From 79dfc3ddfd80cd4294136b19fa48037e149cbd9e Mon Sep 17 00:00:00 2001 From: Andy Polyakov Date: Wed, 2 Nov 2016 20:13:53 +0100 Subject: [PATCH] sha/keccak1600.c: add some optimized implementations. Reviewed-by: Richard Levitte --- crypto/sha/keccak1600.c | 590 +++++++++++++++++++++++++++++++++++++++- 1 file changed, 585 insertions(+), 5 deletions(-) diff --git a/crypto/sha/keccak1600.c b/crypto/sha/keccak1600.c index 9e08c504c7..1056f89281 100644 --- a/crypto/sha/keccak1600.c +++ b/crypto/sha/keccak1600.c @@ -14,16 +14,34 @@ #define ROL64(a, offset) ((offset) ? (((a) << offset) | ((a) >> (64-offset))) \ : a) +#if defined(KECCAK_REF) +/* + * This is straightforward or "maximum clarity" implementation aiming + * to resemble section 3.2 of the FIPS PUB 202 "SHA-3 Standard: + * Permutation-Based Hash and Extendible-Output Functions" as much as + * possible. With one caveat. Because of the way C stores matrices, + * references to A[x,y] in the specification are presented as A[y][x]. + * Implementation unrolls inner x-loops so that modulo 5 operations are + * explicitly pre-computed. + */ static void Theta(uint64_t A[5][5]) { uint64_t C[5], D[5]; size_t y; - C[0] = A[0][0] ^ A[1][0] ^ A[2][0] ^ A[3][0] ^ A[4][0]; - C[1] = A[0][1] ^ A[1][1] ^ A[2][1] ^ A[3][1] ^ A[4][1]; - C[2] = A[0][2] ^ A[1][2] ^ A[2][2] ^ A[3][2] ^ A[4][2]; - C[3] = A[0][3] ^ A[1][3] ^ A[2][3] ^ A[3][3] ^ A[4][3]; - C[4] = A[0][4] ^ A[1][4] ^ A[2][4] ^ A[3][4] ^ A[4][4]; + C[0] = A[0][0]; + C[1] = A[0][1]; + C[2] = A[0][2]; + C[3] = A[0][3]; + C[4] = A[0][4]; + + for (y = 1; y < 5; y++) { + C[0] ^= A[y][0]; + C[1] ^= A[y][1]; + C[2] ^= A[y][2]; + C[3] ^= A[y][3]; + C[4] ^= A[y][4]; + } D[0] = ROL64(C[1], 1) ^ C[4]; D[1] = ROL64(C[2], 1) ^ C[0]; @@ -151,6 +169,568 @@ void KeccakF1600(uint64_t A[5][5]) } } +#elif defined(KECCAK_1X) +/* + * This implementation is optimization of above code featuring unroll + * of even y-loops, their fusion and code motion. It also minimizes + * temporary storage. Compiler would normally do all these things for + * you, purpose of manual optimization is to provide "unobscured" + * reference for assembly implementation [in case this approach is + * chosen for implementation on some platform]. In the nutshell it's + * equivalent of "plane-per-plane processing" approach discussed in + * section 2.4 of "Keccak implementation overview". + */ +static void Round(uint64_t A[5][5], size_t i) +{ + uint64_t C[5], D[5], T[2][5]; + static const unsigned char rhotates[5][5] = { + { 0, 1, 62, 28, 27 }, + { 36, 44, 6, 55, 20 }, + { 3, 10, 43, 25, 39 }, + { 41, 45, 15, 21, 8 }, + { 18, 2, 61, 56, 14 } + }; + static const uint64_t iotas[] = { + 0x0000000000000001U, 0x0000000000008082U, 0x800000000000808aU, + 0x8000000080008000U, 0x000000000000808bU, 0x0000000080000001U, + 0x8000000080008081U, 0x8000000000008009U, 0x000000000000008aU, + 0x0000000000000088U, 0x0000000080008009U, 0x000000008000000aU, + 0x000000008000808bU, 0x800000000000008bU, 0x8000000000008089U, + 0x8000000000008003U, 0x8000000000008002U, 0x8000000000000080U, + 0x000000000000800aU, 0x800000008000000aU, 0x8000000080008081U, + 0x8000000000008080U, 0x0000000080000001U, 0x8000000080008008U + }; + + assert(i < (sizeof(iotas) / sizeof(iotas[0]))); + + C[0] = A[0][0] ^ A[1][0] ^ A[2][0] ^ A[3][0] ^ A[4][0]; + C[1] = A[0][1] ^ A[1][1] ^ A[2][1] ^ A[3][1] ^ A[4][1]; + C[2] = A[0][2] ^ A[1][2] ^ A[2][2] ^ A[3][2] ^ A[4][2]; + C[3] = A[0][3] ^ A[1][3] ^ A[2][3] ^ A[3][3] ^ A[4][3]; + C[4] = A[0][4] ^ A[1][4] ^ A[2][4] ^ A[3][4] ^ A[4][4]; + + D[0] = ROL64(C[1], 1) ^ C[4]; + D[1] = ROL64(C[2], 1) ^ C[0]; + D[2] = ROL64(C[3], 1) ^ C[1]; + D[3] = ROL64(C[4], 1) ^ C[2]; + D[4] = ROL64(C[0], 1) ^ C[3]; + + C[0] = A[0][0] ^ D[0]; /* rotate by 0 */ + C[1] = ROL64(A[1][1] ^ D[1], rhotates[1][1]); + C[2] = ROL64(A[2][2] ^ D[2], rhotates[2][2]); + C[3] = ROL64(A[3][3] ^ D[3], rhotates[3][3]); + C[4] = ROL64(A[4][4] ^ D[4], rhotates[4][4]); + + T[0][0] = A[3][0] ^ D[0]; /* borrow T[0][0] */ + T[0][1] = A[0][1] ^ D[1]; + T[0][2] = A[0][2] ^ D[2]; + T[0][3] = A[0][3] ^ D[3]; + T[0][4] = A[0][4] ^ D[4]; + + A[0][0] = C[0] ^ (~C[1] & C[2]) ^ iotas[i]; + A[0][1] = C[1] ^ (~C[2] & C[3]); + A[0][2] = C[2] ^ (~C[3] & C[4]); + A[0][3] = C[3] ^ (~C[4] & C[0]); + A[0][4] = C[4] ^ (~C[0] & C[1]); + + C[0] = ROL64(T[0][3], rhotates[0][3]); + C[1] = ROL64(A[1][4] ^ D[4], rhotates[1][4]); + C[2] = ROL64(A[2][0] ^ D[0], rhotates[2][0]); + C[3] = ROL64(A[3][1] ^ D[1], rhotates[3][1]); + C[4] = ROL64(A[4][2] ^ D[2], rhotates[4][2]); + + T[1][0] = A[1][0] ^ D[0]; + T[1][1] = A[2][1] ^ D[1]; /* borrow T[1][1] */ + T[1][2] = A[1][2] ^ D[2]; + T[1][3] = A[1][3] ^ D[3]; + T[1][4] = A[2][4] ^ D[4]; /* borrow T[1][4] */ + + A[1][0] = C[0] ^ (~C[1] & C[2]); + A[1][1] = C[1] ^ (~C[2] & C[3]); + A[1][2] = C[2] ^ (~C[3] & C[4]); + A[1][3] = C[3] ^ (~C[4] & C[0]); + A[1][4] = C[4] ^ (~C[0] & C[1]); + + C[0] = ROL64(T[0][1], rhotates[0][1]); + C[1] = ROL64(T[1][2], rhotates[1][2]); + C[2] = ROL64(A[2][3] ^ D[3], rhotates[2][3]); + C[3] = ROL64(A[3][4] ^ D[4], rhotates[3][4]); + C[4] = ROL64(A[4][0] ^ D[0], rhotates[4][0]); + + A[2][0] = C[0] ^ (~C[1] & C[2]); + A[2][1] = C[1] ^ (~C[2] & C[3]); + A[2][2] = C[2] ^ (~C[3] & C[4]); + A[2][3] = C[3] ^ (~C[4] & C[0]); + A[2][4] = C[4] ^ (~C[0] & C[1]); + + C[0] = ROL64(T[0][4], rhotates[0][4]); + C[1] = ROL64(T[1][0], rhotates[1][0]); + C[2] = ROL64(T[1][1], rhotates[2][1]); /* originally A[2][1] */ + C[3] = ROL64(A[3][2] ^ D[2], rhotates[3][2]); + C[4] = ROL64(A[4][3] ^ D[3], rhotates[4][3]); + + A[3][0] = C[0] ^ (~C[1] & C[2]); + A[3][1] = C[1] ^ (~C[2] & C[3]); + A[3][2] = C[2] ^ (~C[3] & C[4]); + A[3][3] = C[3] ^ (~C[4] & C[0]); + A[3][4] = C[4] ^ (~C[0] & C[1]); + + C[0] = ROL64(T[0][2], rhotates[0][2]); + C[1] = ROL64(T[1][3], rhotates[1][3]); + C[2] = ROL64(T[1][4], rhotates[2][4]); /* originally A[2][4] */ + C[3] = ROL64(T[0][0], rhotates[3][0]); /* originally A[3][0] */ + C[4] = ROL64(A[4][1] ^ D[1], rhotates[4][1]); + + A[4][0] = C[0] ^ (~C[1] & C[2]); + A[4][1] = C[1] ^ (~C[2] & C[3]); + A[4][2] = C[2] ^ (~C[3] & C[4]); + A[4][3] = C[3] ^ (~C[4] & C[0]); + A[4][4] = C[4] ^ (~C[0] & C[1]); +} + +void KeccakF1600(uint64_t A[5][5]) +{ + size_t i; + + for (i = 0; i < 24; i++) { + Round(A, i); + } +} + +#elif defined(KECCAK_2X) +/* + * This implementation is variant of KECCAK_1X above with outer-most + * round loop unrolled twice. This allows to take temporary storage + * out of round procedure and simplify references to it by alternating + * it with actual data (see round loop below). Just like original, it's + * rather meant as reference for an assembly implementation. It's likely + * to provide best instruction per processed byte ratio at minimal + * round unroll factor... + */ +static void Round(uint64_t R[5][5], uint64_t A[5][5], size_t i) +{ + uint64_t C[5], D[5]; + static const unsigned char rhotates[5][5] = { + { 0, 1, 62, 28, 27 }, + { 36, 44, 6, 55, 20 }, + { 3, 10, 43, 25, 39 }, + { 41, 45, 15, 21, 8 }, + { 18, 2, 61, 56, 14 } + }; + static const uint64_t iotas[] = { + 0x0000000000000001U, 0x0000000000008082U, 0x800000000000808aU, + 0x8000000080008000U, 0x000000000000808bU, 0x0000000080000001U, + 0x8000000080008081U, 0x8000000000008009U, 0x000000000000008aU, + 0x0000000000000088U, 0x0000000080008009U, 0x000000008000000aU, + 0x000000008000808bU, 0x800000000000008bU, 0x8000000000008089U, + 0x8000000000008003U, 0x8000000000008002U, 0x8000000000000080U, + 0x000000000000800aU, 0x800000008000000aU, 0x8000000080008081U, + 0x8000000000008080U, 0x0000000080000001U, 0x8000000080008008U + }; + + assert(i < (sizeof(iotas) / sizeof(iotas[0]))); + + C[0] = A[0][0] ^ A[1][0] ^ A[2][0] ^ A[3][0] ^ A[4][0]; + C[1] = A[0][1] ^ A[1][1] ^ A[2][1] ^ A[3][1] ^ A[4][1]; + C[2] = A[0][2] ^ A[1][2] ^ A[2][2] ^ A[3][2] ^ A[4][2]; + C[3] = A[0][3] ^ A[1][3] ^ A[2][3] ^ A[3][3] ^ A[4][3]; + C[4] = A[0][4] ^ A[1][4] ^ A[2][4] ^ A[3][4] ^ A[4][4]; + + D[0] = ROL64(C[1], 1) ^ C[4]; + D[1] = ROL64(C[2], 1) ^ C[0]; + D[2] = ROL64(C[3], 1) ^ C[1]; + D[3] = ROL64(C[4], 1) ^ C[2]; + D[4] = ROL64(C[0], 1) ^ C[3]; + + C[0] = A[0][0] ^ D[0]; /* rotate by 0 */ + C[1] = ROL64(A[1][1] ^ D[1], rhotates[1][1]); + C[2] = ROL64(A[2][2] ^ D[2], rhotates[2][2]); + C[3] = ROL64(A[3][3] ^ D[3], rhotates[3][3]); + C[4] = ROL64(A[4][4] ^ D[4], rhotates[4][4]); + + R[0][0] = C[0] ^ (~C[1] & C[2]) ^ iotas[i]; + R[0][1] = C[1] ^ (~C[2] & C[3]); + R[0][2] = C[2] ^ (~C[3] & C[4]); + R[0][3] = C[3] ^ (~C[4] & C[0]); + R[0][4] = C[4] ^ (~C[0] & C[1]); + + C[0] = ROL64(A[0][3] ^ D[3], rhotates[0][3]); + C[1] = ROL64(A[1][4] ^ D[4], rhotates[1][4]); + C[2] = ROL64(A[2][0] ^ D[0], rhotates[2][0]); + C[3] = ROL64(A[3][1] ^ D[1], rhotates[3][1]); + C[4] = ROL64(A[4][2] ^ D[2], rhotates[4][2]); + + R[1][0] = C[0] ^ (~C[1] & C[2]); + R[1][1] = C[1] ^ (~C[2] & C[3]); + R[1][2] = C[2] ^ (~C[3] & C[4]); + R[1][3] = C[3] ^ (~C[4] & C[0]); + R[1][4] = C[4] ^ (~C[0] & C[1]); + + C[0] = ROL64(A[0][1] ^ D[1], rhotates[0][1]); + C[1] = ROL64(A[1][2] ^ D[2], rhotates[1][2]); + C[2] = ROL64(A[2][3] ^ D[3], rhotates[2][3]); + C[3] = ROL64(A[3][4] ^ D[4], rhotates[3][4]); + C[4] = ROL64(A[4][0] ^ D[0], rhotates[4][0]); + + R[2][0] = C[0] ^ (~C[1] & C[2]); + R[2][1] = C[1] ^ (~C[2] & C[3]); + R[2][2] = C[2] ^ (~C[3] & C[4]); + R[2][3] = C[3] ^ (~C[4] & C[0]); + R[2][4] = C[4] ^ (~C[0] & C[1]); + + C[0] = ROL64(A[0][4] ^ D[4], rhotates[0][4]); + C[1] = ROL64(A[1][0] ^ D[0], rhotates[1][0]); + C[2] = ROL64(A[2][1] ^ D[1], rhotates[2][1]); + C[3] = ROL64(A[3][2] ^ D[2], rhotates[3][2]); + C[4] = ROL64(A[4][3] ^ D[3], rhotates[4][3]); + + R[3][0] = C[0] ^ (~C[1] & C[2]); + R[3][1] = C[1] ^ (~C[2] & C[3]); + R[3][2] = C[2] ^ (~C[3] & C[4]); + R[3][3] = C[3] ^ (~C[4] & C[0]); + R[3][4] = C[4] ^ (~C[0] & C[1]); + + C[0] = ROL64(A[0][2] ^ D[2], rhotates[0][2]); + C[1] = ROL64(A[1][3] ^ D[3], rhotates[1][3]); + C[2] = ROL64(A[2][4] ^ D[4], rhotates[2][4]); + C[3] = ROL64(A[3][0] ^ D[0], rhotates[3][0]); + C[4] = ROL64(A[4][1] ^ D[1], rhotates[4][1]); + + R[4][0] = C[0] ^ (~C[1] & C[2]); + R[4][1] = C[1] ^ (~C[2] & C[3]); + R[4][2] = C[2] ^ (~C[3] & C[4]); + R[4][3] = C[3] ^ (~C[4] & C[0]); + R[4][4] = C[4] ^ (~C[0] & C[1]); +} + +void KeccakF1600(uint64_t A[5][5]) +{ + uint64_t T[5][5]; + size_t i; + + for (i = 0; i < 24; i += 2) { + Round(T, A, i); + Round(A, T, i + 1); + } +} + +#else +/* + * This implementation is KECCAK_1X from above combined 4 times with + * a twist that allows to omit temporary storage and perform in-place + * processing. It's discussed in section 2.5 of "Keccak implementation + * overview". It's likely to be best suited for processors with large + * register bank... + */ +static void FourRounds(uint64_t A[5][5], size_t i) +{ + uint64_t B[5], C[5], D[5]; + static const unsigned char rhotates[5][5] = { + { 0, 1, 62, 28, 27 }, + { 36, 44, 6, 55, 20 }, + { 3, 10, 43, 25, 39 }, + { 41, 45, 15, 21, 8 }, + { 18, 2, 61, 56, 14 } + }; + static const uint64_t iotas[] = { + 0x0000000000000001U, 0x0000000000008082U, 0x800000000000808aU, + 0x8000000080008000U, 0x000000000000808bU, 0x0000000080000001U, + 0x8000000080008081U, 0x8000000000008009U, 0x000000000000008aU, + 0x0000000000000088U, 0x0000000080008009U, 0x000000008000000aU, + 0x000000008000808bU, 0x800000000000008bU, 0x8000000000008089U, + 0x8000000000008003U, 0x8000000000008002U, 0x8000000000000080U, + 0x000000000000800aU, 0x800000008000000aU, 0x8000000080008081U, + 0x8000000000008080U, 0x0000000080000001U, 0x8000000080008008U + }; + + assert(i <= (sizeof(iotas) / sizeof(iotas[0]) - 4)); + + /* Round 4*n */ + C[0] = A[0][0] ^ A[1][0] ^ A[2][0] ^ A[3][0] ^ A[4][0]; + C[1] = A[0][1] ^ A[1][1] ^ A[2][1] ^ A[3][1] ^ A[4][1]; + C[2] = A[0][2] ^ A[1][2] ^ A[2][2] ^ A[3][2] ^ A[4][2]; + C[3] = A[0][3] ^ A[1][3] ^ A[2][3] ^ A[3][3] ^ A[4][3]; + C[4] = A[0][4] ^ A[1][4] ^ A[2][4] ^ A[3][4] ^ A[4][4]; + + D[0] = ROL64(C[1], 1) ^ C[4]; + D[1] = ROL64(C[2], 1) ^ C[0]; + D[2] = ROL64(C[3], 1) ^ C[1]; + D[3] = ROL64(C[4], 1) ^ C[2]; + D[4] = ROL64(C[0], 1) ^ C[3]; + + B[0] = A[0][0] ^ D[0]; /* rotate by 0 */ + B[1] = ROL64(A[1][1] ^ D[1], rhotates[1][1]); + B[2] = ROL64(A[2][2] ^ D[2], rhotates[2][2]); + B[3] = ROL64(A[3][3] ^ D[3], rhotates[3][3]); + B[4] = ROL64(A[4][4] ^ D[4], rhotates[4][4]); + + C[0] = A[0][0] = B[0] ^ (~B[1] & B[2]) ^ iotas[i]; + C[1] = A[1][1] = B[1] ^ (~B[2] & B[3]); + C[2] = A[2][2] = B[2] ^ (~B[3] & B[4]); + C[3] = A[3][3] = B[3] ^ (~B[4] & B[0]); + C[4] = A[4][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[0][3] ^ D[3], rhotates[0][3]); + B[1] = ROL64(A[1][4] ^ D[4], rhotates[1][4]); + B[2] = ROL64(A[2][0] ^ D[0], rhotates[2][0]); + B[3] = ROL64(A[3][1] ^ D[1], rhotates[3][1]); + B[4] = ROL64(A[4][2] ^ D[2], rhotates[4][2]); + + C[0] ^= A[2][0] = B[0] ^ (~B[1] & B[2]); + C[1] ^= A[3][1] = B[1] ^ (~B[2] & B[3]); + C[2] ^= A[4][2] = B[2] ^ (~B[3] & B[4]); + C[3] ^= A[0][3] = B[3] ^ (~B[4] & B[0]); + C[4] ^= A[1][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[0][1] ^ D[1], rhotates[0][1]); + B[1] = ROL64(A[1][2] ^ D[2], rhotates[1][2]); + B[2] = ROL64(A[2][3] ^ D[3], rhotates[2][3]); + B[3] = ROL64(A[3][4] ^ D[4], rhotates[3][4]); + B[4] = ROL64(A[4][0] ^ D[0], rhotates[4][0]); + + C[0] ^= A[4][0] = B[0] ^ (~B[1] & B[2]); + C[1] ^= A[0][1] = B[1] ^ (~B[2] & B[3]); + C[2] ^= A[1][2] = B[2] ^ (~B[3] & B[4]); + C[3] ^= A[2][3] = B[3] ^ (~B[4] & B[0]); + C[4] ^= A[3][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[0][4] ^ D[4], rhotates[0][4]); + B[1] = ROL64(A[1][0] ^ D[0], rhotates[1][0]); + B[2] = ROL64(A[2][1] ^ D[1], rhotates[2][1]); + B[3] = ROL64(A[3][2] ^ D[2], rhotates[3][2]); + B[4] = ROL64(A[4][3] ^ D[3], rhotates[4][3]); + + C[0] ^= A[1][0] = B[0] ^ (~B[1] & B[2]); + C[1] ^= A[2][1] = B[1] ^ (~B[2] & B[3]); + C[2] ^= A[3][2] = B[2] ^ (~B[3] & B[4]); + C[3] ^= A[4][3] = B[3] ^ (~B[4] & B[0]); + C[4] ^= A[0][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[0][2] ^ D[2], rhotates[0][2]); + B[1] = ROL64(A[1][3] ^ D[3], rhotates[1][3]); + B[2] = ROL64(A[2][4] ^ D[4], rhotates[2][4]); + B[3] = ROL64(A[3][0] ^ D[0], rhotates[3][0]); + B[4] = ROL64(A[4][1] ^ D[1], rhotates[4][1]); + + C[0] ^= A[3][0] = B[0] ^ (~B[1] & B[2]); + C[1] ^= A[4][1] = B[1] ^ (~B[2] & B[3]); + C[2] ^= A[0][2] = B[2] ^ (~B[3] & B[4]); + C[3] ^= A[1][3] = B[3] ^ (~B[4] & B[0]); + C[4] ^= A[2][4] = B[4] ^ (~B[0] & B[1]); + + /* Round 4*n+1 */ + D[0] = ROL64(C[1], 1) ^ C[4]; + D[1] = ROL64(C[2], 1) ^ C[0]; + D[2] = ROL64(C[3], 1) ^ C[1]; + D[3] = ROL64(C[4], 1) ^ C[2]; + D[4] = ROL64(C[0], 1) ^ C[3]; + + B[0] = A[0][0] ^ D[0]; /* rotate by 0 */ + B[1] = ROL64(A[3][1] ^ D[1], rhotates[1][1]); + B[2] = ROL64(A[1][2] ^ D[2], rhotates[2][2]); + B[3] = ROL64(A[4][3] ^ D[3], rhotates[3][3]); + B[4] = ROL64(A[2][4] ^ D[4], rhotates[4][4]); + + C[0] = A[0][0] = B[0] ^ (~B[1] & B[2]) ^ iotas[i + 1]; + C[1] = A[3][1] = B[1] ^ (~B[2] & B[3]); + C[2] = A[1][2] = B[2] ^ (~B[3] & B[4]); + C[3] = A[4][3] = B[3] ^ (~B[4] & B[0]); + C[4] = A[2][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[3][3] ^ D[3], rhotates[0][3]); + B[1] = ROL64(A[1][4] ^ D[4], rhotates[1][4]); + B[2] = ROL64(A[4][0] ^ D[0], rhotates[2][0]); + B[3] = ROL64(A[2][1] ^ D[1], rhotates[3][1]); + B[4] = ROL64(A[0][2] ^ D[2], rhotates[4][2]); + + C[0] ^= A[4][0] = B[0] ^ (~B[1] & B[2]); + C[1] ^= A[2][1] = B[1] ^ (~B[2] & B[3]); + C[2] ^= A[0][2] = B[2] ^ (~B[3] & B[4]); + C[3] ^= A[3][3] = B[3] ^ (~B[4] & B[0]); + C[4] ^= A[1][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[1][1] ^ D[1], rhotates[0][1]); + B[1] = ROL64(A[4][2] ^ D[2], rhotates[1][2]); + B[2] = ROL64(A[2][3] ^ D[3], rhotates[2][3]); + B[3] = ROL64(A[0][4] ^ D[4], rhotates[3][4]); + B[4] = ROL64(A[3][0] ^ D[0], rhotates[4][0]); + + C[0] ^= A[3][0] = B[0] ^ (~B[1] & B[2]); + C[1] ^= A[1][1] = B[1] ^ (~B[2] & B[3]); + C[2] ^= A[4][2] = B[2] ^ (~B[3] & B[4]); + C[3] ^= A[2][3] = B[3] ^ (~B[4] & B[0]); + C[4] ^= A[0][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[4][4] ^ D[4], rhotates[0][4]); + B[1] = ROL64(A[2][0] ^ D[0], rhotates[1][0]); + B[2] = ROL64(A[0][1] ^ D[1], rhotates[2][1]); + B[3] = ROL64(A[3][2] ^ D[2], rhotates[3][2]); + B[4] = ROL64(A[1][3] ^ D[3], rhotates[4][3]); + + C[0] ^= A[2][0] = B[0] ^ (~B[1] & B[2]); + C[1] ^= A[0][1] = B[1] ^ (~B[2] & B[3]); + C[2] ^= A[3][2] = B[2] ^ (~B[3] & B[4]); + C[3] ^= A[1][3] = B[3] ^ (~B[4] & B[0]); + C[4] ^= A[4][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[2][2] ^ D[2], rhotates[0][2]); + B[1] = ROL64(A[0][3] ^ D[3], rhotates[1][3]); + B[2] = ROL64(A[3][4] ^ D[4], rhotates[2][4]); + B[3] = ROL64(A[1][0] ^ D[0], rhotates[3][0]); + B[4] = ROL64(A[4][1] ^ D[1], rhotates[4][1]); + + C[0] ^= A[1][0] = B[0] ^ (~B[1] & B[2]); + C[1] ^= A[4][1] = B[1] ^ (~B[2] & B[3]); + C[2] ^= A[2][2] = B[2] ^ (~B[3] & B[4]); + C[3] ^= A[0][3] = B[3] ^ (~B[4] & B[0]); + C[4] ^= A[3][4] = B[4] ^ (~B[0] & B[1]); + + /* Round 4*n+2 */ + D[0] = ROL64(C[1], 1) ^ C[4]; + D[1] = ROL64(C[2], 1) ^ C[0]; + D[2] = ROL64(C[3], 1) ^ C[1]; + D[3] = ROL64(C[4], 1) ^ C[2]; + D[4] = ROL64(C[0], 1) ^ C[3]; + + B[0] = A[0][0] ^ D[0]; /* rotate by 0 */ + B[1] = ROL64(A[2][1] ^ D[1], rhotates[1][1]); + B[2] = ROL64(A[4][2] ^ D[2], rhotates[2][2]); + B[3] = ROL64(A[1][3] ^ D[3], rhotates[3][3]); + B[4] = ROL64(A[3][4] ^ D[4], rhotates[4][4]); + + C[0] = A[0][0] = B[0] ^ (~B[1] & B[2]) ^ iotas[i + 2]; + C[1] = A[2][1] = B[1] ^ (~B[2] & B[3]); + C[2] = A[4][2] = B[2] ^ (~B[3] & B[4]); + C[3] = A[1][3] = B[3] ^ (~B[4] & B[0]); + C[4] = A[3][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[4][3] ^ D[3], rhotates[0][3]); + B[1] = ROL64(A[1][4] ^ D[4], rhotates[1][4]); + B[2] = ROL64(A[3][0] ^ D[0], rhotates[2][0]); + B[3] = ROL64(A[0][1] ^ D[1], rhotates[3][1]); + B[4] = ROL64(A[2][2] ^ D[2], rhotates[4][2]); + + C[0] ^= A[3][0] = B[0] ^ (~B[1] & B[2]); + C[1] ^= A[0][1] = B[1] ^ (~B[2] & B[3]); + C[2] ^= A[2][2] = B[2] ^ (~B[3] & B[4]); + C[3] ^= A[4][3] = B[3] ^ (~B[4] & B[0]); + C[4] ^= A[1][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[3][1] ^ D[1], rhotates[0][1]); + B[1] = ROL64(A[0][2] ^ D[2], rhotates[1][2]); + B[2] = ROL64(A[2][3] ^ D[3], rhotates[2][3]); + B[3] = ROL64(A[4][4] ^ D[4], rhotates[3][4]); + B[4] = ROL64(A[1][0] ^ D[0], rhotates[4][0]); + + C[0] ^= A[1][0] = B[0] ^ (~B[1] & B[2]); + C[1] ^= A[3][1] = B[1] ^ (~B[2] & B[3]); + C[2] ^= A[0][2] = B[2] ^ (~B[3] & B[4]); + C[3] ^= A[2][3] = B[3] ^ (~B[4] & B[0]); + C[4] ^= A[4][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[2][4] ^ D[4], rhotates[0][4]); + B[1] = ROL64(A[4][0] ^ D[0], rhotates[1][0]); + B[2] = ROL64(A[1][1] ^ D[1], rhotates[2][1]); + B[3] = ROL64(A[3][2] ^ D[2], rhotates[3][2]); + B[4] = ROL64(A[0][3] ^ D[3], rhotates[4][3]); + + C[0] ^= A[4][0] = B[0] ^ (~B[1] & B[2]); + C[1] ^= A[1][1] = B[1] ^ (~B[2] & B[3]); + C[2] ^= A[3][2] = B[2] ^ (~B[3] & B[4]); + C[3] ^= A[0][3] = B[3] ^ (~B[4] & B[0]); + C[4] ^= A[2][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[1][2] ^ D[2], rhotates[0][2]); + B[1] = ROL64(A[3][3] ^ D[3], rhotates[1][3]); + B[2] = ROL64(A[0][4] ^ D[4], rhotates[2][4]); + B[3] = ROL64(A[2][0] ^ D[0], rhotates[3][0]); + B[4] = ROL64(A[4][1] ^ D[1], rhotates[4][1]); + + C[0] ^= A[2][0] = B[0] ^ (~B[1] & B[2]); + C[1] ^= A[4][1] = B[1] ^ (~B[2] & B[3]); + C[2] ^= A[1][2] = B[2] ^ (~B[3] & B[4]); + C[3] ^= A[3][3] = B[3] ^ (~B[4] & B[0]); + C[4] ^= A[0][4] = B[4] ^ (~B[0] & B[1]); + + /* Round 4*n+3 */ + D[0] = ROL64(C[1], 1) ^ C[4]; + D[1] = ROL64(C[2], 1) ^ C[0]; + D[2] = ROL64(C[3], 1) ^ C[1]; + D[3] = ROL64(C[4], 1) ^ C[2]; + D[4] = ROL64(C[0], 1) ^ C[3]; + + B[0] = A[0][0] ^ D[0]; /* rotate by 0 */ + B[1] = ROL64(A[0][1] ^ D[1], rhotates[1][1]); + B[2] = ROL64(A[0][2] ^ D[2], rhotates[2][2]); + B[3] = ROL64(A[0][3] ^ D[3], rhotates[3][3]); + B[4] = ROL64(A[0][4] ^ D[4], rhotates[4][4]); + + /* C[0] = */ A[0][0] = B[0] ^ (~B[1] & B[2]) ^ iotas[i + 3]; + /* C[1] = */ A[0][1] = B[1] ^ (~B[2] & B[3]); + /* C[2] = */ A[0][2] = B[2] ^ (~B[3] & B[4]); + /* C[3] = */ A[0][3] = B[3] ^ (~B[4] & B[0]); + /* C[4] = */ A[0][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[1][3] ^ D[3], rhotates[0][3]); + B[1] = ROL64(A[1][4] ^ D[4], rhotates[1][4]); + B[2] = ROL64(A[1][0] ^ D[0], rhotates[2][0]); + B[3] = ROL64(A[1][1] ^ D[1], rhotates[3][1]); + B[4] = ROL64(A[1][2] ^ D[2], rhotates[4][2]); + + /* C[0] ^= */ A[1][0] = B[0] ^ (~B[1] & B[2]); + /* C[1] ^= */ A[1][1] = B[1] ^ (~B[2] & B[3]); + /* C[2] ^= */ A[1][2] = B[2] ^ (~B[3] & B[4]); + /* C[3] ^= */ A[1][3] = B[3] ^ (~B[4] & B[0]); + /* C[4] ^= */ A[1][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[2][1] ^ D[1], rhotates[0][1]); + B[1] = ROL64(A[2][2] ^ D[2], rhotates[1][2]); + B[2] = ROL64(A[2][3] ^ D[3], rhotates[2][3]); + B[3] = ROL64(A[2][4] ^ D[4], rhotates[3][4]); + B[4] = ROL64(A[2][0] ^ D[0], rhotates[4][0]); + + /* C[0] ^= */ A[2][0] = B[0] ^ (~B[1] & B[2]); + /* C[1] ^= */ A[2][1] = B[1] ^ (~B[2] & B[3]); + /* C[2] ^= */ A[2][2] = B[2] ^ (~B[3] & B[4]); + /* C[3] ^= */ A[2][3] = B[3] ^ (~B[4] & B[0]); + /* C[4] ^= */ A[2][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[3][4] ^ D[4], rhotates[0][4]); + B[1] = ROL64(A[3][0] ^ D[0], rhotates[1][0]); + B[2] = ROL64(A[3][1] ^ D[1], rhotates[2][1]); + B[3] = ROL64(A[3][2] ^ D[2], rhotates[3][2]); + B[4] = ROL64(A[3][3] ^ D[3], rhotates[4][3]); + + /* C[0] ^= */ A[3][0] = B[0] ^ (~B[1] & B[2]); + /* C[1] ^= */ A[3][1] = B[1] ^ (~B[2] & B[3]); + /* C[2] ^= */ A[3][2] = B[2] ^ (~B[3] & B[4]); + /* C[3] ^= */ A[3][3] = B[3] ^ (~B[4] & B[0]); + /* C[4] ^= */ A[3][4] = B[4] ^ (~B[0] & B[1]); + + B[0] = ROL64(A[4][2] ^ D[2], rhotates[0][2]); + B[1] = ROL64(A[4][3] ^ D[3], rhotates[1][3]); + B[2] = ROL64(A[4][4] ^ D[4], rhotates[2][4]); + B[3] = ROL64(A[4][0] ^ D[0], rhotates[3][0]); + B[4] = ROL64(A[4][1] ^ D[1], rhotates[4][1]); + + /* C[0] ^= */ A[4][0] = B[0] ^ (~B[1] & B[2]); + /* C[1] ^= */ A[4][1] = B[1] ^ (~B[2] & B[3]); + /* C[2] ^= */ A[4][2] = B[2] ^ (~B[3] & B[4]); + /* C[3] ^= */ A[4][3] = B[3] ^ (~B[4] & B[0]); + /* C[4] ^= */ A[4][4] = B[4] ^ (~B[0] & B[1]); +} + +void KeccakF1600(uint64_t A[5][5]) +{ + size_t i; + + for (i = 0; i < 24; i += 4) { + FourRounds(A, i); + } +} + +#endif + /* * SHA3_absorb can be called multiple times, but at each invocation * largest multiple of |r| out of |len| bytes are processed. Then -- 2.25.1