Best BitBoard LSB funktion?

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Best BitBoard LSB funktion?

Postby Reinhard Scharnagl » 20 Jul 2005, 11:09

I just wrote one. Need a good one to compare. Because I am not experienced in BitBoards, this of course could be obsolete.

Seems to be better than BitScan_MT_deBruijn, though also handling zero.

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Re: Best BitBoard LSB funktion?

Postby Reinhard Scharnagl » 20 Jul 2005, 13:10

Any comments to those following results?
Code: Select all
Initialized rand Table: 2188 ms
bitScan2: 1094 ms (749927600)
bitScan:  1343 ms (749927600)
bitScan2(0) = -64
bitScan(0)  = 0

Code: Select all
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <sys/timeb.h>

typedef unsigned long long U64;
#define rand64() (((U64)rand())^(((U64)rand())<<15)^(((U64)rand())<<30)^(((U64)rand())<<45)^(((U64)rand())<<60))
#define TABLE_SIZE 10000000
U64 randtable[TABLE_SIZE];

int getms()
{
   struct timeb timebuffer;
   ftime(&timebuffer);
   return (timebuffer.time * 1000) + timebuffer.millitm;
}

/* de Bruijn */

const int       lsz64_tbl[64] =
{
    0, 31,  4, 33, 60, 15, 12, 34,
   61, 25, 51, 10, 56, 20, 22, 35,
   62, 30,  3, 54, 52, 24, 42, 19,
   57, 29,  2, 44, 47, 28,  1, 36,
   63, 32, 59,  5,  6, 50, 55,  7,
   16, 53, 13, 41,  8, 43, 46, 17,
   26, 58, 49, 14, 11, 40,  9, 45,
   21, 48, 39, 23, 18, 38, 37, 27,
};

int  bitScan (const U64 bb)
{
   const U64 lsb = (bb & -(long long) bb) - 1;
   const unsigned int foldedLSB = ((int) lsb) ^ ((int) (lsb >> 32));
   return lsz64_tbl[foldedLSB * 0x78291ACF >> 26];
}

/* Trial (R. Scharnagl, may be improvable) */
/*       (returns -64 for zero argument)   */

int lsbRS[256] = {
 -120, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    5, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    6, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    5, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    7, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    5, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    6, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    5, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0
};

int bitScan2(const U64 b)
{
  unsigned buf;
  int acc = 0;

  if ((buf = (unsigned)b) == 0) {
    buf = (unsigned)(b >> 32);
    acc = 32;
  }
  if ((unsigned short)buf == 0) {
    buf >>= 16;
    acc += 16;
  }
  if ((unsigned char)buf == 0) {
    buf >>= 8;
    acc += 8;
  }
  return acc + lsbRS[buf & 0xff];
}

int main(int argc, char *argv[])
{
   int i, loop, sum;
   volatile int time=getms();
   for(i=0;i<TABLE_SIZE;i++)
      randtable[i]=rand64() & rand64();
   printf("Initialized rand Table: %d ms\n",getms()-time);
   time=getms();
   sum= 0;
   for(loop = 25; --loop >=0; )
    for(i=0;i<TABLE_SIZE;i++)
      sum += bitScan2(randtable[i]) & 63;
     printf("bitScan2: %d ms (%d)\n",getms()-time, sum);
     time=getms();
   sum= 0;
   for(loop = 25; --loop >=0; )
    for(i=0;i<TABLE_SIZE;i++)
      sum += bitScan(randtable[i]) & 63;
     printf("bitScan:  %d ms (%d)\n",getms()-time, sum);
 
   printf("bitScan2(0) = %d\n", bitScan2(0));
   printf("bitScan(0)  = %d\n", bitScan(0));

   system("PAUSE");
   return 0;
}

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Re: Best BitBoard LSB funktion?

Postby Sune Fischer » 20 Jul 2005, 13:51

Have you tried the CCC search engine for Gerd Isenberg's posts on these routines?

He has done lots of tuning on them.

-S
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Re: Best BitBoard LSB funktion?

Postby Leen Ammeraal » 20 Jul 2005, 14:11

On my machine (Athlon64-3000) and compiled with VC 6.0, this bitScan2 function
is slightly faster than both an assembly version and a version by
Gerd Isenberg that I have used before, so I think I will use it in the
next version of my engine (Queen).
Thank you very much Reinhard!
Leen Ammeraal
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Re: Best BitBoard LSB funktion?

Postby Reinhard Scharnagl » 20 Jul 2005, 14:17

Sune,

I already have searched at different places. At CCC I rarely get any results. As I already have told, I am new to BitBoards.

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Re: Best BitBoard LSB funktion?

Postby Reinhard Scharnagl » 20 Jul 2005, 14:20

Hi Leen,

have you already tested my popCount routine from following thread?
http://wbforum.volker-pittlik.name/viewtopic.php?t=3127&start=23

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Re: Best BitBoard LSB funktion?

Postby Reinhard Scharnagl » 20 Jul 2005, 14:22

Hi Leen,

I just have seen, that you are using those routines for 64 Bit. Nevertheless my routines have been designed for 32 Bit. Thus there might be room for improvements.

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Re: Best BitBoard LSB funktion?

Postby Reinhard Scharnagl » 20 Jul 2005, 14:28

Hi all,

here I repeat my popCount routine results:
Code: Select all
Initialized rand Table: 2234 ms
popCount2: 2203 ms (-294859621)
popCount:  4313 ms (-294859621)


Code: Select all
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <sys/timeb.h>

typedef unsigned long long U64;
#define rand64() (((U64)rand())^(((U64)rand())<<15)^(((U64)rand())<<30)^(((U64)rand())<<45)^(((U64)rand())<<60))
#define TABLE_SIZE 10000000
U64 randtable[TABLE_SIZE];

int getms()
{
   struct timeb timebuffer;
   ftime(&timebuffer);
   return (timebuffer.time * 1000) + timebuffer.millitm;
}

#define m1 0x5555555555555555ULL
#define m2 0x3333333333333333ULL
int popCount(const U64 b)
{
   int n;
   const U64 a = b - ((b >> 1) & m1);
   const U64 c = (a & m2) + ((a >> 2) & m2);
   n = ((int) c) + ((int) (c >> 32));
   n = (n & 0x0F0F0F0F) + ((n >> 4) & 0x0F0F0F0F);
   n = (n & 0xFFFF) + (n >> 16);
   n = (n & 0xFF) + (n >> 8);
   return n;
}

/* Trial (R. Scharnagl, second idea) */
/*       (endian independent form)   */

#define msk1 0xEEEEEEEEUL
#define msk2 0xCCCCCCCCUL
#define msk3 0x88888888UL
#define msk4 0x0F0F0F0FUL

unsigned popCount2(const U64 b)
{
  unsigned buf;
  unsigned acc;

  buf  = (unsigned)b;
  acc  = buf;
  acc -= ((buf &= msk1)>>1);
  acc -= ((buf &= msk2)>>2);
  acc -= ((buf &= msk3)>>3);
  buf  = (unsigned)(b>>32);
  acc += buf;
  acc -= ((buf &= msk1)>>1);
  acc -= ((buf &= msk2)>>2);
  acc -= ((buf &= msk3)>>3);
  acc = (acc & msk4)   + ((acc >> 4) & msk4);
  acc = (acc & 0xFFFF) + (acc >> 16);
  acc = (acc & 0xFF)   + (acc >> 8);
  return acc;
}

int main(int argc, char *argv[])
{
   int i, loop, sum;
   volatile int time=getms();
   for(i=0;i<TABLE_SIZE;i++)
      randtable[i]=rand64() & rand64();
   printf("Initialized rand Table: %d ms\n",getms()-time);
   time=getms();
   sum= 0;
   for(loop = 25; --loop >=0; )
    for(i=0;i<TABLE_SIZE;i++)
      sum += popCount2(randtable[i]);
     printf("popCount2: %d ms (%d)\n",getms()-time, sum);
     time=getms();
   sum= 0;
   for(loop = 25; --loop >=0; )
    for(i=0;i<TABLE_SIZE;i++)
      sum += popCount(randtable[i]);
     printf("popCount:  %d ms (%d)\n",getms()-time, sum);
   system("PAUSE");

   return 0;
}

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Re: Best BitBoard LSB funktion?

Postby Sune Fischer » 20 Jul 2005, 14:32

Leen Ammeraal wrote:On my machine (Athlon64-3000) and compiled with VC 6.0, this bitScan2 function
is slightly faster than both an assembly version and a version by
Gerd Isenberg that I have used before, so I think I will use it in the
next version of my engine (Queen).
Thank you very much Reinhard!
Leen Ammeraal


This may be possible, I know Gerd only optimizes for 64 bit chips now so they could be a tad slower on 32 bit.

I remember seeing lots of variations on the bitscan2, Eugene Nalimov himself has posted something IIRC.

Strangely the fastest for me is the following which takes advantage of two things:

1 - a big nasty 16 KB look up table
2 - there is only 1 bit set

Code: Select all
INLINE uint LsbClr(BitBoard &bb) {
  BitBoard b = bb & -bb;   
  assert(bb);
  bb ^= b;   // clear the first bit too

  if (b<<48) return (first_one[b]);   // is bit among first 16?
  if (b<<32) return (first_one[b>>16]+16);   // is bit among first 32?
  if (b<<16) return (first_one[b>>32]+32);   // is bit among first 48?
  return (first_one[b>>48]+48);   // must be among last 16 bits
}



-S
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Re: Best BitBoard LSB funktion?

Postby Reinhard Scharnagl » 20 Jul 2005, 14:37

Sune,

does it work for zero Bitboards too?

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Re: Best BitBoard LSB funktion?

Postby Sune Fischer » 20 Jul 2005, 14:47

Reinhard Scharnagl wrote:Sune,

does it work for zero Bitboards too?

Reinhard.


No it doesn't work for zero bitboards, there is no reasonable result you can return from an empty bitboard so you have to assert that it's not empty.

I've often seen implementations that return -1 or something if it's empty, but this would crash my engine anyway since -1 is an illegal square.

What I do instead is put the check on the outside of this function, typicly this is what I need anyway when looping, for example:

Code: Select all
// loop the rooks
BitBoard b = white_rooks;
while (b) {
  square = LsbClr(b);
   score += rooks_table[square];  // or whatever
}
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Re: Best BitBoard LSB funktion?

Postby Leen Ammeraal » 20 Jul 2005, 14:49

Hello Reinhard,
Although I use a 64 bit processor, my compiler VC6.0 is still
based on 32 bit, so I do not really benefit from this 64 processor
word length, and your lsb routine is excellent for my purpose.
More importantly, I also did a quick test on your popCount
routine and it looked like it is about 3 times faster than the
assembly routine a was using so far. This is very exciting,
and I will now test how much my engine will benefit from
both new routines. Again, many thanks!
By the way, some minor modifications were required for VC 6.0:
- long long should be __int64
- suffix LL should be L (in 64 bit constants)
Leen
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Re: Best BitBoard LSB funktion?

Postby Reinhard Scharnagl » 20 Jul 2005, 15:02

Hi Leen,
Code: Select all
By the way, some minor modifications were required for VC 6.0:
- long long should be __int64

In Visual Studio 2003 C++, which I use, long long would be ok.

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Re: Best BitBoard LSB funktion?

Postby Reinhard Scharnagl » 20 Jul 2005, 15:14

Here both routines are again separatedly:
Code: Select all
/* BitBoard population count   */
/* (R. Scharnagl, 2005/Jul/20) */

#define msk1 0xEEEEEEEEUL
#define msk2 0xCCCCCCCCUL
#define msk3 0x88888888UL
#define msk4 0x0F0F0F0FUL

unsigned popCount2(const U64 b)
{
  unsigned buf;
  unsigned acc;

  buf  = (unsigned)b;
  acc  = buf;
  acc -= ((buf &= msk1)>>1);
  acc -= ((buf &= msk2)>>2);
  acc -= ((buf &= msk3)>>3);
  buf  = (unsigned)(b>>32);
  acc += buf;
  acc -= ((buf &= msk1)>>1);
  acc -= ((buf &= msk2)>>2);
  acc -= ((buf &= msk3)>>3);
  acc = (acc & msk4)   + ((acc >> 4) & msk4);
  acc = (acc & 0xFFFF) + (acc >> 16);
  acc = (acc & 0xFF)   + (acc >> 8);
  return acc;
}

Code: Select all
/* BitBoard LSB number search  */
/* (R. Scharnagl, 2005/Jul/20) */
/* (zero board will cause -64) */

int lsbRS[256] = {
 -120, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    5, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    6, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    5, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    7, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    5, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    6, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    5, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0,
    4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0
};

int bitScan2(const U64 b)
{
  unsigned buf;
  int acc = 0;

  if ((buf = (unsigned)b) == 0) {
    buf = (unsigned)(b >> 32);
    acc = 32;
  }
  if ((unsigned short)buf == 0) {
    buf >>= 16;
    acc += 16;
  }
  if ((unsigned char)buf == 0) {
    buf >>= 8;
    acc += 8;
  }
  return acc + lsbRS[buf & 0xff];
}

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Re: Best BitBoard LSB funktion?

Postby Leen Ammeraal » 20 Jul 2005, 15:21

Hello Reinhard,
There is something very strange going on:
in a separate program, your popCount2 function was about
three times as fast as the assembler routine I was using.
However, this function of yours made my engine slightly slower!
(To test speed, I always use the program edp2wb to test my engine
with a given test position, for example, wac163, and look at
both the number of nodes and the computing time at some search depth,
say, 14; with a faster but equivalent version of popCount,
for example, the number of nodes will be exactly the same,
but the computing time should be less.)
I really hope to find an explanation for this strange behavior.
Leen
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Re: Best BitBoard LSB funktion?

Postby Pradu » 20 Jul 2005, 15:25

Sune Fischer wrote:
Leen Ammeraal wrote:On my machine (Athlon64-3000) and compiled with VC 6.0, this bitScan2 function
is slightly faster than both an assembly version and a version by
Gerd Isenberg that I have used before, so I think I will use it in the
next version of my engine (Queen).
Thank you very much Reinhard!
Leen Ammeraal


This may be possible, I know Gerd only optimizes for 64 bit chips now so they could be a tad slower on 32 bit.

I remember seeing lots of variations on the bitscan2, Eugene Nalimov himself has posted something IIRC.

Strangely the fastest for me is the following which takes advantage of two things:

1 - a big nasty 16 KB look up table
2 - there is only 1 bit set

Code: Select all
INLINE uint LsbClr(BitBoard &bb) {
  BitBoard b = bb & -bb;   
  assert(bb);
  bb ^= b;   // clear the first bit too

  if (b<<48) return (first_one[b]);   // is bit among first 16?
  if (b<<32) return (first_one[b>>16]+16);   // is bit among first 32?
  if (b<<16) return (first_one[b>>32]+32);   // is bit among first 48?
  return (first_one[b>>48]+48);   // must be among last 16 bits
}



I use something like this and this can work without condition 2 and can also work for MSB if you initialize the table differently:
Code: Select all
char LogTable[65536];
void generateLogTable()
{
   int i,j;
   LogTable[0]=-1;
   for(i=1;i<65536;i++)
   {
      for(j=15;j>=0 && !((1<<j)&i);j--);
      LogTable[i]=j;
   }
}

int Log2(const U64 x)
{
   unsigned int temp,temp2;
   if(temp=(x>>32))
   {
      if(temp2=(temp>>16))
         return 48+LogTable[temp2];
      return 32+LogTable[temp];
   }
   if(temp=(x>>16))
      return 16+LogTable[temp];
   return LogTable[x];
}

#define FirstOne(X) Log2((X) & -(X))
#define LastOne(X) Log2(X)
Last edited by Pradu on 01 Aug 2005, 15:57, edited 8 times in total.
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Re: Best BitBoard LSB funktion?

Postby Reinhard Scharnagl » 20 Jul 2005, 15:32

Hi Leen,

once I had a similiar behaviour beside of this routines. I really simplified some routines and had been sure, that things must speed up. But it slows down. I found the reason in VStudio's optimizer, which reorganisized inline code parts (not those which had been declared as such) by suddenly changing unfolding of function calls.

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Re: Best BitBoard LSB funktion?

Postby Sune Fischer » 20 Jul 2005, 15:34

Pradu wrote:I use something like this and this can work without condition 2 and can also work for MSB if you initialize the table differently:

Code: Select all
LogTable[65536]
void generateLogTable()
{
     int i,j;
     LogTable[0]=-1;
     for(i=1;i<65536;i++)
     {
      for(j=15;j>=0 && !((1<<j)&i);j--);
      LogTable[i]=j;
   }
}

int Log2(U64 x)
{
   unsigned int temp,temp2;
   if(temp=(x>>32))
   {
      if(temp2=(temp>>16))
         return 48+LogTable[temp2];
      return 32+LogTable[temp];
   }
   else
   {
      if(temp=(x>>16))
           return 16+LogTable[temp];
      return LogTable[x];
   }
}

#define FirstOne(i) Log2((X) & -(X))
#define LastOne(i) Log2(i)


It should be about the same I think. When using a 16 bit table there is not much point in log2 folding. There is a max of 3 conditions, but just as frequently only 1 will be needed.

Your MSV is no doubt faster, mine is rediculously primitive..:
Code: Select all
INLINE uint Msb(BitBoard b) {
   uint msb = 0;
   uint sh = 32;

   do {
      if (b>>sh) {
         msb += sh;
         b >>= sh;
      }
      sh >>= 1;
   } while (sh);

   return msb;
}



Just occured to me that the 64bit shift is rather slow on 32 bit, so here is a rewrite that, at first tests, seems a bit faster.

Code: Select all
INLINE uint LsbClr(BitBoard &bb) {
   BitBoard b = bb & -bb;   
   assert(bb);
   bb ^= b;

   if (b&0x000000000000ffff) return (first_one[b]);
   if (b&0x00000000ffff0000) {
      unsigned short s = *(((unsigned short *) &b) + 1);
      return (first_one[s]+16);
   }
   if (b&0x0000ffff00000000) {
      unsigned short s = *(((unsigned short *) &b) + 2);
      return (first_one[s]+32);
   }
   unsigned short s = *(((unsigned short *) &b) + 3);
   return (first_one[s]+48);
}
[/code]
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Re: Best BitBoard LSB funktion?

Postby Leen Ammeraal » 20 Jul 2005, 16:15

Reinhard Scharnagl wrote:Hi Leen,

once I had a similiar behaviour beside of this routines. I really simplified some routines and had been sure, that things must speed up. But it slows down. I found the reason in VStudio's optimizer, which reorganisized inline code parts (not those which had been declared as such) by suddenly changing unfolding of function calls.

Reinhard.


Hello Reinhard,
It it nice to hear that I am not the only one who suffers from
strange compiler behavior.
I had the impression that, after switching from assembly to C routines,
the optimizer would do better. This might have been the case
when I used your lsb routine, but not when I
tried to use your C code for popCount2, strangely enough.

However, there may be a different explanation: in my chess engine the
bitboards used by popCount may be systematically different
from those in your test program. For example, as a rule, the
number of 1 bits may be much lower, especially when I count the number
of black bishops on the board, for example. What do you think
of this?
Leen
Last edited by Leen Ammeraal on 20 Jul 2005, 16:29, edited 1 time in total.
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Leen Ammeraal
 
Posts: 63
Joined: 14 Oct 2004, 19:46

Re: Best BitBoard LSB funktion?

Postby Leen Ammeraal » 20 Jul 2005, 16:26

Hello Reinhard again,
Here is the assembly routine which does badly in your test program, but
which is the faster one in my chess engine. I think I shamelessly 'borrowed' it from Crafty a long time ago.
Perhaps this routine is especially fast for sparsely populated bitboards,
as the comment below seems to indicate:

FORCEINLINE int popCount(BITBOARD a)
{
// ** This stuff was taken by Dann Corbit directly from Crafty's
// ** VcInline.h include file.

// Because Crafty bitboards are typically sparsely populated, we use a
// streamlined version of the boolean.c algorithm instead of the one in x86.s
#pragma warning(disable : 4035)
__asm {
mov ecx, dword ptr a
xor eax, eax
test ecx, ecx
jz l1
l0:
lea edx, [ecx - 1]
inc eax
and ecx, edx
jnz l0
l1:
mov ecx, dword ptr a + 4
test ecx, ecx
jz l3
l2:
lea edx, [ecx - 1]
inc eax
and ecx, edx
jnz l2
l3:
}
}
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Leen Ammeraal
 
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