symm/salsa20-arm-neon.S: Indent some reordered instructions.
[catacomb] / symm / salsa20-arm-neon.S
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1/// -*- mode: asm; asm-comment-char: ?/ -*-
2///
3/// Fancy SIMD implementation of Salsa20 for ARM
4///
5/// (c) 2016 Straylight/Edgeware
6///
7
8///----- Licensing notice ---------------------------------------------------
9///
10/// This file is part of Catacomb.
11///
12/// Catacomb is free software; you can redistribute it and/or modify
13/// it under the terms of the GNU Library General Public License as
14/// published by the Free Software Foundation; either version 2 of the
15/// License, or (at your option) any later version.
16///
17/// Catacomb is distributed in the hope that it will be useful,
18/// but WITHOUT ANY WARRANTY; without even the implied warranty of
19/// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20/// GNU Library General Public License for more details.
21///
22/// You should have received a copy of the GNU Library General Public
23/// License along with Catacomb; if not, write to the Free
24/// Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
25/// MA 02111-1307, USA.
26
27///--------------------------------------------------------------------------
df07f2c0 28/// Preliminaries.
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29
30#include "config.h"
31#include "asm-common.h"
32
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33 .arch armv7-a
34 .fpu neon
df07f2c0 35
bc9ac7eb 36 .text
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df07f2c0 38///--------------------------------------------------------------------------
6d7e6032 39/// Main code.
df07f2c0 40
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41FUNC(salsa20_core_arm_neon)
42
43 // Arguments are in registers.
44 // r0 is the number of rounds to perform
45 // r1 points to the input matrix
46 // r2 points to the output matrix
47
48 // First job is to slurp the matrix into the SIMD registers. The
49 // words have already been permuted conveniently to make them line up
50 // better for SIMD processing.
51 //
52 // The textbook arrangement of the matrix is this.
53 //
54 // [C K K K]
55 // [K C N N]
56 // [T T C K]
57 // [K K K C]
58 //
59 // But we've rotated the columns up so that the main diagonal with
60 // the constants on it end up in the first row, giving something more
61 // like
62 //
63 // [C C C C]
64 // [K T K K]
65 // [T K K N]
66 // [K K N K]
67 //
68 // so the transformation looks like this:
69 //
70 // [ 0 1 2 3] [ 0 5 10 15] (a, q8)
71 // [ 4 5 6 7] --> [ 4 9 14 3] (b, q9)
72 // [ 8 9 10 11] [ 8 13 2 7] (c, q10)
73 // [12 13 14 15] [12 1 6 11] (d, q11)
74 //
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75 // We need a copy for later. Rather than waste time copying them by
76 // hand, we'll use the three-address nature of the instruction set.
77 // But this means that the main loop is offset by a bit.
43ea7558 78 vldmia r1, {QQ(q12, q15)}
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79
80 // Apply a column quarterround to each of the columns simultaneously,
81 // moving the results to their working registers. Alas, there
82 // doesn't seem to be a packed word rotate, so we have to synthesize
83 // it.
84
85 // b ^= (a + d) <<< 7
86 vadd.u32 q0, q12, q15
87 vshl.u32 q1, q0, #7
88 vshr.u32 q0, q0, #25
89 vorr q0, q0, q1
90 veor q9, q13, q0
91
92 // c ^= (b + a) <<< 9
93 vadd.u32 q0, q9, q12
94 vshl.u32 q1, q0, #9
95 vshr.u32 q0, q0, #23
96 vorr q0, q0, q1
97 veor q10, q14, q0
98
99 // d ^= (c + b) <<< 13
100 vadd.u32 q0, q10, q9
ff1e7aff 101 vext.32 q9, q9, q9, #3
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102 vshl.u32 q1, q0, #13
103 vshr.u32 q0, q0, #19
104 vorr q0, q0, q1
105 veor q11, q15, q0
106
107 // a ^= (d + c) <<< 18
108 vadd.u32 q0, q11, q10
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109 vext.32 q10, q10, q10, #2
110 vext.32 q11, q11, q11, #1
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111 vshl.u32 q1, q0, #18
112 vshr.u32 q0, q0, #14
113 vorr q0, q0, q1
114 veor q8, q12, q0
115
1160:
117 // The transpose conveniently only involves reordering elements of
118 // individual rows, which can be done quite easily, and reordering
119 // the rows themselves, which is a trivial renaming. It doesn't
120 // involve any movement of elements between rows.
121 //
122 // [ 0 5 10 15] [ 0 5 10 15] (a, q8)
123 // [ 4 9 14 3] --> [ 1 6 11 12] (b, q11)
124 // [ 8 13 2 7] [ 2 7 8 13] (c, q10)
125 // [12 1 6 11] [ 3 4 9 14] (d, q9)
126 //
127 // The reorderings have been pushed upwards to reduce delays.
128
129 // Apply the row quarterround to each of the columns (yes!)
130 // simultaneously.
131
132 // b ^= (a + d) <<< 7
133 vadd.u32 q0, q8, q9
134 vshl.u32 q1, q0, #7
135 vshr.u32 q0, q0, #25
136 vorr q0, q0, q1
137 veor q11, q11, q0
138
139 // c ^= (b + a) <<< 9
140 vadd.u32 q0, q11, q8
141 vshl.u32 q1, q0, #9
142 vshr.u32 q0, q0, #23
143 vorr q0, q0, q1
144 veor q10, q10, q0
145
146 // d ^= (c + b) <<< 13
147 vadd.u32 q0, q10, q11
70bc6059 148 vext.32 q11, q11, q11, #3
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149 vshl.u32 q1, q0, #13
150 vshr.u32 q0, q0, #19
151 vorr q0, q0, q1
152 veor q9, q9, q0
153
154 // a ^= (d + c) <<< 18
155 vadd.u32 q0, q9, q10
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156 vext.32 q10, q10, q10, #2
157 vext.32 q9, q9, q9, #1
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158 vshl.u32 q1, q0, #18
159 vshr.u32 q0, q0, #14
160 vorr q0, q0, q1
161 veor q8, q8, q0
162
163 // We had to undo the transpose ready for the next loop. Again, push
164 // back the reorderings to reduce latency. Decrement the loop
165 // counter and see if we should go round again.
166 subs r0, r0, #2
167 bls 9f
168
169 // Do the first half of the next round because this loop is offset.
170
171 // b ^= (a + d) <<< 7
172 vadd.u32 q0, q8, q11
173 vshl.u32 q1, q0, #7
174 vshr.u32 q0, q0, #25
175 vorr q0, q0, q1
176 veor q9, q9, q0
177
178 // c ^= (b + a) <<< 9
179 vadd.u32 q0, q9, q8
180 vshl.u32 q1, q0, #9
181 vshr.u32 q0, q0, #23
182 vorr q0, q0, q1
183 veor q10, q10, q0
184
185 // d ^= (c + b) <<< 13
186 vadd.u32 q0, q10, q9
70bc6059 187 vext.32 q9, q9, q9, #3
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188 vshl.u32 q1, q0, #13
189 vshr.u32 q0, q0, #19
190 vorr q0, q0, q1
191 veor q11, q11, q0
192
193 // a ^= (d + c) <<< 18
194 vadd.u32 q0, q11, q10
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195 vext.32 q10, q10, q10, #2
196 vext.32 q11, q11, q11, #1
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197 vshl.u32 q1, q0, #18
198 vshr.u32 q0, q0, #14
199 vorr q0, q0, q1
200 veor q8, q8, q0
201
202 b 0b
203
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204 // Almost there. Firstly the feedfoward addition. Also, establish a
205 // constant which will be useful later.
3cb47d27 2069: vadd.u32 q0, q8, q12 // 0, 5, 10, 15
f2cd5445 207 vmov.i64 q12, #0xffffffff // = (0, -1; 0, -1)
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208 vadd.u32 q1, q9, q13 // 4, 9, 14, 3
209 vadd.u32 q2, q10, q14 // 8, 13, 2, 7
210 vadd.u32 q3, q11, q15 // 12, 1, 6, 11
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211
212 // Next we must undo the permutation which was already applied to the
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213 // input. The core trick is from Dan Bernstein's `armneon3'
214 // implementation, but with a lot of liposuction.
215 vmov q15, q0
216
217 // Sort out the columns by pairs.
218 vbif q0, q3, q12 // 0, 1, 10, 11
219 vbif q3, q2, q12 // 12, 13, 6, 7
220 vbif q2, q1, q12 // 8, 9, 2, 3
221 vbif q1, q15, q12 // 4, 5, 14, 15
222
223 // Now fix up the remaining discrepancies.
224 vswp D1(q0), D1(q2)
225 vswp D1(q1), D1(q3)
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226
227 // And with that, we're done.
43ea7558 228 vstmia r2, {QQ(q0, q3)}
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229 bx r14
230
231ENDFUNC
232
233///----- That's all, folks --------------------------------------------------