate_pawn_noncaptures(const PawnOffsets&, const Position&, MoveStack*);
- int generate_pawn_checks(const PawnOffsets&, const Position&, Bitboard, Square, MoveStack*, int);
int generate_castle_moves(const Position&, MoveStack*, Color);
int generate_castle_moves(const Position&, MoveStack*, Color);
- int generate_pawn_blocking_evasions(const PawnOffsets&, const Position&, Bitboard, Bitboard, MoveStack*, int);
+
+ template<Color>
+ int generate_pawn_captures(const Position&, MoveStack*);
+
+ template<Color>
+ int generate_pawn_noncaptures(const Position&, MoveStack*);
+
+ template<Color>
+ int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*, int);
+
+ template<Color>
+ int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
template<PieceType>
int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
template<PieceType>
int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
- n = generate_pawn_captures(WhitePawnOffsets, pos, mlist);
+ n = generate_pawn_captures<WHITE>(pos, mlist);
- n = generate_pawn_captures(BlackPawnOffsets, pos, mlist);
+ n = generate_pawn_captures<BLACK>(pos, mlist);
n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
- n = generate_pawn_noncaptures(WhitePawnOffsets, pos, mlist);
+ n = generate_pawn_noncaptures<WHITE>(pos, mlist);
- n = generate_pawn_noncaptures(BlackPawnOffsets, pos, mlist);
+ n = generate_pawn_noncaptures<BLACK>(pos, mlist);
n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
// Pawn moves
if (us == WHITE)
// Pawn moves
if (us == WHITE)
- n = generate_pawn_checks(WhitePawnOffsets, pos, dc, ksq, mlist, 0);
+ n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist, 0);
- n = generate_pawn_checks(BlackPawnOffsets, pos, dc, ksq, mlist, 0);
+ n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist, 0);
// Pieces moves
Bitboard b = pos.knights(us);
// Pieces moves
Bitboard b = pos.knights(us);
// Pawn moves. Because a blocking evasion can never be a capture, we
// only generate pawn pushes.
if (us == WHITE)
// Pawn moves. Because a blocking evasion can never be a capture, we
// only generate pawn pushes.
if (us == WHITE)
- n = generate_pawn_blocking_evasions(WhitePawnOffsets, pos, not_pinned, blockSquares, mlist, n);
+ n = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist, n);
- n = generate_pawn_blocking_evasions(BlackPawnOffsets, pos, not_pinned, blockSquares, mlist, n);
+ n = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist, n);
// Pieces moves
b1 = pos.knights(us) & not_pinned;
// Pieces moves
b1 = pos.knights(us) & not_pinned;
- int generate_pawn_captures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist) {
+ template<Color C>
+ int generate_pawn_captures(const Position& pos, MoveStack* mlist) {
+
+ static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
Bitboard pawns = pos.pawns(ofs.us);
Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
Bitboard pawns = pos.pawns(ofs.us);
Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
- int generate_pawn_noncaptures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist) {
+ template<Color C>
+ int generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
+
+ static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
Bitboard pawns = pos.pawns(ofs.us);
Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
Bitboard pawns = pos.pawns(ofs.us);
Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
- int generate_pawn_checks(const PawnOffsets& ofs, const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
+ template<Color C>
+ int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
+ static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
+
// Pawn moves which give discovered check. This is possible only if the
// pawn is not on the same file as the enemy king, because we don't
// generate captures.
// Pawn moves which give discovered check. This is possible only if the
// pawn is not on the same file as the enemy king, because we don't
// generate captures.
-
- int generate_pawn_blocking_evasions(const PawnOffsets& ofs, const Position& pos, Bitboard not_pinned,
+ template<Color C>
+ int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
Bitboard blockSquares, MoveStack* mlist, int n) {
Bitboard blockSquares, MoveStack* mlist, int n) {
+
+ static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
+
// Find non-pinned pawns
Bitboard b1 = pos.pawns(ofs.us) & not_pinned;
// Find non-pinned pawns
Bitboard b1 = pos.pawns(ofs.us) & not_pinned;