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Diffstat (limited to 'arch/x86/crypto/sha256-avx2-asm.S')
| -rw-r--r-- | arch/x86/crypto/sha256-avx2-asm.S | 772 | 
1 files changed, 772 insertions, 0 deletions
diff --git a/arch/x86/crypto/sha256-avx2-asm.S b/arch/x86/crypto/sha256-avx2-asm.S new file mode 100644 index 00000000000..9e86944c539 --- /dev/null +++ b/arch/x86/crypto/sha256-avx2-asm.S @@ -0,0 +1,772 @@ +######################################################################## +# Implement fast SHA-256 with AVX2 instructions. (x86_64) +# +# Copyright (C) 2013 Intel Corporation. +# +# Authors: +#     James Guilford <james.guilford@intel.com> +#     Kirk Yap <kirk.s.yap@intel.com> +#     Tim Chen <tim.c.chen@linux.intel.com> +# +# This software is available to you under a choice of one of two +# licenses.  You may choose to be licensed under the terms of the GNU +# General Public License (GPL) Version 2, available from the file +# COPYING in the main directory of this source tree, or the +# OpenIB.org BSD license below: +# +#     Redistribution and use in source and binary forms, with or +#     without modification, are permitted provided that the following +#     conditions are met: +# +#      - Redistributions of source code must retain the above +#        copyright notice, this list of conditions and the following +#        disclaimer. +# +#      - Redistributions in binary form must reproduce the above +#        copyright notice, this list of conditions and the following +#        disclaimer in the documentation and/or other materials +#        provided with the distribution. +# +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND +# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS +# BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +# ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN +# CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +# SOFTWARE. +# +######################################################################## +# +# This code is described in an Intel White-Paper: +# "Fast SHA-256 Implementations on Intel Architecture Processors" +# +# To find it, surf to http://www.intel.com/p/en_US/embedded +# and search for that title. +# +######################################################################## +# This code schedules 2 blocks at a time, with 4 lanes per block +######################################################################## + +#ifdef CONFIG_AS_AVX2 +#include <linux/linkage.h> + +## assume buffers not aligned +#define	VMOVDQ vmovdqu + +################################ Define Macros + +# addm [mem], reg +# Add reg to mem using reg-mem add and store +.macro addm p1 p2 +	add	\p1, \p2 +	mov	\p2, \p1 +.endm + +################################ + +X0 = %ymm4 +X1 = %ymm5 +X2 = %ymm6 +X3 = %ymm7 + +# XMM versions of above +XWORD0 = %xmm4 +XWORD1 = %xmm5 +XWORD2 = %xmm6 +XWORD3 = %xmm7 + +XTMP0 = %ymm0 +XTMP1 = %ymm1 +XTMP2 = %ymm2 +XTMP3 = %ymm3 +XTMP4 = %ymm8 +XFER  = %ymm9 +XTMP5 = %ymm11 + +SHUF_00BA =	%ymm10 # shuffle xBxA -> 00BA +SHUF_DC00 =	%ymm12 # shuffle xDxC -> DC00 +BYTE_FLIP_MASK = %ymm13 + +X_BYTE_FLIP_MASK = %xmm13 # XMM version of BYTE_FLIP_MASK + +NUM_BLKS = %rdx	# 3rd arg +CTX	= %rsi  # 2nd arg +INP	= %rdi	# 1st arg +c	= %ecx +d	= %r8d +e       = %edx	# clobbers NUM_BLKS +y3	= %edi	# clobbers INP + + +TBL	= %rbp +SRND	= CTX	# SRND is same register as CTX + +a = %eax +b = %ebx +f = %r9d +g = %r10d +h = %r11d +old_h = %r11d + +T1 = %r12d +y0 = %r13d +y1 = %r14d +y2 = %r15d + + +_XFER_SIZE	= 2*64*4	# 2 blocks, 64 rounds, 4 bytes/round +_XMM_SAVE_SIZE	= 0 +_INP_END_SIZE	= 8 +_INP_SIZE	= 8 +_CTX_SIZE	= 8 +_RSP_SIZE	= 8 + +_XFER		= 0 +_XMM_SAVE	= _XFER     + _XFER_SIZE +_INP_END	= _XMM_SAVE + _XMM_SAVE_SIZE +_INP		= _INP_END  + _INP_END_SIZE +_CTX		= _INP      + _INP_SIZE +_RSP		= _CTX      + _CTX_SIZE +STACK_SIZE	= _RSP      + _RSP_SIZE + +# rotate_Xs +# Rotate values of symbols X0...X3 +.macro rotate_Xs +	X_ = X0 +	X0 = X1 +	X1 = X2 +	X2 = X3 +	X3 = X_ +.endm + +# ROTATE_ARGS +# Rotate values of symbols a...h +.macro ROTATE_ARGS +	old_h = h +	TMP_ = h +	h = g +	g = f +	f = e +	e = d +	d = c +	c = b +	b = a +	a = TMP_ +.endm + +.macro FOUR_ROUNDS_AND_SCHED disp +################################### RND N + 0 ############################ + +	mov	a, y3		# y3 = a                                # MAJA +	rorx	$25, e, y0	# y0 = e >> 25				# S1A +	rorx	$11, e, y1	# y1 = e >> 11				# S1B + +	addl	\disp(%rsp, SRND), h		# h = k + w + h         # -- +	or	c, y3		# y3 = a|c                              # MAJA +	vpalignr $4, X2, X3, XTMP0 # XTMP0 = W[-7] +	mov	f, y2		# y2 = f                                # CH +	rorx	$13, a, T1	# T1 = a >> 13				# S0B + +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11)		# S1 +	xor	g, y2		# y2 = f^g                              # CH +	vpaddd	X0, XTMP0, XTMP0 # XTMP0 = W[-7] + W[-16]# y1 = (e >> 6)# S1 +	rorx	$6, e, y1	# y1 = (e >> 6)				# S1 + +	and	e, y2		# y2 = (f^g)&e                          # CH +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11) ^ (e>>6)	# S1 +	rorx	$22, a, y1	# y1 = a >> 22				# S0A +	add	h, d		# d = k + w + h + d                     # -- + +	and	b, y3		# y3 = (a|c)&b                          # MAJA +	vpalignr $4, X0, X1, XTMP1	# XTMP1 = W[-15] +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13)		# S0 +	rorx	$2, a, T1	# T1 = (a >> 2)				# S0 + +	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH +	vpsrld	$7, XTMP1, XTMP2 +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13) ^ (a>>2)	# S0 +	mov	a, T1		# T1 = a                                # MAJB +	and	c, T1		# T1 = a&c                              # MAJB + +	add	y0, y2		# y2 = S1 + CH                          # -- +	vpslld	$(32-7), XTMP1, XTMP3 +	or	T1, y3		# y3 = MAJ = (a|c)&b)|(a&c)             # MAJ +	add	y1, h		# h = k + w + h + S0                    # -- + +	add	y2, d		# d = k + w + h + d + S1 + CH = d + t1  # -- +	vpor	XTMP2, XTMP3, XTMP3	# XTMP3 = W[-15] ror 7 + +	vpsrld	$18, XTMP1, XTMP2 +	add	y2, h		# h = k + w + h + S0 + S1 + CH = t1 + S0# -- +	add	y3, h		# h = t1 + S0 + MAJ                     # -- + + +	ROTATE_ARGS + +################################### RND N + 1 ############################ + +	mov	a, y3		# y3 = a                                # MAJA +	rorx	$25, e, y0	# y0 = e >> 25				# S1A +	rorx	$11, e, y1	# y1 = e >> 11				# S1B +	offset = \disp + 1*4 +	addl	offset(%rsp, SRND), h	# h = k + w + h         # -- +	or	c, y3		# y3 = a|c                              # MAJA + + +	vpsrld	$3, XTMP1, XTMP4 # XTMP4 = W[-15] >> 3 +	mov	f, y2		# y2 = f                                # CH +	rorx	$13, a, T1	# T1 = a >> 13				# S0B +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11)		# S1 +	xor	g, y2		# y2 = f^g                              # CH + + +	rorx	$6, e, y1	# y1 = (e >> 6)				# S1 +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11) ^ (e>>6)	# S1 +	rorx	$22, a, y1	# y1 = a >> 22				# S0A +	and	e, y2		# y2 = (f^g)&e                          # CH +	add	h, d		# d = k + w + h + d                     # -- + +	vpslld	$(32-18), XTMP1, XTMP1 +	and	b, y3		# y3 = (a|c)&b                          # MAJA +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13)		# S0 + +	vpxor	XTMP1, XTMP3, XTMP3 +	rorx	$2, a, T1	# T1 = (a >> 2)				# S0 +	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH + +	vpxor	XTMP2, XTMP3, XTMP3	# XTMP3 = W[-15] ror 7 ^ W[-15] ror 18 +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13) ^ (a>>2)	# S0 +	mov	a, T1		# T1 = a                                # MAJB +	and	c, T1		# T1 = a&c                              # MAJB +	add	y0, y2		# y2 = S1 + CH                          # -- + +	vpxor	XTMP4, XTMP3, XTMP1	# XTMP1 = s0 +	vpshufd	$0b11111010, X3, XTMP2	# XTMP2 = W[-2] {BBAA} +	or	T1, y3		# y3 = MAJ = (a|c)&b)|(a&c)             # MAJ +	add	y1, h		# h = k + w + h + S0                    # -- + +	vpaddd	XTMP1, XTMP0, XTMP0	# XTMP0 = W[-16] + W[-7] + s0 +	add	y2, d		# d = k + w + h + d + S1 + CH = d + t1  # -- +	add	y2, h		# h = k + w + h + S0 + S1 + CH = t1 + S0# -- +	add	y3, h		# h = t1 + S0 + MAJ                     # -- + +	vpsrld	$10, XTMP2, XTMP4 # XTMP4 = W[-2] >> 10 {BBAA} + + +	ROTATE_ARGS + +################################### RND N + 2 ############################ + +	mov	a, y3		# y3 = a                                # MAJA +	rorx	$25, e, y0	# y0 = e >> 25				# S1A +	offset = \disp + 2*4 +	addl	offset(%rsp, SRND), h	# h = k + w + h         # -- + +	vpsrlq	$19, XTMP2, XTMP3 # XTMP3 = W[-2] ror 19 {xBxA} +	rorx	$11, e, y1	# y1 = e >> 11				# S1B +	or	c, y3		# y3 = a|c                              # MAJA +	mov	f, y2		# y2 = f                                # CH +	xor	g, y2		# y2 = f^g                              # CH + +	rorx	$13, a, T1	# T1 = a >> 13				# S0B +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11)		# S1 +	vpsrlq	$17, XTMP2, XTMP2	# XTMP2 = W[-2] ror 17 {xBxA} +	and	e, y2		# y2 = (f^g)&e                          # CH + +	rorx	$6, e, y1	# y1 = (e >> 6)				# S1 +	vpxor	XTMP3, XTMP2, XTMP2 +	add	h, d		# d = k + w + h + d                     # -- +	and	b, y3		# y3 = (a|c)&b                          # MAJA + +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11) ^ (e>>6)	# S1 +	rorx	$22, a, y1	# y1 = a >> 22				# S0A +	vpxor	XTMP2, XTMP4, XTMP4	# XTMP4 = s1 {xBxA} +	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH + +	vpshufb	SHUF_00BA, XTMP4, XTMP4	# XTMP4 = s1 {00BA} +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13)		# S0 +	rorx	$2, a ,T1	# T1 = (a >> 2)				# S0 +	vpaddd	XTMP4, XTMP0, XTMP0	# XTMP0 = {..., ..., W[1], W[0]} + +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13) ^ (a>>2)	# S0 +	mov	a, T1		# T1 = a                                # MAJB +	and	c, T1		# T1 = a&c                              # MAJB +	add	y0, y2		# y2 = S1 + CH                          # -- +	vpshufd	$0b01010000, XTMP0, XTMP2	# XTMP2 = W[-2] {DDCC} + +	or	T1, y3		# y3 = MAJ = (a|c)&b)|(a&c)             # MAJ +	add	y1,h		# h = k + w + h + S0                    # -- +	add	y2,d		# d = k + w + h + d + S1 + CH = d + t1  # -- +	add	y2,h		# h = k + w + h + S0 + S1 + CH = t1 + S0# -- + +	add	y3,h		# h = t1 + S0 + MAJ                     # -- + + +	ROTATE_ARGS + +################################### RND N + 3 ############################ + +	mov	a, y3		# y3 = a                                # MAJA +	rorx	$25, e, y0	# y0 = e >> 25				# S1A +	rorx	$11, e, y1	# y1 = e >> 11				# S1B +	offset = \disp + 3*4 +	addl	offset(%rsp, SRND), h	# h = k + w + h         # -- +	or	c, y3		# y3 = a|c                              # MAJA + + +	vpsrld	$10, XTMP2, XTMP5	# XTMP5 = W[-2] >> 10 {DDCC} +	mov	f, y2		# y2 = f                                # CH +	rorx	$13, a, T1	# T1 = a >> 13				# S0B +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11)		# S1 +	xor	g, y2		# y2 = f^g                              # CH + + +	vpsrlq	$19, XTMP2, XTMP3	# XTMP3 = W[-2] ror 19 {xDxC} +	rorx	$6, e, y1	# y1 = (e >> 6)				# S1 +	and	e, y2		# y2 = (f^g)&e                          # CH +	add	h, d		# d = k + w + h + d                     # -- +	and	b, y3		# y3 = (a|c)&b                          # MAJA + +	vpsrlq	$17, XTMP2, XTMP2	# XTMP2 = W[-2] ror 17 {xDxC} +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11) ^ (e>>6)	# S1 +	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH + +	vpxor	XTMP3, XTMP2, XTMP2 +	rorx	$22, a, y1	# y1 = a >> 22				# S0A +	add	y0, y2		# y2 = S1 + CH                          # -- + +	vpxor	XTMP2, XTMP5, XTMP5	# XTMP5 = s1 {xDxC} +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13)		# S0 +	add	y2, d		# d = k + w + h + d + S1 + CH = d + t1  # -- + +	rorx	$2, a, T1	# T1 = (a >> 2)				# S0 +	vpshufb	SHUF_DC00, XTMP5, XTMP5	# XTMP5 = s1 {DC00} + +	vpaddd	XTMP0, XTMP5, X0	# X0 = {W[3], W[2], W[1], W[0]} +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13) ^ (a>>2)	# S0 +	mov	a, T1		# T1 = a                                # MAJB +	and	c, T1		# T1 = a&c                              # MAJB +	or	T1, y3		# y3 = MAJ = (a|c)&b)|(a&c)             # MAJ + +	add	y1, h		# h = k + w + h + S0                    # -- +	add	y2, h		# h = k + w + h + S0 + S1 + CH = t1 + S0# -- +	add	y3, h		# h = t1 + S0 + MAJ                     # -- + +	ROTATE_ARGS +	rotate_Xs +.endm + +.macro DO_4ROUNDS disp +################################### RND N + 0 ########################### + +	mov	f, y2		# y2 = f                                # CH +	rorx	$25, e, y0	# y0 = e >> 25				# S1A +	rorx	$11, e, y1	# y1 = e >> 11				# S1B +	xor	g, y2		# y2 = f^g                              # CH + +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11)		# S1 +	rorx	$6, e, y1	# y1 = (e >> 6)				# S1 +	and	e, y2		# y2 = (f^g)&e                          # CH + +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11) ^ (e>>6)	# S1 +	rorx	$13, a, T1	# T1 = a >> 13				# S0B +	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH +	rorx	$22, a, y1	# y1 = a >> 22				# S0A +	mov	a, y3		# y3 = a                                # MAJA + +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13)		# S0 +	rorx	$2, a, T1	# T1 = (a >> 2)				# S0 +	addl	\disp(%rsp, SRND), h		# h = k + w + h # -- +	or	c, y3		# y3 = a|c                              # MAJA + +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13) ^ (a>>2)	# S0 +	mov	a, T1		# T1 = a                                # MAJB +	and	b, y3		# y3 = (a|c)&b                          # MAJA +	and	c, T1		# T1 = a&c                              # MAJB +	add	y0, y2		# y2 = S1 + CH                          # -- + + +	add	h, d		# d = k + w + h + d                     # -- +	or	T1, y3		# y3 = MAJ = (a|c)&b)|(a&c)             # MAJ +	add	y1, h		# h = k + w + h + S0                    # -- +	add	y2, d		# d = k + w + h + d + S1 + CH = d + t1  # -- + +	ROTATE_ARGS + +################################### RND N + 1 ########################### + +	add	y2, old_h	# h = k + w + h + S0 + S1 + CH = t1 + S0# -- +	mov	f, y2		# y2 = f                                # CH +	rorx	$25, e, y0	# y0 = e >> 25				# S1A +	rorx	$11, e, y1	# y1 = e >> 11				# S1B +	xor	g, y2		# y2 = f^g                              # CH + +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11)		# S1 +	rorx	$6, e, y1	# y1 = (e >> 6)				# S1 +	and	e, y2		# y2 = (f^g)&e                          # CH +	add	y3, old_h	# h = t1 + S0 + MAJ                     # -- + +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11) ^ (e>>6)	# S1 +	rorx	$13, a, T1	# T1 = a >> 13				# S0B +	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH +	rorx	$22, a, y1	# y1 = a >> 22				# S0A +	mov	a, y3		# y3 = a                                # MAJA + +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13)		# S0 +	rorx	$2, a, T1	# T1 = (a >> 2)				# S0 +	offset = 4*1 + \disp +	addl	offset(%rsp, SRND), h		# h = k + w + h # -- +	or	c, y3		# y3 = a|c                              # MAJA + +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13) ^ (a>>2)	# S0 +	mov	a, T1		# T1 = a                                # MAJB +	and	b, y3		# y3 = (a|c)&b                          # MAJA +	and	c, T1		# T1 = a&c                              # MAJB +	add	y0, y2		# y2 = S1 + CH                          # -- + + +	add	h, d		# d = k + w + h + d                     # -- +	or	T1, y3		# y3 = MAJ = (a|c)&b)|(a&c)             # MAJ +	add	y1, h		# h = k + w + h + S0                    # -- + +	add	y2, d		# d = k + w + h + d + S1 + CH = d + t1  # -- + +	ROTATE_ARGS + +################################### RND N + 2 ############################## + +	add	y2, old_h	# h = k + w + h + S0 + S1 + CH = t1 + S0# -- +	mov	f, y2		# y2 = f                                # CH +	rorx	$25, e, y0	# y0 = e >> 25				# S1A +	rorx	$11, e, y1	# y1 = e >> 11				# S1B +	xor	g, y2		# y2 = f^g                              # CH + +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11)		# S1 +	rorx	$6, e, y1	# y1 = (e >> 6)				# S1 +	and	e, y2		# y2 = (f^g)&e                          # CH +	add	y3, old_h	# h = t1 + S0 + MAJ                     # -- + +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11) ^ (e>>6)	# S1 +	rorx	$13, a, T1	# T1 = a >> 13				# S0B +	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH +	rorx	$22, a, y1	# y1 = a >> 22				# S0A +	mov	a, y3		# y3 = a                                # MAJA + +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13)		# S0 +	rorx	$2, a, T1	# T1 = (a >> 2)				# S0 +	offset = 4*2 + \disp +	addl	offset(%rsp, SRND), h		# h = k + w + h # -- +	or	c, y3		# y3 = a|c                              # MAJA + +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13) ^ (a>>2)	# S0 +	mov	a, T1		# T1 = a                                # MAJB +	and	b, y3		# y3 = (a|c)&b                          # MAJA +	and	c, T1		# T1 = a&c                              # MAJB +	add	y0, y2		# y2 = S1 + CH                          # -- + + +	add	h, d		# d = k + w + h + d                     # -- +	or	T1, y3		# y3 = MAJ = (a|c)&b)|(a&c)             # MAJ +	add	y1, h		# h = k + w + h + S0                    # -- + +	add	y2, d		# d = k + w + h + d + S1 + CH = d + t1  # -- + +	ROTATE_ARGS + +################################### RND N + 3 ########################### + +	add	y2, old_h	# h = k + w + h + S0 + S1 + CH = t1 + S0# -- +	mov	f, y2		# y2 = f                                # CH +	rorx	$25, e, y0	# y0 = e >> 25				# S1A +	rorx	$11, e, y1	# y1 = e >> 11				# S1B +	xor	g, y2		# y2 = f^g                              # CH + +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11)		# S1 +	rorx	$6, e, y1	# y1 = (e >> 6)				# S1 +	and	e, y2		# y2 = (f^g)&e                          # CH +	add	y3, old_h	# h = t1 + S0 + MAJ                     # -- + +	xor	y1, y0		# y0 = (e>>25) ^ (e>>11) ^ (e>>6)	# S1 +	rorx	$13, a, T1	# T1 = a >> 13				# S0B +	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH +	rorx	$22, a, y1	# y1 = a >> 22				# S0A +	mov	a, y3		# y3 = a                                # MAJA + +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13)		# S0 +	rorx	$2, a, T1	# T1 = (a >> 2)				# S0 +	offset = 4*3 + \disp +	addl	offset(%rsp, SRND), h		# h = k + w + h # -- +	or	c, y3		# y3 = a|c                              # MAJA + +	xor	T1, y1		# y1 = (a>>22) ^ (a>>13) ^ (a>>2)	# S0 +	mov	a, T1		# T1 = a                                # MAJB +	and	b, y3		# y3 = (a|c)&b                          # MAJA +	and	c, T1		# T1 = a&c                              # MAJB +	add	y0, y2		# y2 = S1 + CH                          # -- + + +	add	h, d		# d = k + w + h + d                     # -- +	or	T1, y3		# y3 = MAJ = (a|c)&b)|(a&c)             # MAJ +	add	y1, h		# h = k + w + h + S0                    # -- + +	add	y2, d		# d = k + w + h + d + S1 + CH = d + t1  # -- + + +	add	y2, h		# h = k + w + h + S0 + S1 + CH = t1 + S0# -- + +	add	y3, h		# h = t1 + S0 + MAJ                     # -- + +	ROTATE_ARGS + +.endm + +######################################################################## +## void sha256_transform_rorx(void *input_data, UINT32 digest[8], UINT64 num_blks) +## arg 1 : pointer to input data +## arg 2 : pointer to digest +## arg 3 : Num blocks +######################################################################## +.text +ENTRY(sha256_transform_rorx) +.align 32 +	pushq	%rbx +	pushq	%rbp +	pushq	%r12 +	pushq	%r13 +	pushq	%r14 +	pushq	%r15 + +	mov	%rsp, %rax +	subq	$STACK_SIZE, %rsp +	and	$-32, %rsp	# align rsp to 32 byte boundary +	mov	%rax, _RSP(%rsp) + + +	shl	$6, NUM_BLKS	# convert to bytes +	jz	done_hash +	lea	-64(INP, NUM_BLKS), NUM_BLKS # pointer to last block +	mov	NUM_BLKS, _INP_END(%rsp) + +	cmp	NUM_BLKS, INP +	je	only_one_block + +	## load initial digest +	mov	(CTX), a +	mov	4*1(CTX), b +	mov	4*2(CTX), c +	mov	4*3(CTX), d +	mov	4*4(CTX), e +	mov	4*5(CTX), f +	mov	4*6(CTX), g +	mov	4*7(CTX), h + +	vmovdqa  PSHUFFLE_BYTE_FLIP_MASK(%rip), BYTE_FLIP_MASK +	vmovdqa  _SHUF_00BA(%rip), SHUF_00BA +	vmovdqa  _SHUF_DC00(%rip), SHUF_DC00 + +	mov	CTX, _CTX(%rsp) + +loop0: +	lea     K256(%rip), TBL + +	## Load first 16 dwords from two blocks +	VMOVDQ	0*32(INP),XTMP0 +	VMOVDQ	1*32(INP),XTMP1 +	VMOVDQ	2*32(INP),XTMP2 +	VMOVDQ	3*32(INP),XTMP3 + +	## byte swap data +	vpshufb	BYTE_FLIP_MASK, XTMP0, XTMP0 +	vpshufb	BYTE_FLIP_MASK, XTMP1, XTMP1 +	vpshufb	BYTE_FLIP_MASK, XTMP2, XTMP2 +	vpshufb	BYTE_FLIP_MASK, XTMP3, XTMP3 + +	## transpose data into high/low halves +	vperm2i128	$0x20, XTMP2, XTMP0, X0 +	vperm2i128	$0x31, XTMP2, XTMP0, X1 +	vperm2i128	$0x20, XTMP3, XTMP1, X2 +	vperm2i128	$0x31, XTMP3, XTMP1, X3 + +last_block_enter: +	add	$64, INP +	mov	INP, _INP(%rsp) + +	## schedule 48 input dwords, by doing 3 rounds of 12 each +	xor	SRND, SRND + +.align 16 +loop1: +	vpaddd	0*32(TBL, SRND), X0, XFER +	vmovdqa XFER, 0*32+_XFER(%rsp, SRND) +	FOUR_ROUNDS_AND_SCHED	_XFER + 0*32 + +	vpaddd	1*32(TBL, SRND), X0, XFER +	vmovdqa XFER, 1*32+_XFER(%rsp, SRND) +	FOUR_ROUNDS_AND_SCHED	_XFER + 1*32 + +	vpaddd	2*32(TBL, SRND), X0, XFER +	vmovdqa XFER, 2*32+_XFER(%rsp, SRND) +	FOUR_ROUNDS_AND_SCHED	_XFER + 2*32 + +	vpaddd	3*32(TBL, SRND), X0, XFER +	vmovdqa XFER, 3*32+_XFER(%rsp, SRND) +	FOUR_ROUNDS_AND_SCHED	_XFER + 3*32 + +	add	$4*32, SRND +	cmp	$3*4*32, SRND +	jb	loop1 + +loop2: +	## Do last 16 rounds with no scheduling +	vpaddd	0*32(TBL, SRND), X0, XFER +	vmovdqa XFER, 0*32+_XFER(%rsp, SRND) +	DO_4ROUNDS	_XFER + 0*32 +	vpaddd	1*32(TBL, SRND), X1, XFER +	vmovdqa XFER, 1*32+_XFER(%rsp, SRND) +	DO_4ROUNDS	_XFER + 1*32 +	add	$2*32, SRND + +	vmovdqa	X2, X0 +	vmovdqa	X3, X1 + +	cmp	$4*4*32, SRND +	jb	loop2 + +	mov	_CTX(%rsp), CTX +	mov	_INP(%rsp), INP + +	addm    (4*0)(CTX),a +	addm    (4*1)(CTX),b +	addm    (4*2)(CTX),c +	addm    (4*3)(CTX),d +	addm    (4*4)(CTX),e +	addm    (4*5)(CTX),f +	addm    (4*6)(CTX),g +	addm    (4*7)(CTX),h + +	cmp	_INP_END(%rsp), INP +	ja	done_hash + +	#### Do second block using previously scheduled results +	xor	SRND, SRND +.align 16 +loop3: +	DO_4ROUNDS	 _XFER + 0*32 + 16 +	DO_4ROUNDS	 _XFER + 1*32 + 16 +	add	$2*32, SRND +	cmp	$4*4*32, SRND +	jb	loop3 + +	mov	_CTX(%rsp), CTX +	mov	_INP(%rsp), INP +	add	$64, INP + +	addm    (4*0)(CTX),a +	addm    (4*1)(CTX),b +	addm    (4*2)(CTX),c +	addm    (4*3)(CTX),d +	addm    (4*4)(CTX),e +	addm    (4*5)(CTX),f +	addm    (4*6)(CTX),g +	addm    (4*7)(CTX),h + +	cmp	_INP_END(%rsp), INP +	jb	loop0 +	ja	done_hash + +do_last_block: +	#### do last block +	lea	K256(%rip), TBL + +	VMOVDQ	0*16(INP),XWORD0 +	VMOVDQ	1*16(INP),XWORD1 +	VMOVDQ	2*16(INP),XWORD2 +	VMOVDQ	3*16(INP),XWORD3 + +	vpshufb	X_BYTE_FLIP_MASK, XWORD0, XWORD0 +	vpshufb	X_BYTE_FLIP_MASK, XWORD1, XWORD1 +	vpshufb	X_BYTE_FLIP_MASK, XWORD2, XWORD2 +	vpshufb	X_BYTE_FLIP_MASK, XWORD3, XWORD3 + +	jmp	last_block_enter + +only_one_block: + +	## load initial digest +	mov	(4*0)(CTX),a +	mov	(4*1)(CTX),b +	mov	(4*2)(CTX),c +	mov	(4*3)(CTX),d +	mov	(4*4)(CTX),e +	mov	(4*5)(CTX),f +	mov	(4*6)(CTX),g +	mov	(4*7)(CTX),h + +	vmovdqa	PSHUFFLE_BYTE_FLIP_MASK(%rip), BYTE_FLIP_MASK +	vmovdqa	_SHUF_00BA(%rip), SHUF_00BA +	vmovdqa	_SHUF_DC00(%rip), SHUF_DC00 + +	mov	CTX, _CTX(%rsp) +	jmp	do_last_block + +done_hash: + +	mov	_RSP(%rsp), %rsp + +	popq	%r15 +	popq	%r14 +	popq	%r13 +	popq	%r12 +	popq	%rbp +	popq	%rbx +	ret +ENDPROC(sha256_transform_rorx) + +.data +.align 64 +K256: +	.long	0x428a2f98,0x71374491,0xb5c0fbcf,0xe9b5dba5 +	.long	0x428a2f98,0x71374491,0xb5c0fbcf,0xe9b5dba5 +	.long	0x3956c25b,0x59f111f1,0x923f82a4,0xab1c5ed5 +	.long	0x3956c25b,0x59f111f1,0x923f82a4,0xab1c5ed5 +	.long	0xd807aa98,0x12835b01,0x243185be,0x550c7dc3 +	.long	0xd807aa98,0x12835b01,0x243185be,0x550c7dc3 +	.long	0x72be5d74,0x80deb1fe,0x9bdc06a7,0xc19bf174 +	.long	0x72be5d74,0x80deb1fe,0x9bdc06a7,0xc19bf174 +	.long	0xe49b69c1,0xefbe4786,0x0fc19dc6,0x240ca1cc +	.long	0xe49b69c1,0xefbe4786,0x0fc19dc6,0x240ca1cc +	.long	0x2de92c6f,0x4a7484aa,0x5cb0a9dc,0x76f988da +	.long	0x2de92c6f,0x4a7484aa,0x5cb0a9dc,0x76f988da +	.long	0x983e5152,0xa831c66d,0xb00327c8,0xbf597fc7 +	.long	0x983e5152,0xa831c66d,0xb00327c8,0xbf597fc7 +	.long	0xc6e00bf3,0xd5a79147,0x06ca6351,0x14292967 +	.long	0xc6e00bf3,0xd5a79147,0x06ca6351,0x14292967 +	.long	0x27b70a85,0x2e1b2138,0x4d2c6dfc,0x53380d13 +	.long	0x27b70a85,0x2e1b2138,0x4d2c6dfc,0x53380d13 +	.long	0x650a7354,0x766a0abb,0x81c2c92e,0x92722c85 +	.long	0x650a7354,0x766a0abb,0x81c2c92e,0x92722c85 +	.long	0xa2bfe8a1,0xa81a664b,0xc24b8b70,0xc76c51a3 +	.long	0xa2bfe8a1,0xa81a664b,0xc24b8b70,0xc76c51a3 +	.long	0xd192e819,0xd6990624,0xf40e3585,0x106aa070 +	.long	0xd192e819,0xd6990624,0xf40e3585,0x106aa070 +	.long	0x19a4c116,0x1e376c08,0x2748774c,0x34b0bcb5 +	.long	0x19a4c116,0x1e376c08,0x2748774c,0x34b0bcb5 +	.long	0x391c0cb3,0x4ed8aa4a,0x5b9cca4f,0x682e6ff3 +	.long	0x391c0cb3,0x4ed8aa4a,0x5b9cca4f,0x682e6ff3 +	.long	0x748f82ee,0x78a5636f,0x84c87814,0x8cc70208 +	.long	0x748f82ee,0x78a5636f,0x84c87814,0x8cc70208 +	.long	0x90befffa,0xa4506ceb,0xbef9a3f7,0xc67178f2 +	.long	0x90befffa,0xa4506ceb,0xbef9a3f7,0xc67178f2 + +PSHUFFLE_BYTE_FLIP_MASK: +	.octa 0x0c0d0e0f08090a0b0405060700010203,0x0c0d0e0f08090a0b0405060700010203 + +# shuffle xBxA -> 00BA +_SHUF_00BA: +	.octa 0xFFFFFFFFFFFFFFFF0b0a090803020100,0xFFFFFFFFFFFFFFFF0b0a090803020100 + +# shuffle xDxC -> DC00 +_SHUF_DC00: +	.octa 0x0b0a090803020100FFFFFFFFFFFFFFFF,0x0b0a090803020100FFFFFFFFFFFFFFFF +#endif  | 
