WhiteKnightValid computation

Remember, this is how a knight (white or black) can move:
               
               
    2   3      
  1       4    
      N        
  8       5    
    7   6      
               

Suppose a white knight is on a chess board like this:
               
               
p k            
               
  N p P        
      n        
P              
      K        

We will need the Piece[B4] and AllWhitePieces bitboards:
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 1 0 1 0 0 0 0
0 0 0 0 0 0 0 0
1 0 0 0 0 0 0 0
0 0 0 1 0 0 0 0

Now let's perform the function call:
WhiteKnightValid = compute_knight(Piece[B4], AllWhitePieces, lookup_tables);

/* LookupTables is a structure which contains all precomputed lookup tables */
Bitboard compute_knight(Bitboard knight_loc, Bitboard own_side, LookupTables *tbls)
{
    /* we can ignore the rank clipping since the overflow/underflow with
        respect to rank simply vanishes. We only care about the file
        overflow/underflow which is much more work for a knight. */

    spot_1_clip = tbls->ClearFile[FILE_A] & tbls->ClearFile[FILE_B];

0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
AND
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
=
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1

    spot_2_clip = tbls->ClearFile[FILE_A];

0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
=
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1

    spot_3_clip = tbls->ClearFile[FILE_H];

1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
=
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0

    spot_4_clip = tbls->ClearFile[FILE_H] & tbls->ClearFile[FILE_G];

1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
AND
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
=
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0

    spot_5_clip = tbls->ClearFile[FILE_H] & tbls->ClearFile[FILE_G];

1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
AND
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
1 1 1 1 1 1 0 1
=
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0

    spot_6_clip = tbls->ClearFile[FILE_H];

1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
=
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0

    spot_7_clip = tbls->ClearFile[FILE_A];

0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
=
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1

    spot_8_clip = tbls->ClearFile[FILE_A] & tbls->ClearFile[FILE_B];

0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
AND
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
1 0 1 1 1 1 1 1
=
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1

    /* The clipping masks we just created will be used to ensure that no
		under or overflow positions are computed when calculating the 
		possible moves of the knight in certain files. */

    spot_1 = (knight_loc & spot_1_clip) << 6;

NOTE: Here we see that a shift left of 6 would have caused an underflow when the white knight is in the left two files, so when we mask the clip rectangle (for spot 1) against the position of the white knight, it removes it, causing the shift to simply shift zero bits, leaving an entire board of zeros. This means no valid move for spot one.
(
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
AND
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
) << 6 =
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0

    spot_2 = (knight_loc & spot_2_clip) << 15;

(
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
AND
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
) << 15 =
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
1 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0

    spot_3 = (knight_loc & spot_3_clip) << 17;

(
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
AND
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
) << 17 =
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0

    spot_4 = (knight_loc & spot_4_clip) << 10;

(
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
AND
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
) << 10 =
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 1 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0

    spot_5 = (knight_loc & spot_5_clip) >> 6;

(
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
AND
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
1 1 1 1 1 1 0 0
) >> 6 =
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 1 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0

    spot_6 = (knight_loc & spot_6_clip) >> 15;

(
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
AND
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
1 1 1 1 1 1 1 0
) >> 15 =
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 0

    spot_7 = (knight_loc & spot_7_clip) >> 17;

(
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
AND
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
) >> 17 =
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
1 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0

    spot_8 = (knight_loc & spot_8_clip) >> 10;

NOTE: Again, here we see there would have been an overflow of the shift to an incorrect movement location had we not clipped the piece on the files which cause such problems.
(
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
AND
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
0 0 1 1 1 1 1 1
) >> 10 =
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0

    knight_moves = spot_1 | spot_2 | spot_3 | spot_4 | spot_5 | spot_6 |
                    spot_7 | spot_8;

0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
OR
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
1 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
OR
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
OR
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 1 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
OR
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 1 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
OR
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 0
OR
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
1 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
OR
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
=
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
1 0 1 0 0 0 0 0
0 0 0 1 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 1 0 0 0 0
1 0 1 0 0 0 0 0
0 0 0 0 0 0 0 0

    /* compute only the places where the knight can move and attack. The
        caller will determine if this is a white or black night. */
    KnightValid = knight_moves & ~own_side;

0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
1 0 1 0 0 0 0 0
0 0 0 1 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 1 0 0 0 0
1 0 1 0 0 0 0 0
0 0 0 0 0 0 0 0
AND
1 1 1 1 1 1 1 1
1 1 1 1 1 1 1 1
1 1 1 1 1 1 1 1
1 1 1 1 1 1 1 1
1 0 1 0 1 1 1 1
1 1 1 1 1 1 1 1
0 1 1 1 1 1 1 1
1 1 1 0 1 1 1 1
=
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
1 0 1 0 0 0 0 0
0 0 0 1 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 1 0 0 0 0
0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 0

    return KnightValid;

return
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
1 0 1 0 0 0 0 0
0 0 0 1 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 1 0 0 0 0
0 0 1 0 0 0 0 0
0 0 0 0 0 0 0 0

}