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kernel/linux-imx6_3.14.28/arch/x86/crypto/sha256-avx2-asm.S 23 KB
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  ########################################################################
  # 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