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Init threat offsets at compile time
Init threat offsets at compile time. Avoid another global init function call. Passed STC Non-Regression: https://tests.stockfishchess.org/tests/view/694971a83c8768ca4507275c LLR: 2.94 (-2.94,2.94) <-1.75,0.25> Total: 43296 W: 11284 L: 11077 D: 20935 Ptnml(0-2): 152, 4611, 11924, 4800, 161 closes https://github.com/official-stockfish/Stockfish/pull/6487 No functional change
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+2
-46
@@ -32,7 +32,6 @@ uint8_t SquareDistance[SQUARE_NB][SQUARE_NB];
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Bitboard LineBB[SQUARE_NB][SQUARE_NB];
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Bitboard BetweenBB[SQUARE_NB][SQUARE_NB];
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Bitboard RayPassBB[SQUARE_NB][SQUARE_NB];
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Bitboard PseudoAttacks[PIECE_TYPE_NB][SQUARE_NB];
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alignas(64) Magic Magics[SQUARE_NB][2];
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@@ -42,13 +41,6 @@ Bitboard RookTable[0x19000]; // To store rook attacks
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Bitboard BishopTable[0x1480]; // To store bishop attacks
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void init_magics(PieceType pt, Bitboard table[], Magic magics[][2]);
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// Returns the bitboard of target square for the given step
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// from the given square. If the step is off the board, returns empty bitboard.
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Bitboard safe_destination(Square s, int step) {
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Square to = Square(s + step);
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return is_ok(to) && distance(s, to) <= 2 ? square_bb(to) : Bitboard(0);
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}
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}
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// Returns an ASCII representation of a bitboard suitable
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@@ -86,18 +78,6 @@ void Bitboards::init() {
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for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
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{
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PseudoAttacks[WHITE][s1] = pawn_attacks_bb<WHITE>(square_bb(s1));
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PseudoAttacks[BLACK][s1] = pawn_attacks_bb<BLACK>(square_bb(s1));
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for (int step : {-9, -8, -7, -1, 1, 7, 8, 9})
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PseudoAttacks[KING][s1] |= safe_destination(s1, step);
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for (int step : {-17, -15, -10, -6, 6, 10, 15, 17})
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PseudoAttacks[KNIGHT][s1] |= safe_destination(s1, step);
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PseudoAttacks[QUEEN][s1] = PseudoAttacks[BISHOP][s1] = attacks_bb<BISHOP>(s1, 0);
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PseudoAttacks[QUEEN][s1] |= PseudoAttacks[ROOK][s1] = attacks_bb<ROOK>(s1, 0);
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for (PieceType pt : {BISHOP, ROOK})
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for (Square s2 = SQ_A1; s2 <= SQ_H8; ++s2)
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{
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@@ -115,30 +95,6 @@ void Bitboards::init() {
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}
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namespace {
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Bitboard sliding_attack(PieceType pt, Square sq, Bitboard occupied) {
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Bitboard attacks = 0;
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Direction RookDirections[4] = {NORTH, SOUTH, EAST, WEST};
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Direction BishopDirections[4] = {NORTH_EAST, SOUTH_EAST, SOUTH_WEST, NORTH_WEST};
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for (Direction d : (pt == ROOK ? RookDirections : BishopDirections))
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{
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Square s = sq;
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while (safe_destination(s, d))
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{
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attacks |= (s += d);
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if (occupied & s)
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{
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break;
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}
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}
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}
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return attacks;
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}
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// Computes all rook and bishop attacks at startup. Magic
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// bitboards are used to look up attacks of sliding pieces. As a reference see
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// https://www.chessprogramming.org/Magic_Bitboards. In particular, here we use
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@@ -167,7 +123,7 @@ void init_magics(PieceType pt, Bitboard table[], Magic magics[][2]) {
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// the number of 1s of the mask. Hence we deduce the size of the shift to
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// apply to the 64 or 32 bits word to get the index.
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Magic& m = magics[s][pt - BISHOP];
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m.mask = sliding_attack(pt, s, 0) & ~edges;
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m.mask = Bitboards::sliding_attack(pt, s, 0) & ~edges;
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#ifndef USE_PEXT
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m.shift = (Is64Bit ? 64 : 32) - popcount(m.mask);
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#endif
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@@ -184,7 +140,7 @@ void init_magics(PieceType pt, Bitboard table[], Magic magics[][2]) {
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#ifndef USE_PEXT
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occupancy[size] = b;
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#endif
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reference[size] = sliding_attack(pt, s, b);
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reference[size] = Bitboards::sliding_attack(pt, s, b);
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if (HasPext)
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m.attacks[pext(b, m.mask)] = reference[size];
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