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kernel/linux-imx6_3.14.28/arch/x86/crypto/sha512-avx2-asm.S 23.8 KB
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  ########################################################################
  # Implement fast SHA-512 with AVX2 instructions. (x86_64)
  #
  # Copyright (C) 2013 Intel Corporation.
  #
  # Authors:
  #     James Guilford <james.guilford@intel.com>
  #     Kirk Yap <kirk.s.yap@intel.com>
  #     David Cote <david.m.cote@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-512 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 1 blocks at a time, with 4 lanes per block
  ########################################################################
  
  #ifdef CONFIG_AS_AVX2
  #include <linux/linkage.h>
  
  .text
  
  # Virtual Registers
  Y_0 = %ymm4
  Y_1 = %ymm5
  Y_2 = %ymm6
  Y_3 = %ymm7
  
  YTMP0 = %ymm0
  YTMP1 = %ymm1
  YTMP2 = %ymm2
  YTMP3 = %ymm3
  YTMP4 = %ymm8
  XFER  = YTMP0
  
  BYTE_FLIP_MASK  = %ymm9
  
  # 1st arg
  INP         = %rdi
  # 2nd arg
  CTX         = %rsi
  # 3rd arg
  NUM_BLKS    = %rdx
  
  c           = %rcx
  d           = %r8
  e           = %rdx
  y3          = %rdi
  
  TBL   = %rbp
  
  a     = %rax
  b     = %rbx
  
  f     = %r9
  g     = %r10
  h     = %r11
  old_h = %r11
  
  T1    = %r12
  y0    = %r13
  y1    = %r14
  y2    = %r15
  
  y4    = %r12
  
  # Local variables (stack frame)
  XFER_SIZE = 4*8
  SRND_SIZE = 1*8
  INP_SIZE = 1*8
  INPEND_SIZE = 1*8
  RSPSAVE_SIZE = 1*8
  GPRSAVE_SIZE = 6*8
  
  frame_XFER = 0
  frame_SRND = frame_XFER + XFER_SIZE
  frame_INP = frame_SRND + SRND_SIZE
  frame_INPEND = frame_INP + INP_SIZE
  frame_RSPSAVE = frame_INPEND + INPEND_SIZE
  frame_GPRSAVE = frame_RSPSAVE + RSPSAVE_SIZE
  frame_size = frame_GPRSAVE + GPRSAVE_SIZE
  
  ## assume buffers not aligned
  #define	VMOVDQ vmovdqu
  
  # addm [mem], reg
  # Add reg to mem using reg-mem add and store
  .macro addm p1 p2
  	add	\p1, \p2
  	mov	\p2, \p1
  .endm
  
  
  # COPY_YMM_AND_BSWAP ymm, [mem], byte_flip_mask
  # Load ymm with mem and byte swap each dword
  .macro COPY_YMM_AND_BSWAP p1 p2 p3
  	VMOVDQ \p2, \p1
  	vpshufb \p3, \p1, \p1
  .endm
  # rotate_Ys
  # Rotate values of symbols Y0...Y3
  .macro rotate_Ys
  	Y_ = Y_0
  	Y_0 = Y_1
  	Y_1 = Y_2
  	Y_2 = Y_3
  	Y_3 = Y_
  .endm
  
  # RotateState
  .macro RotateState
  	# Rotate symbols a..h right
  	old_h  = h
  	TMP_   = h
  	h      = g
  	g      = f
  	f      = e
  	e      = d
  	d      = c
  	c      = b
  	b      = a
  	a      = TMP_
  .endm
  
  # macro MY_VPALIGNR	YDST, YSRC1, YSRC2, RVAL
  # YDST = {YSRC1, YSRC2} >> RVAL*8
  .macro MY_VPALIGNR YDST YSRC1 YSRC2 RVAL
  	vperm2f128      $0x3, \YSRC2, \YSRC1, \YDST     # YDST = {YS1_LO, YS2_HI}
  	vpalignr        $\RVAL, \YSRC2, \YDST, \YDST    # YDST = {YDS1, YS2} >> RVAL*8
  .endm
  
  .macro FOUR_ROUNDS_AND_SCHED
  ################################### RND N + 0 #########################################
  
  	# Extract w[t-7]
  	MY_VPALIGNR	YTMP0, Y_3, Y_2, 8		# YTMP0 = W[-7]
  	# Calculate w[t-16] + w[t-7]
  	vpaddq		Y_0, YTMP0, YTMP0		# YTMP0 = W[-7] + W[-16]
  	# Extract w[t-15]
  	MY_VPALIGNR	YTMP1, Y_1, Y_0, 8		# YTMP1 = W[-15]
  
  	# Calculate sigma0
  
  	# Calculate w[t-15] ror 1
  	vpsrlq		$1, YTMP1, YTMP2
  	vpsllq		$(64-1), YTMP1, YTMP3
  	vpor		YTMP2, YTMP3, YTMP3		# YTMP3 = W[-15] ror 1
  	# Calculate w[t-15] shr 7
  	vpsrlq		$7, YTMP1, YTMP4		# YTMP4 = W[-15] >> 7
  
  	mov	a, y3		# y3 = a                                # MAJA
  	rorx	$41, e, y0	# y0 = e >> 41				# S1A
  	rorx	$18, e, y1	# y1 = e >> 18				# S1B
  	add	frame_XFER(%rsp),h		# h = k + w + h         # --
  	or	c, y3		# y3 = a|c                              # MAJA
  	mov	f, y2		# y2 = f                                # CH
  	rorx	$34, a, T1	# T1 = a >> 34				# S0B
  
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18)		# S1
  	xor	g, y2		# y2 = f^g                              # CH
  	rorx	$14, e, y1	# y1 = (e >> 14)			# S1
  
  	and	e, y2		# y2 = (f^g)&e                          # CH
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18) ^ (e>>14)	# S1
  	rorx	$39, a, y1	# y1 = a >> 39				# S0A
  	add	h, d		# d = k + w + h + d                     # --
  
  	and	b, y3		# y3 = (a|c)&b                          # MAJA
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34)		# S0
  	rorx	$28, a, T1	# T1 = (a >> 28)			# S0
  
  	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34) ^ (a>>28)	# S0
  	mov	a, T1		# T1 = a                                # MAJB
  	and	c, T1		# T1 = a&c                              # MAJB
  
  	add	y0, y2		# y2 = S1 + CH                          # --
  	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                     # --
  
  	RotateState
  
  ################################### RND N + 1 #########################################
  
  	# Calculate w[t-15] ror 8
  	vpsrlq		$8, YTMP1, YTMP2
  	vpsllq		$(64-8), YTMP1, YTMP1
  	vpor		YTMP2, YTMP1, YTMP1		# YTMP1 = W[-15] ror 8
  	# XOR the three components
  	vpxor		YTMP4, YTMP3, YTMP3		# YTMP3 = W[-15] ror 1 ^ W[-15] >> 7
  	vpxor		YTMP1, YTMP3, YTMP1		# YTMP1 = s0
  
  
  	# Add three components, w[t-16], w[t-7] and sigma0
  	vpaddq		YTMP1, YTMP0, YTMP0		# YTMP0 = W[-16] + W[-7] + s0
  	# Move to appropriate lanes for calculating w[16] and w[17]
  	vperm2f128	$0x0, YTMP0, YTMP0, Y_0		# Y_0 = W[-16] + W[-7] + s0 {BABA}
  	# Move to appropriate lanes for calculating w[18] and w[19]
  	vpand		MASK_YMM_LO(%rip), YTMP0, YTMP0	# YTMP0 = W[-16] + W[-7] + s0 {DC00}
  
  	# Calculate w[16] and w[17] in both 128 bit lanes
  
  	# Calculate sigma1 for w[16] and w[17] on both 128 bit lanes
  	vperm2f128	$0x11, Y_3, Y_3, YTMP2		# YTMP2 = W[-2] {BABA}
  	vpsrlq		$6, YTMP2, YTMP4		# YTMP4 = W[-2] >> 6 {BABA}
  
  
  	mov	a, y3		# y3 = a                                # MAJA
  	rorx	$41, e, y0	# y0 = e >> 41				# S1A
  	rorx	$18, e, y1	# y1 = e >> 18				# S1B
  	add	1*8+frame_XFER(%rsp), h		# h = k + w + h         # --
  	or	c, y3		# y3 = a|c                              # MAJA
  
  
  	mov	f, y2		# y2 = f                                # CH
  	rorx	$34, a, T1	# T1 = a >> 34				# S0B
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18)		# S1
  	xor	g, y2		# y2 = f^g                              # CH
  
  
  	rorx	$14, e, y1	# y1 = (e >> 14)			# S1
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18) ^ (e>>14)	# S1
  	rorx	$39, a, y1	# y1 = a >> 39				# S0A
  	and	e, y2		# y2 = (f^g)&e                          # CH
  	add	h, d		# d = k + w + h + d                     # --
  
  	and	b, y3		# y3 = (a|c)&b                          # MAJA
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34)		# S0
  
  	rorx	$28, a, T1	# T1 = (a >> 28)			# S0
  	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34) ^ (a>>28)	# S0
  	mov	a, T1		# T1 = a                                # MAJB
  	and	c, T1		# T1 = a&c                              # MAJB
  	add	y0, y2		# y2 = S1 + CH                          # --
  
  	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                     # --
  
  	RotateState
  
  
  ################################### RND N + 2 #########################################
  
  	vpsrlq		$19, YTMP2, YTMP3		# YTMP3 = W[-2] >> 19 {BABA}
  	vpsllq		$(64-19), YTMP2, YTMP1		# YTMP1 = W[-2] << 19 {BABA}
  	vpor		YTMP1, YTMP3, YTMP3		# YTMP3 = W[-2] ror 19 {BABA}
  	vpxor		YTMP3, YTMP4, YTMP4		# YTMP4 = W[-2] ror 19 ^ W[-2] >> 6 {BABA}
  	vpsrlq		$61, YTMP2, YTMP3		# YTMP3 = W[-2] >> 61 {BABA}
  	vpsllq		$(64-61), YTMP2, YTMP1		# YTMP1 = W[-2] << 61 {BABA}
  	vpor		YTMP1, YTMP3, YTMP3		# YTMP3 = W[-2] ror 61 {BABA}
  	vpxor		YTMP3, YTMP4, YTMP4		# YTMP4 = s1 = (W[-2] ror 19) ^
  							#  (W[-2] ror 61) ^ (W[-2] >> 6) {BABA}
  
  	# Add sigma1 to the other compunents to get w[16] and w[17]
  	vpaddq		YTMP4, Y_0, Y_0			# Y_0 = {W[1], W[0], W[1], W[0]}
  
  	# Calculate sigma1 for w[18] and w[19] for upper 128 bit lane
  	vpsrlq		$6, Y_0, YTMP4			# YTMP4 = W[-2] >> 6 {DC--}
  
  	mov	a, y3		# y3 = a                                # MAJA
  	rorx	$41, e, y0	# y0 = e >> 41				# S1A
  	add	2*8+frame_XFER(%rsp), h		# h = k + w + h         # --
  
  	rorx	$18, e, y1	# y1 = e >> 18				# S1B
  	or	c, y3		# y3 = a|c                              # MAJA
  	mov	f, y2		# y2 = f                                # CH
  	xor	g, y2		# y2 = f^g                              # CH
  
  	rorx	$34, a, T1	# T1 = a >> 34				# S0B
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18)		# S1
  	and	e, y2		# y2 = (f^g)&e                          # CH
  
  	rorx	$14, e, y1	# y1 = (e >> 14)			# S1
  	add	h, d		# d = k + w + h + d                     # --
  	and	b, y3		# y3 = (a|c)&b                          # MAJA
  
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18) ^ (e>>14)	# S1
  	rorx	$39, a, y1	# y1 = a >> 39				# S0A
  	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34)		# S0
  	rorx	$28, a, T1	# T1 = (a >> 28)			# S0
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34) ^ (a>>28)	# S0
  	mov	a, T1		# T1 = a                                # MAJB
  	and	c, T1		# T1 = a&c                              # MAJB
  	add	y0, y2		# y2 = S1 + CH                          # --
  
  	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                     # --
  
  	RotateState
  
  ################################### RND N + 3 #########################################
  
  	vpsrlq		$19, Y_0, YTMP3			# YTMP3 = W[-2] >> 19 {DC--}
  	vpsllq		$(64-19), Y_0, YTMP1		# YTMP1 = W[-2] << 19 {DC--}
  	vpor		YTMP1, YTMP3, YTMP3		# YTMP3 = W[-2] ror 19 {DC--}
  	vpxor		YTMP3, YTMP4, YTMP4		# YTMP4 = W[-2] ror 19 ^ W[-2] >> 6 {DC--}
  	vpsrlq		$61, Y_0, YTMP3			# YTMP3 = W[-2] >> 61 {DC--}
  	vpsllq		$(64-61), Y_0, YTMP1		# YTMP1 = W[-2] << 61 {DC--}
  	vpor		YTMP1, YTMP3, YTMP3		# YTMP3 = W[-2] ror 61 {DC--}
  	vpxor		YTMP3, YTMP4, YTMP4		# YTMP4 = s1 = (W[-2] ror 19) ^
  							#  (W[-2] ror 61) ^ (W[-2] >> 6) {DC--}
  
  	# Add the sigma0 + w[t-7] + w[t-16] for w[18] and w[19]
  	# to newly calculated sigma1 to get w[18] and w[19]
  	vpaddq		YTMP4, YTMP0, YTMP2		# YTMP2 = {W[3], W[2], --, --}
  
  	# Form w[19, w[18], w17], w[16]
  	vpblendd		$0xF0, YTMP2, Y_0, Y_0		# Y_0 = {W[3], W[2], W[1], W[0]}
  
  	mov	a, y3		# y3 = a                                # MAJA
  	rorx	$41, e, y0	# y0 = e >> 41				# S1A
  	rorx	$18, e, y1	# y1 = e >> 18				# S1B
  	add	3*8+frame_XFER(%rsp), h		# h = k + w + h         # --
  	or	c, y3		# y3 = a|c                              # MAJA
  
  
  	mov	f, y2		# y2 = f                                # CH
  	rorx	$34, a, T1	# T1 = a >> 34				# S0B
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18)		# S1
  	xor	g, y2		# y2 = f^g                              # CH
  
  
  	rorx	$14, e, y1	# y1 = (e >> 14)			# 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
  
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18) ^ (e>>14)	# S1
  	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH
  
  	rorx	$39, a, y1	# y1 = a >> 39				# S0A
  	add	y0, y2		# y2 = S1 + CH                          # --
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34)		# S0
  	add	y2, d		# d = k + w + h + d + S1 + CH = d + t1  # --
  
  	rorx	$28, a, T1	# T1 = (a >> 28)			# S0
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34) ^ (a>>28)	# 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                     # --
  
  	RotateState
  
  	rotate_Ys
  .endm
  
  .macro DO_4ROUNDS
  
  ################################### RND N + 0 #########################################
  
  	mov	f, y2		# y2 = f                                # CH
  	rorx	$41, e, y0	# y0 = e >> 41				# S1A
  	rorx	$18, e, y1	# y1 = e >> 18				# S1B
  	xor	g, y2		# y2 = f^g                              # CH
  
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18)		# S1
  	rorx	$14, e, y1	# y1 = (e >> 14)			# S1
  	and	e, y2		# y2 = (f^g)&e                          # CH
  
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18) ^ (e>>14)	# S1
  	rorx	$34, a, T1	# T1 = a >> 34				# S0B
  	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH
  	rorx	$39, a, y1	# y1 = a >> 39				# S0A
  	mov	a, y3		# y3 = a                                # MAJA
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34)		# S0
  	rorx	$28, a, T1	# T1 = (a >> 28)			# S0
  	add	frame_XFER(%rsp), h		# h = k + w + h         # --
  	or	c, y3		# y3 = a|c                              # MAJA
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34) ^ (a>>28)	# 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  # --
  
  	RotateState
  
  ################################### RND N + 1 #########################################
  
  	add	y2, old_h	# h = k + w + h + S0 + S1 + CH = t1 + S0# --
  	mov	f, y2		# y2 = f                                # CH
  	rorx	$41, e, y0	# y0 = e >> 41				# S1A
  	rorx	$18, e, y1	# y1 = e >> 18				# S1B
  	xor	g, y2		# y2 = f^g                              # CH
  
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18)		# S1
  	rorx	$14, e, y1	# y1 = (e >> 14)			# S1
  	and	e, y2		# y2 = (f^g)&e                          # CH
  	add	y3, old_h	# h = t1 + S0 + MAJ                     # --
  
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18) ^ (e>>14)	# S1
  	rorx	$34, a, T1	# T1 = a >> 34				# S0B
  	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH
  	rorx	$39, a, y1	# y1 = a >> 39				# S0A
  	mov	a, y3		# y3 = a                                # MAJA
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34)		# S0
  	rorx	$28, a, T1	# T1 = (a >> 28)			# S0
  	add	8*1+frame_XFER(%rsp), h		# h = k + w + h         # --
  	or	c, y3		# y3 = a|c                              # MAJA
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34) ^ (a>>28)	# 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  # --
  
  	RotateState
  
  ################################### RND N + 2 #########################################
  
  	add	y2, old_h	# h = k + w + h + S0 + S1 + CH = t1 + S0# --
  	mov	f, y2		# y2 = f                                # CH
  	rorx	$41, e, y0	# y0 = e >> 41				# S1A
  	rorx	$18, e, y1	# y1 = e >> 18				# S1B
  	xor	g, y2		# y2 = f^g                              # CH
  
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18)		# S1
  	rorx	$14, e, y1	# y1 = (e >> 14)			# S1
  	and	e, y2		# y2 = (f^g)&e                          # CH
  	add	y3, old_h	# h = t1 + S0 + MAJ                     # --
  
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18) ^ (e>>14)	# S1
  	rorx	$34, a, T1	# T1 = a >> 34				# S0B
  	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH
  	rorx	$39, a, y1	# y1 = a >> 39				# S0A
  	mov	a, y3		# y3 = a                                # MAJA
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34)		# S0
  	rorx	$28, a, T1	# T1 = (a >> 28)			# S0
  	add	8*2+frame_XFER(%rsp), h		# h = k + w + h         # --
  	or	c, y3		# y3 = a|c                              # MAJA
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34) ^ (a>>28)	# 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  # --
  
  	RotateState
  
  ################################### RND N + 3 #########################################
  
  	add	y2, old_h	# h = k + w + h + S0 + S1 + CH = t1 + S0# --
  	mov	f, y2		# y2 = f                                # CH
  	rorx	$41, e, y0	# y0 = e >> 41				# S1A
  	rorx	$18, e, y1	# y1 = e >> 18				# S1B
  	xor	g, y2		# y2 = f^g                              # CH
  
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18)		# S1
  	rorx	$14, e, y1	# y1 = (e >> 14)			# S1
  	and	e, y2		# y2 = (f^g)&e                          # CH
  	add	y3, old_h	# h = t1 + S0 + MAJ                     # --
  
  	xor	y1, y0		# y0 = (e>>41) ^ (e>>18) ^ (e>>14)	# S1
  	rorx	$34, a, T1	# T1 = a >> 34				# S0B
  	xor	g, y2		# y2 = CH = ((f^g)&e)^g                 # CH
  	rorx	$39, a, y1	# y1 = a >> 39				# S0A
  	mov	a, y3		# y3 = a                                # MAJA
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34)		# S0
  	rorx	$28, a, T1	# T1 = (a >> 28)			# S0
  	add	8*3+frame_XFER(%rsp), h		# h = k + w + h         # --
  	or	c, y3		# y3 = a|c                              # MAJA
  
  	xor	T1, y1		# y1 = (a>>39) ^ (a>>34) ^ (a>>28)	# 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                     # --
  
  	RotateState
  
  .endm
  
  ########################################################################
  # void sha512_transform_rorx(const void* M, void* D, uint64_t L)#
  # Purpose: Updates the SHA512 digest stored at D with the message stored in M.
  # The size of the message pointed to by M must be an integer multiple of SHA512
  #   message blocks.
  # L is the message length in SHA512 blocks
  ########################################################################
  ENTRY(sha512_transform_rorx)
  	# Allocate Stack Space
  	mov	%rsp, %rax
  	sub	$frame_size, %rsp
  	and	$~(0x20 - 1), %rsp
  	mov	%rax, frame_RSPSAVE(%rsp)
  
  	# Save GPRs
  	mov	%rbp, frame_GPRSAVE(%rsp)
  	mov	%rbx, 8*1+frame_GPRSAVE(%rsp)
  	mov	%r12, 8*2+frame_GPRSAVE(%rsp)
  	mov	%r13, 8*3+frame_GPRSAVE(%rsp)
  	mov	%r14, 8*4+frame_GPRSAVE(%rsp)
  	mov	%r15, 8*5+frame_GPRSAVE(%rsp)
  
  	shl	$7, NUM_BLKS	# convert to bytes
  	jz	done_hash
  	add	INP, NUM_BLKS	# pointer to end of data
  	mov	NUM_BLKS, frame_INPEND(%rsp)
  
  	## load initial digest
  	mov	8*0(CTX),a
  	mov	8*1(CTX),b
  	mov	8*2(CTX),c
  	mov	8*3(CTX),d
  	mov	8*4(CTX),e
  	mov	8*5(CTX),f
  	mov	8*6(CTX),g
  	mov	8*7(CTX),h
  
  	vmovdqa	PSHUFFLE_BYTE_FLIP_MASK(%rip), BYTE_FLIP_MASK
  
  loop0:
  	lea	K512(%rip), TBL
  
  	## byte swap first 16 dwords
  	COPY_YMM_AND_BSWAP	Y_0, (INP), BYTE_FLIP_MASK
  	COPY_YMM_AND_BSWAP	Y_1, 1*32(INP), BYTE_FLIP_MASK
  	COPY_YMM_AND_BSWAP	Y_2, 2*32(INP), BYTE_FLIP_MASK
  	COPY_YMM_AND_BSWAP	Y_3, 3*32(INP), BYTE_FLIP_MASK
  
  	mov	INP, frame_INP(%rsp)
  
  	## schedule 64 input dwords, by doing 12 rounds of 4 each
  	movq	$4, frame_SRND(%rsp)
  
  .align 16
  loop1:
  	vpaddq	(TBL), Y_0, XFER
  	vmovdqa XFER, frame_XFER(%rsp)
  	FOUR_ROUNDS_AND_SCHED
  
  	vpaddq	1*32(TBL), Y_0, XFER
  	vmovdqa XFER, frame_XFER(%rsp)
  	FOUR_ROUNDS_AND_SCHED
  
  	vpaddq	2*32(TBL), Y_0, XFER
  	vmovdqa XFER, frame_XFER(%rsp)
  	FOUR_ROUNDS_AND_SCHED
  
  	vpaddq	3*32(TBL), Y_0, XFER
  	vmovdqa XFER, frame_XFER(%rsp)
  	add	$(4*32), TBL
  	FOUR_ROUNDS_AND_SCHED
  
  	subq	$1, frame_SRND(%rsp)
  	jne	loop1
  
  	movq	$2, frame_SRND(%rsp)
  loop2:
  	vpaddq	(TBL), Y_0, XFER
  	vmovdqa XFER, frame_XFER(%rsp)
  	DO_4ROUNDS
  	vpaddq	1*32(TBL), Y_1, XFER
  	vmovdqa XFER, frame_XFER(%rsp)
  	add	$(2*32), TBL
  	DO_4ROUNDS
  
  	vmovdqa	Y_2, Y_0
  	vmovdqa	Y_3, Y_1
  
  	subq	$1, frame_SRND(%rsp)
  	jne	loop2
  
  	addm	8*0(CTX),a
  	addm	8*1(CTX),b
  	addm	8*2(CTX),c
  	addm	8*3(CTX),d
  	addm	8*4(CTX),e
  	addm	8*5(CTX),f
  	addm	8*6(CTX),g
  	addm	8*7(CTX),h
  
  	mov	frame_INP(%rsp), INP
  	add	$128, INP
  	cmp	frame_INPEND(%rsp), INP
  	jne	loop0
  
  done_hash:
  
  # Restore GPRs
  	mov	frame_GPRSAVE(%rsp)     ,%rbp
  	mov	8*1+frame_GPRSAVE(%rsp) ,%rbx
  	mov	8*2+frame_GPRSAVE(%rsp) ,%r12
  	mov	8*3+frame_GPRSAVE(%rsp) ,%r13
  	mov	8*4+frame_GPRSAVE(%rsp) ,%r14
  	mov	8*5+frame_GPRSAVE(%rsp) ,%r15
  
  	# Restore Stack Pointer
  	mov	frame_RSPSAVE(%rsp), %rsp
  	ret
  ENDPROC(sha512_transform_rorx)
  
  ########################################################################
  ### Binary Data
  
  .data
  
  .align 64
  # K[t] used in SHA512 hashing
  K512:
  	.quad	0x428a2f98d728ae22,0x7137449123ef65cd
  	.quad	0xb5c0fbcfec4d3b2f,0xe9b5dba58189dbbc
  	.quad	0x3956c25bf348b538,0x59f111f1b605d019
  	.quad	0x923f82a4af194f9b,0xab1c5ed5da6d8118
  	.quad	0xd807aa98a3030242,0x12835b0145706fbe
  	.quad	0x243185be4ee4b28c,0x550c7dc3d5ffb4e2
  	.quad	0x72be5d74f27b896f,0x80deb1fe3b1696b1
  	.quad	0x9bdc06a725c71235,0xc19bf174cf692694
  	.quad	0xe49b69c19ef14ad2,0xefbe4786384f25e3
  	.quad	0x0fc19dc68b8cd5b5,0x240ca1cc77ac9c65
  	.quad	0x2de92c6f592b0275,0x4a7484aa6ea6e483
  	.quad	0x5cb0a9dcbd41fbd4,0x76f988da831153b5
  	.quad	0x983e5152ee66dfab,0xa831c66d2db43210
  	.quad	0xb00327c898fb213f,0xbf597fc7beef0ee4
  	.quad	0xc6e00bf33da88fc2,0xd5a79147930aa725
  	.quad	0x06ca6351e003826f,0x142929670a0e6e70
  	.quad	0x27b70a8546d22ffc,0x2e1b21385c26c926
  	.quad	0x4d2c6dfc5ac42aed,0x53380d139d95b3df
  	.quad	0x650a73548baf63de,0x766a0abb3c77b2a8
  	.quad	0x81c2c92e47edaee6,0x92722c851482353b
  	.quad	0xa2bfe8a14cf10364,0xa81a664bbc423001
  	.quad	0xc24b8b70d0f89791,0xc76c51a30654be30
  	.quad	0xd192e819d6ef5218,0xd69906245565a910
  	.quad	0xf40e35855771202a,0x106aa07032bbd1b8
  	.quad	0x19a4c116b8d2d0c8,0x1e376c085141ab53
  	.quad	0x2748774cdf8eeb99,0x34b0bcb5e19b48a8
  	.quad	0x391c0cb3c5c95a63,0x4ed8aa4ae3418acb
  	.quad	0x5b9cca4f7763e373,0x682e6ff3d6b2b8a3
  	.quad	0x748f82ee5defb2fc,0x78a5636f43172f60
  	.quad	0x84c87814a1f0ab72,0x8cc702081a6439ec
  	.quad	0x90befffa23631e28,0xa4506cebde82bde9
  	.quad	0xbef9a3f7b2c67915,0xc67178f2e372532b
  	.quad	0xca273eceea26619c,0xd186b8c721c0c207
  	.quad	0xeada7dd6cde0eb1e,0xf57d4f7fee6ed178
  	.quad	0x06f067aa72176fba,0x0a637dc5a2c898a6
  	.quad	0x113f9804bef90dae,0x1b710b35131c471b
  	.quad	0x28db77f523047d84,0x32caab7b40c72493
  	.quad	0x3c9ebe0a15c9bebc,0x431d67c49c100d4c
  	.quad	0x4cc5d4becb3e42b6,0x597f299cfc657e2a
  	.quad	0x5fcb6fab3ad6faec,0x6c44198c4a475817
  
  .align 32
  
  # Mask for byte-swapping a couple of qwords in an XMM register using (v)pshufb.
  PSHUFFLE_BYTE_FLIP_MASK:
  	.octa 0x08090a0b0c0d0e0f0001020304050607
  	.octa 0x18191a1b1c1d1e1f1011121314151617
  
  MASK_YMM_LO:
  	.octa 0x00000000000000000000000000000000
  	.octa 0xFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
  #endif