Eliminate the need for permute() by generating code for each round
This commit is contained in:
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2343930773
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c649c5ac94
197
blake3.go
197
blake3.go
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@ -60,37 +60,6 @@ func gy(state *[16]uint32, a, b, c, d int, my uint32) {
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state[b] = bits.RotateLeft32(state[b]^state[c], -7)
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state[b] = bits.RotateLeft32(state[b]^state[c], -7)
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}
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}
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func round(state *[16]uint32, m *[16]uint32) {
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// Mix the columns.
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gx(state, 0, 4, 8, 12, m[0])
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gy(state, 0, 4, 8, 12, m[1])
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gx(state, 1, 5, 9, 13, m[2])
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gy(state, 1, 5, 9, 13, m[3])
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gx(state, 2, 6, 10, 14, m[4])
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gy(state, 2, 6, 10, 14, m[5])
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gx(state, 3, 7, 11, 15, m[6])
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gy(state, 3, 7, 11, 15, m[7])
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// Mix the diagonals.
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gx(state, 0, 5, 10, 15, m[8])
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gy(state, 0, 5, 10, 15, m[9])
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gx(state, 1, 6, 11, 12, m[10])
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gy(state, 1, 6, 11, 12, m[11])
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gx(state, 2, 7, 8, 13, m[12])
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gy(state, 2, 7, 8, 13, m[13])
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gx(state, 3, 4, 9, 14, m[14])
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gy(state, 3, 4, 9, 14, m[15])
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}
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func permute(m *[16]uint32) {
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*m = [16]uint32{
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m[2], m[6], m[3], m[10],
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m[7], m[0], m[4], m[13],
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m[1], m[11], m[12], m[5],
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m[9], m[14], m[15], m[8],
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}
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}
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// A node represents a chunk or parent in the BLAKE3 Merkle tree. In BLAKE3
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// A node represents a chunk or parent in the BLAKE3 Merkle tree. In BLAKE3
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// terminology, the elements of the bottom layer (aka "leaves") of the tree are
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// terminology, the elements of the bottom layer (aka "leaves") of the tree are
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// called chunk nodes, and the elements of upper layers (aka "interior nodes")
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// called chunk nodes, and the elements of upper layers (aka "interior nodes")
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@ -122,19 +91,159 @@ func (n node) compress() [16]uint32 {
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uint32(n.counter), uint32(n.counter >> 32), n.blockLen, n.flags,
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uint32(n.counter), uint32(n.counter >> 32), n.blockLen, n.flags,
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}
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}
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round(&state, &n.block) // round 1
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// round1
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permute(&n.block)
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round(&state, &n.block) // round 2
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// Mix the columns.
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permute(&n.block)
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gx(&state, 0, 4, 8, 12, n.block[0])
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round(&state, &n.block) // round 3
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gy(&state, 0, 4, 8, 12, n.block[1])
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permute(&n.block)
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gx(&state, 1, 5, 9, 13, n.block[2])
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round(&state, &n.block) // round 4
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gy(&state, 1, 5, 9, 13, n.block[3])
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permute(&n.block)
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gx(&state, 2, 6, 10, 14, n.block[4])
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round(&state, &n.block) // round 5
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gy(&state, 2, 6, 10, 14, n.block[5])
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permute(&n.block)
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gx(&state, 3, 7, 11, 15, n.block[6])
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round(&state, &n.block) // round 6
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gy(&state, 3, 7, 11, 15, n.block[7])
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permute(&n.block)
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round(&state, &n.block) // round 7
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// Mix the diagonals.
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gx(&state, 0, 5, 10, 15, n.block[8])
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gy(&state, 0, 5, 10, 15, n.block[9])
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gx(&state, 1, 6, 11, 12, n.block[10])
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gy(&state, 1, 6, 11, 12, n.block[11])
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gx(&state, 2, 7, 8, 13, n.block[12])
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gy(&state, 2, 7, 8, 13, n.block[13])
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gx(&state, 3, 4, 9, 14, n.block[14])
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gy(&state, 3, 4, 9, 14, n.block[15])
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// round2
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// Mix the columns.
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gx(&state, 0, 4, 8, 12, n.block[2])
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gy(&state, 0, 4, 8, 12, n.block[6])
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gx(&state, 1, 5, 9, 13, n.block[3])
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gy(&state, 1, 5, 9, 13, n.block[10])
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gx(&state, 2, 6, 10, 14, n.block[7])
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gy(&state, 2, 6, 10, 14, n.block[0])
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gx(&state, 3, 7, 11, 15, n.block[4])
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gy(&state, 3, 7, 11, 15, n.block[13])
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// Mix the diagonals.
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gx(&state, 0, 5, 10, 15, n.block[1])
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gy(&state, 0, 5, 10, 15, n.block[11])
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gx(&state, 1, 6, 11, 12, n.block[12])
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gy(&state, 1, 6, 11, 12, n.block[5])
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gx(&state, 2, 7, 8, 13, n.block[9])
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gy(&state, 2, 7, 8, 13, n.block[14])
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gx(&state, 3, 4, 9, 14, n.block[15])
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gy(&state, 3, 4, 9, 14, n.block[8])
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// round3
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// Mix the columns.
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gx(&state, 0, 4, 8, 12, n.block[3])
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gy(&state, 0, 4, 8, 12, n.block[4])
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gx(&state, 1, 5, 9, 13, n.block[10])
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gy(&state, 1, 5, 9, 13, n.block[12])
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gx(&state, 2, 6, 10, 14, n.block[13])
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gy(&state, 2, 6, 10, 14, n.block[2])
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gx(&state, 3, 7, 11, 15, n.block[7])
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gy(&state, 3, 7, 11, 15, n.block[14])
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// Mix the diagonals.
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gx(&state, 0, 5, 10, 15, n.block[6])
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gy(&state, 0, 5, 10, 15, n.block[5])
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gx(&state, 1, 6, 11, 12, n.block[9])
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gy(&state, 1, 6, 11, 12, n.block[0])
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gx(&state, 2, 7, 8, 13, n.block[11])
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gy(&state, 2, 7, 8, 13, n.block[15])
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gx(&state, 3, 4, 9, 14, n.block[8])
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gy(&state, 3, 4, 9, 14, n.block[1])
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// round4
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// Mix the columns.
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gx(&state, 0, 4, 8, 12, n.block[10])
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gy(&state, 0, 4, 8, 12, n.block[7])
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gx(&state, 1, 5, 9, 13, n.block[12])
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gy(&state, 1, 5, 9, 13, n.block[9])
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gx(&state, 2, 6, 10, 14, n.block[14])
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gy(&state, 2, 6, 10, 14, n.block[3])
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gx(&state, 3, 7, 11, 15, n.block[13])
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gy(&state, 3, 7, 11, 15, n.block[15])
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// Mix the diagonals.
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gx(&state, 0, 5, 10, 15, n.block[4])
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gy(&state, 0, 5, 10, 15, n.block[0])
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gx(&state, 1, 6, 11, 12, n.block[11])
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gy(&state, 1, 6, 11, 12, n.block[2])
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gx(&state, 2, 7, 8, 13, n.block[5])
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gy(&state, 2, 7, 8, 13, n.block[8])
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gx(&state, 3, 4, 9, 14, n.block[1])
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gy(&state, 3, 4, 9, 14, n.block[6])
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// round5
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// Mix the columns.
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gx(&state, 0, 4, 8, 12, n.block[12])
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gy(&state, 0, 4, 8, 12, n.block[13])
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gx(&state, 1, 5, 9, 13, n.block[9])
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gy(&state, 1, 5, 9, 13, n.block[11])
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gx(&state, 2, 6, 10, 14, n.block[15])
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gy(&state, 2, 6, 10, 14, n.block[10])
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gx(&state, 3, 7, 11, 15, n.block[14])
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gy(&state, 3, 7, 11, 15, n.block[8])
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// Mix the diagonals.
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gx(&state, 0, 5, 10, 15, n.block[7])
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gy(&state, 0, 5, 10, 15, n.block[2])
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gx(&state, 1, 6, 11, 12, n.block[5])
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gy(&state, 1, 6, 11, 12, n.block[3])
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gx(&state, 2, 7, 8, 13, n.block[0])
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gy(&state, 2, 7, 8, 13, n.block[1])
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gx(&state, 3, 4, 9, 14, n.block[6])
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gy(&state, 3, 4, 9, 14, n.block[4])
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// round6
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// Mix the columns.
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gx(&state, 0, 4, 8, 12, n.block[9])
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gy(&state, 0, 4, 8, 12, n.block[14])
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gx(&state, 1, 5, 9, 13, n.block[11])
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gy(&state, 1, 5, 9, 13, n.block[5])
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gx(&state, 2, 6, 10, 14, n.block[8])
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gy(&state, 2, 6, 10, 14, n.block[12])
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gx(&state, 3, 7, 11, 15, n.block[15])
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gy(&state, 3, 7, 11, 15, n.block[1])
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// Mix the diagonals.
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gx(&state, 0, 5, 10, 15, n.block[13])
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gy(&state, 0, 5, 10, 15, n.block[3])
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gx(&state, 1, 6, 11, 12, n.block[0])
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gy(&state, 1, 6, 11, 12, n.block[10])
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gx(&state, 2, 7, 8, 13, n.block[2])
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gy(&state, 2, 7, 8, 13, n.block[6])
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gx(&state, 3, 4, 9, 14, n.block[4])
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gy(&state, 3, 4, 9, 14, n.block[7])
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// round7
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// Mix the columns.
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gx(&state, 0, 4, 8, 12, n.block[11])
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gy(&state, 0, 4, 8, 12, n.block[15])
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gx(&state, 1, 5, 9, 13, n.block[5])
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gy(&state, 1, 5, 9, 13, n.block[0])
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gx(&state, 2, 6, 10, 14, n.block[1])
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gy(&state, 2, 6, 10, 14, n.block[9])
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gx(&state, 3, 7, 11, 15, n.block[8])
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gy(&state, 3, 7, 11, 15, n.block[6])
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// Mix the diagonals.
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gx(&state, 0, 5, 10, 15, n.block[14])
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gy(&state, 0, 5, 10, 15, n.block[10])
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gx(&state, 1, 6, 11, 12, n.block[2])
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gy(&state, 1, 6, 11, 12, n.block[12])
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gx(&state, 2, 7, 8, 13, n.block[3])
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gy(&state, 2, 7, 8, 13, n.block[4])
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gx(&state, 3, 4, 9, 14, n.block[7])
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gy(&state, 3, 4, 9, 14, n.block[13])
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for i := range n.cv {
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for i := range n.cv {
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state[i] ^= state[i+8]
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state[i] ^= state[i+8]
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@ -0,0 +1,49 @@
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package main
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import (
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"fmt"
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)
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func permute(m *[16]uint32) {
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*m = [16]uint32{
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m[2], m[6], m[3], m[10],
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m[7], m[0], m[4], m[13],
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m[1], m[11], m[12], m[5],
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m[9], m[14], m[15], m[8],
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}
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}
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func main() {
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var m [16]uint32
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for i := range m {
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m[i] = uint32(i)
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}
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for x := 1; x < 8; x++ {
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fmt.Printf(`// round%d
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// Mix the columns.
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gx(&state, 0, 4, 8, 12, n.block[%d])
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gy(&state, 0, 4, 8, 12, n.block[%d])
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gx(&state, 1, 5, 9, 13, n.block[%d])
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gy(&state, 1, 5, 9, 13, n.block[%d])
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gx(&state, 2, 6, 10, 14, n.block[%d])
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gy(&state, 2, 6, 10, 14, n.block[%d])
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gx(&state, 3, 7, 11, 15, n.block[%d])
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gy(&state, 3, 7, 11, 15, n.block[%d])
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// Mix the diagonals.
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gx(&state, 0, 5, 10, 15, n.block[%d])
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gy(&state, 0, 5, 10, 15, n.block[%d])
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gx(&state, 1, 6, 11, 12, n.block[%d])
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gy(&state, 1, 6, 11, 12, n.block[%d])
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gx(&state, 2, 7, 8, 13, n.block[%d])
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gy(&state, 2, 7, 8, 13, n.block[%d])
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gx(&state, 3, 4, 9, 14, n.block[%d])
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gy(&state, 3, 4, 9, 14, n.block[%d])
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`, x, m[0], m[1], m[2], m[3], m[4], m[5], m[6], m[7], m[8], m[9], m[10], m[11], m[12], m[13], m[14], m[15])
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permute(&m)
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}
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}
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