progs/perftest.c: Use from Glibc syscall numbers.
[catacomb] / symm / salsa20-core.h
CommitLineData
194e93f2
MW
1/* -*-c-*-
2 *
3 * Salsa20 core definitions
4 *
5 * (c) 2015 Straylight/Edgeware
6 */
7
8#ifndef CATACOMB_SALSA20_CORE_H
9#define CATACOMB_SALSA20_CORE_H
10
11#ifdef __cplusplus
12 extern "C" {
13#endif
14
15/*----- Header files ------------------------------------------------------*/
16
17#include <mLib/bits.h>
18#include <mLib/macros.h>
19
20#ifndef CATACOMB_SALSA20_H
21# include "salsa20.h"
22#endif
23
24/*----- Magic constants ---------------------------------------------------*/
25
26/* The magic Salsa20 constants, for 256-bit keys... */
27#define SALSA20_A256 0x61707865 /* e x p a */
28#define SALSA20_B256 0x3320646e /* n d 3 */
29#define SALSA20_C256 0x79622d32 /* 2 - b y */
30#define SALSA20_D256 0x6b206574 /* t e k */
31
32/* ... and for 128-bit keys ... */
33#define SALSA20_A128 SALSA20_A256 /* e x p a */
34#define SALSA20_B128 0x3120646e /* n d 1 */
35#define SALSA20_C128 0x79622d36 /* 6 - b y */
36#define SALSA20_D128 SALSA20_D256 /* t e k */
37
38/* ... and for 80-bit keys, for completeness's sake. */
39#define SALSA20_A80 SALSA20_A128 /* e x p a */
40#define SALSA20_B80 SALSA20_B128 /* n d 1 */
41#define SALSA20_C80 0x79622d30 /* 0 - b y */
42#define SALSA20_D80 SALSA20_D128 /* t e k */
43
44/*----- The Salsa20 core function -----------------------------------------*/
45
a4c2e267
MW
46/* It makes life somewhat easier if we don't actually store and maintain the
47 * input matrix in the textbook order. Instead, we rotate the columns other
48 * than the leftmost one upwards, so that the constants which were originally
49 * along the diagonal end up on the top row. We'll need to undo this
50 * permutation on output, but that's not too terrible an imposition.
51 *
52 * The permutation we're applying to the matrix elements is this:
53 *
54 * [ 0 1 2 3 ] [ 0 5 10 15 ]
55 * [ 4 5 6 7 ] --> [ 4 9 14 3 ]
56 * [ 8 9 10 11 ] [ 8 13 2 7 ]
57 * [ 12 13 14 15 ] [ 12 1 6 11 ]
58 *
59 * and as a result, we need to apply this inverse permutation to figure out
60 * which indices to use in the doublerow function and elsewhere.
61 *
62 * [ 0 13 10 7 ]
63 * [ 4 1 14 11 ]
64 * [ 8 5 2 15 ]
65 * [ 12 9 6 3 ]
66 */
67
194e93f2
MW
68/* The Salsa20 quarter-round. Read from the matrix @y@ at indices @a@, @b@,
69 * @c@, and @d@; and write to the corresponding elements of @z@.
70 */
71#define SALSA20_QR(z, y, a, b, c, d) do { \
72 (z)[b] = (y)[b] ^ ROL32((y)[a] + (y)[d], 7); \
73 (z)[c] = (y)[c] ^ ROL32((z)[b] + (y)[a], 9); \
74 (z)[d] = (y)[d] ^ ROL32((z)[c] + (z)[b], 13); \
75 (z)[a] = (y)[a] ^ ROL32((z)[d] + (z)[c], 18); \
76} while (0)
77
78/* The Salsa20 double-round. Read from matrix @y@, writing the result to
79 * @z@.
80 */
81#define SALSA20_DR(z, y) do { \
82 SALSA20_QR(z, y, 0, 4, 8, 12); \
a4c2e267
MW
83 SALSA20_QR(z, y, 1, 5, 9, 13); \
84 SALSA20_QR(z, y, 2, 6, 10, 14); \
85 SALSA20_QR(z, y, 3, 7, 11, 15); \
86 SALSA20_QR(z, z, 0, 13, 10, 7); \
87 SALSA20_QR(z, z, 1, 14, 11, 4); \
88 SALSA20_QR(z, z, 2, 15, 8, 5); \
89 SALSA20_QR(z, z, 3, 12, 9, 6); \
194e93f2
MW
90} while (0)
91
92/* The Salsa20 feedforward step, used at the end of the core function. Here,
93 * @y@ contains the original input matrix; @z@ contains the final one, and is
a4c2e267 94 * updated. The output is rendered in canonical order, ready for output.
194e93f2
MW
95 */
96#define SALSA20_FFWD(z, y) do { \
a4c2e267
MW
97 const uint32 *_y = (y); \
98 uint32 *_z = (z); \
99 int _t; \
100 _z[ 0] = _z[ 0] + _y[ 0]; _z[ 4] = _z[ 4] + _y[ 4]; \
101 _z[ 8] = _z[ 8] + _y[ 8]; _z[12] = _z[12] + _y[12]; \
102 _t = _z[ 1] + _y[ 1]; _z[ 1] = _z[13] + _y[13]; \
103 _z[13] = _z[ 9] + _y[ 9]; _z[ 9] = _z[ 5] + _y[ 5]; _z[ 5] = _t; \
104 _t = _z[ 2] + _y[ 2]; _z[ 2] = _z[10] + _y[10]; _z[10] = _t; \
105 _t = _z[ 6] + _y[ 6]; _z[ 6] = _z[14] + _y[14]; _z[14] = _t; \
106 _t = _z[ 3] + _y[ 3]; _z[ 3] = _z[ 7] + _y[ 7]; \
107 _z[ 7] = _z[11] + _y[11]; _z[11] = _z[15] + _y[15]; _z[15] = _t; \
194e93f2
MW
108} while (0)
109
110/* Various numbers of rounds, unrolled. Read from @y@, and write to @z@. */
111#define SALSA20_4R(z, y) \
112 do { SALSA20_DR(z, y); SALSA20_DR(z, z); } while (0)
113#define SALSA20_8R(z, y) \
114 do { SALSA20_4R(z, y); SALSA20_4R(z, z); } while (0)
115#define SALSA20_12R(z, y) \
116 do { SALSA20_8R(z, y); SALSA20_4R(z, z); } while (0)
117#define SALSA20_20R(z, y) \
118 do { SALSA20_12R(z, y); SALSA20_8R(z, z); } while (0)
119
120/* Apply @n@ (must be even) rounds, rolled. (This seems to be faster,
121 * probably because it fits in cache better). Read from @y@, and write to
122 * @z@.
123 */
124#define SALSA20_nR(z, y, n) do { \
125 int _i; \
126 SALSA20_DR(z, y); \
127 for (_i = 0; _i < (n)/2 - 1; _i++) SALSA20_DR(z, z); \
128} while (0)
129
130/* Step the counter in the Salsa20 state matrix @a@. */
131#define SALSA20_STEP(a) \
a4c2e267 132 do { (a)[8] = U32((a)[8] + 1); (a)[5] += !(a)[8]; } while (0)
194e93f2
MW
133
134/*----- Buffering and output ----------------------------------------------*
135 *
136 * These macros are also used by ChaCha.
137 */
138
139/* Copy the Salsa20 matrix @a@ to the output buffer at @d@, advancing @d@
140 * past the new material.
141 */
142#define SALSA20_GENFULL(a, d) do { \
143 int _i; \
144 \
145 for (_i = 0; _i < 16; _i++) { STORE32_L((d), (a)[_i]); (d) += 4; } \
146} while (0)
147
148/* XOR the contents the input buffer at @s@ with the Salsa20 matrix @a@,
149 * writing the result to @d@ and advance @s@ and @d@.
150 */
151#define SALSA20_MIXFULL(a, d, s) do { \
152 uint32 _x; \
153 int _i; \
154 \
155 for (_i = 0; _i < 16; _i++) { \
156 _x = LOAD32_L(s); (s) += 4; \
157 _x ^= (a)[_i]; \
158 STORE32_L((d), _x); (d) += 4; \
159 } \
160} while (0)
161
162/* Fill the context @ctx@'s buffer from the matrix @a@ in preparation for
163 * emitting partial blocks of output.
164 */
165#define SALSA20_PREPBUF(ctx, a) do { \
166 int _i; \
0fee61eb
MW
167 for (_i = 0; _i < 16; _i++) STORE32_L((ctx)->b + 4*_i, (a)[_i]); \
168 (ctx)->off = 0; \
194e93f2
MW
169} while (0)
170
171/* Write at most @n@ bytes of buffered output from the context @ctx@ to the
172 * output buffer @d@ (if it's not null), XORing it with the input buffer @s@
173 * (if that's not null). Both @s@ and @d@ are advanced if they aren't null;
174 * @n@ is decreased appropriately.
175 */
176#define SALSA20_OUTBUF(ctx, d, s, n) do { \
6a0eb244
MW
177 const octet *_p = (ctx)->b + (ctx)->off; \
178 size_t _n = (n); \
179 \
180 (ctx)->off += _n; \
181 if (!(d)) /* nothing to do */; \
182 else if (!(s)) { memcpy((d), _p, _n); (d) += _n; } \
183 else while (_n--) *(d)++ = *(s)++ ^ *_p++; \
194e93f2
MW
184} while (0)
185
186/*----- Variants and naming -----------------------------------------------*/
187
188/* Common numbers of rounds, for which we generate definitions. */
189#define SALSA20_VARS(_) _(8) _(12) _(20)
190
191/* Constructing externally-facing names. */
192#define SALSA20_DECOR(base, r, suff) SALSA20__DECOR_##r(base, suff)
193#define SALSA20__DECOR_20(base, suff) GLUE(base, suff)
194#define SALSA20__DECOR_12(base, suff) GLUE(base##12, suff)
195#define SALSA20__DECOR_8(base, suff) GLUE(base##8, suff)
196
197/* Preprocessor-time table of the standard names. */
198#define SALSA20_NAME_20 "salsa20"
199#define SALSA20_NAME_12 "salsa20/12"
200#define SALSA20_NAME_8 "salsa20/8"
201
202/*----- That's all, folks -------------------------------------------------*/
203
204#ifdef __cplusplus
205 }
206#endif
207
208#endif