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Aaru/Aaru.Checksums/Fletcher32/ssse3.cs

188 lines
7.6 KiB
C#

// /***************************************************************************
// Aaru Data Preservation Suite
// ----------------------------------------------------------------------------
//
// Filename : ssse3.cs
// Author(s) : Natalia Portillo <claunia@claunia.com>
// The Chromium Authors
//
// Component : Checksums.
//
// --[ Description ] ----------------------------------------------------------
//
// Compute Fletcher32 checksum using SSSE3 vectorization.
//
// --[ License ] --------------------------------------------------------------
//
// 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.
// * Neither the name of Google Inc. nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// ----------------------------------------------------------------------------
// Copyright © 2011-2025 Natalia Portillo
// Copyright 2017 The Chromium Authors. All rights reserved.
// ****************************************************************************/
using System;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
namespace Aaru.Checksums.Fletcher32;
static class Ssse3
{
internal static void Step(ref ushort sum1, ref ushort sum2, byte[] buf, uint len)
{
uint s1 = sum1;
uint s2 = sum2;
var bufPos = 0;
/*
* Process the data in blocks.
*/
const uint block_Size = 1 << 5;
uint blocks = len / block_Size;
len -= blocks * block_Size;
while(blocks != 0)
{
uint n = Fletcher32Context.Nmax / block_Size; /* The NMAX constraint. */
if(n > blocks) n = blocks;
blocks -= n;
Vector128<byte> tap1 = Vector128.Create(32, 31, 30, 29, 28, 27, 26, 25, 24, 23, 22, 21, 20, 19, 18, 17)
.AsByte();
Vector128<byte> tap2 = Vector128.Create(16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1).AsByte();
Vector128<byte> zero = Vector128.Create(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0).AsByte();
var ones = Vector128.Create(1, 1, 1, 1, 1, 1, 1, 1);
/*
* Process n blocks of data. At most NMAX data bytes can be
* processed before s2 must be reduced modulo BASE.
*/
var v_Ps = Vector128.Create(s1 * n, 0, 0, 0);
var v_S2 = Vector128.Create(s2, 0, 0, 0);
var v_S1 = Vector128.Create(0u, 0, 0, 0);
do
{
/*
* Load 32 input bytes.
*/
var bytes1 = Vector128.Create(BitConverter.ToUInt32(buf, bufPos),
BitConverter.ToUInt32(buf, bufPos + 4),
BitConverter.ToUInt32(buf, bufPos + 8),
BitConverter.ToUInt32(buf, bufPos + 12));
bufPos += 16;
var bytes2 = Vector128.Create(BitConverter.ToUInt32(buf, bufPos),
BitConverter.ToUInt32(buf, bufPos + 4),
BitConverter.ToUInt32(buf, bufPos + 8),
BitConverter.ToUInt32(buf, bufPos + 12));
bufPos += 16;
/*
* Add previous block byte sum to v_ps.
*/
v_Ps = Sse2.Add(v_Ps, v_S1);
/*
* Horizontally add the bytes for s1, multiply-adds the
* bytes by [ 32, 31, 30, ... ] for s2.
*/
v_S1 = Sse2.Add(v_S1, Sse2.SumAbsoluteDifferences(bytes1.AsByte(), zero).AsUInt32());
Vector128<short> mad1 =
System.Runtime.Intrinsics.X86.Ssse3.MultiplyAddAdjacent(bytes1.AsByte(), tap1.AsSByte());
v_S2 = Sse2.Add(v_S2, Sse2.MultiplyAddAdjacent(mad1.AsInt16(), ones.AsInt16()).AsUInt32());
v_S1 = Sse2.Add(v_S1, Sse2.SumAbsoluteDifferences(bytes2.AsByte(), zero).AsUInt32());
Vector128<short> mad2 =
System.Runtime.Intrinsics.X86.Ssse3.MultiplyAddAdjacent(bytes2.AsByte(), tap2.AsSByte());
v_S2 = Sse2.Add(v_S2, Sse2.MultiplyAddAdjacent(mad2.AsInt16(), ones.AsInt16()).AsUInt32());
} while(--n != 0);
v_S2 = Sse2.Add(v_S2, Sse2.ShiftLeftLogical(v_Ps, 5));
/*
* Sum epi32 ints v_s1(s2) and accumulate in s1(s2).
*/
v_S1 = Sse2.Add(v_S1, Sse2.Shuffle(v_S1, 177));
v_S1 = Sse2.Add(v_S1, Sse2.Shuffle(v_S1, 78));
s1 += (uint)Sse2.ConvertToInt32(v_S1.AsInt32());
v_S2 = Sse2.Add(v_S2, Sse2.Shuffle(v_S2, 177));
v_S2 = Sse2.Add(v_S2, Sse2.Shuffle(v_S2, 78));
s2 = (uint)Sse2.ConvertToInt32(v_S2.AsInt32());
/*
* Reduce.
*/
s1 %= Fletcher32Context.FletcherModule;
s2 %= Fletcher32Context.FletcherModule;
}
/*
* Handle leftover data.
*/
if(len != 0)
{
if(len >= 16)
{
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
s2 += s1 += buf[bufPos++];
len -= 16;
}
while(len-- != 0) s2 += s1 += buf[bufPos++];
if(s1 >= Fletcher32Context.FletcherModule) s1 -= Fletcher32Context.FletcherModule;
s2 %= Fletcher32Context.FletcherModule;
}
/*
* Return the recombined sums.
*/
sum1 = (ushort)(s1 & 0xFFFF);
sum2 = (ushort)(s2 & 0xFFFF);
}
}