Commit 79dfc3dd authored by Andy Polyakov's avatar Andy Polyakov
Browse files

sha/keccak1600.c: add some optimized implementations.

parent d89773d6
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+585 −5
Original line number Diff line number Diff line
@@ -14,16 +14,34 @@
#define ROL64(a, offset) ((offset) ? (((a) << offset) | ((a) >> (64-offset))) \
                                   : a)

#if defined(KECCAK_REF)
/*
 * This is straightforward or "maximum clarity" implementation aiming
 * to resemble section 3.2 of the FIPS PUB 202 "SHA-3 Standard:
 * Permutation-Based Hash and Extendible-Output Functions" as much as
 * possible. With one caveat. Because of the way C stores matrices,
 * references to A[x,y] in the specification are presented as A[y][x].
 * Implementation unrolls inner x-loops so that modulo 5 operations are
 * explicitly pre-computed.
 */
static void Theta(uint64_t A[5][5])
{
    uint64_t C[5], D[5];
    size_t y;

    C[0] = A[0][0] ^ A[1][0] ^ A[2][0] ^ A[3][0] ^ A[4][0];
    C[1] = A[0][1] ^ A[1][1] ^ A[2][1] ^ A[3][1] ^ A[4][1];
    C[2] = A[0][2] ^ A[1][2] ^ A[2][2] ^ A[3][2] ^ A[4][2];
    C[3] = A[0][3] ^ A[1][3] ^ A[2][3] ^ A[3][3] ^ A[4][3];
    C[4] = A[0][4] ^ A[1][4] ^ A[2][4] ^ A[3][4] ^ A[4][4];
    C[0] = A[0][0];
    C[1] = A[0][1];
    C[2] = A[0][2];
    C[3] = A[0][3];
    C[4] = A[0][4];

    for (y = 1; y < 5; y++) {
        C[0] ^= A[y][0];
        C[1] ^= A[y][1];
        C[2] ^= A[y][2];
        C[3] ^= A[y][3];
        C[4] ^= A[y][4];
    }

    D[0] = ROL64(C[1], 1) ^ C[4];
    D[1] = ROL64(C[2], 1) ^ C[0];
@@ -151,6 +169,568 @@ void KeccakF1600(uint64_t A[5][5])
    }
}

#elif defined(KECCAK_1X)
/*
 * This implementation is optimization of above code featuring unroll
 * of even y-loops, their fusion and code motion. It also minimizes
 * temporary storage. Compiler would normally do all these things for
 * you, purpose of manual optimization is to provide "unobscured"
 * reference for assembly implementation [in case this approach is
 * chosen for implementation on some platform]. In the nutshell it's
 * equivalent of "plane-per-plane processing" approach discussed in
 * section 2.4 of "Keccak implementation overview".
 */
static void Round(uint64_t A[5][5], size_t i)
{
    uint64_t C[5], D[5], T[2][5];
    static const unsigned char rhotates[5][5] = {
        {  0,  1, 62, 28, 27 },
        { 36, 44,  6, 55, 20 },
        {  3, 10, 43, 25, 39 },
        { 41, 45, 15, 21,  8 },
        { 18,  2, 61, 56, 14 }
    };
    static const uint64_t iotas[] = {
        0x0000000000000001U, 0x0000000000008082U, 0x800000000000808aU,
        0x8000000080008000U, 0x000000000000808bU, 0x0000000080000001U,
        0x8000000080008081U, 0x8000000000008009U, 0x000000000000008aU,
        0x0000000000000088U, 0x0000000080008009U, 0x000000008000000aU,
        0x000000008000808bU, 0x800000000000008bU, 0x8000000000008089U,
        0x8000000000008003U, 0x8000000000008002U, 0x8000000000000080U,
        0x000000000000800aU, 0x800000008000000aU, 0x8000000080008081U,
        0x8000000000008080U, 0x0000000080000001U, 0x8000000080008008U
    };

    assert(i < (sizeof(iotas) / sizeof(iotas[0])));

    C[0] = A[0][0] ^ A[1][0] ^ A[2][0] ^ A[3][0] ^ A[4][0];
    C[1] = A[0][1] ^ A[1][1] ^ A[2][1] ^ A[3][1] ^ A[4][1];
    C[2] = A[0][2] ^ A[1][2] ^ A[2][2] ^ A[3][2] ^ A[4][2];
    C[3] = A[0][3] ^ A[1][3] ^ A[2][3] ^ A[3][3] ^ A[4][3];
    C[4] = A[0][4] ^ A[1][4] ^ A[2][4] ^ A[3][4] ^ A[4][4];

    D[0] = ROL64(C[1], 1) ^ C[4];
    D[1] = ROL64(C[2], 1) ^ C[0];
    D[2] = ROL64(C[3], 1) ^ C[1];
    D[3] = ROL64(C[4], 1) ^ C[2];
    D[4] = ROL64(C[0], 1) ^ C[3];

    C[0] =       A[0][0] ^ D[0]; /* rotate by 0 */
    C[1] = ROL64(A[1][1] ^ D[1], rhotates[1][1]);
    C[2] = ROL64(A[2][2] ^ D[2], rhotates[2][2]);
    C[3] = ROL64(A[3][3] ^ D[3], rhotates[3][3]);
    C[4] = ROL64(A[4][4] ^ D[4], rhotates[4][4]);

    T[0][0] = A[3][0] ^ D[0]; /* borrow T[0][0] */
    T[0][1] = A[0][1] ^ D[1];
    T[0][2] = A[0][2] ^ D[2];
    T[0][3] = A[0][3] ^ D[3];
    T[0][4] = A[0][4] ^ D[4];

    A[0][0] = C[0] ^ (~C[1] & C[2]) ^ iotas[i];
    A[0][1] = C[1] ^ (~C[2] & C[3]);
    A[0][2] = C[2] ^ (~C[3] & C[4]);
    A[0][3] = C[3] ^ (~C[4] & C[0]);
    A[0][4] = C[4] ^ (~C[0] & C[1]);

    C[0] = ROL64(T[0][3],        rhotates[0][3]);
    C[1] = ROL64(A[1][4] ^ D[4], rhotates[1][4]);
    C[2] = ROL64(A[2][0] ^ D[0], rhotates[2][0]);
    C[3] = ROL64(A[3][1] ^ D[1], rhotates[3][1]);
    C[4] = ROL64(A[4][2] ^ D[2], rhotates[4][2]);

    T[1][0] = A[1][0] ^ D[0];
    T[1][1] = A[2][1] ^ D[1]; /* borrow T[1][1] */
    T[1][2] = A[1][2] ^ D[2];
    T[1][3] = A[1][3] ^ D[3];
    T[1][4] = A[2][4] ^ D[4]; /* borrow T[1][4] */

    A[1][0] = C[0] ^ (~C[1] & C[2]);
    A[1][1] = C[1] ^ (~C[2] & C[3]);
    A[1][2] = C[2] ^ (~C[3] & C[4]);
    A[1][3] = C[3] ^ (~C[4] & C[0]);
    A[1][4] = C[4] ^ (~C[0] & C[1]);

    C[0] = ROL64(T[0][1],        rhotates[0][1]);
    C[1] = ROL64(T[1][2],        rhotates[1][2]);
    C[2] = ROL64(A[2][3] ^ D[3], rhotates[2][3]);
    C[3] = ROL64(A[3][4] ^ D[4], rhotates[3][4]);
    C[4] = ROL64(A[4][0] ^ D[0], rhotates[4][0]);

    A[2][0] = C[0] ^ (~C[1] & C[2]);
    A[2][1] = C[1] ^ (~C[2] & C[3]);
    A[2][2] = C[2] ^ (~C[3] & C[4]);
    A[2][3] = C[3] ^ (~C[4] & C[0]);
    A[2][4] = C[4] ^ (~C[0] & C[1]);

    C[0] = ROL64(T[0][4],        rhotates[0][4]);
    C[1] = ROL64(T[1][0],        rhotates[1][0]);
    C[2] = ROL64(T[1][1],        rhotates[2][1]); /* originally A[2][1] */
    C[3] = ROL64(A[3][2] ^ D[2], rhotates[3][2]);
    C[4] = ROL64(A[4][3] ^ D[3], rhotates[4][3]);

    A[3][0] = C[0] ^ (~C[1] & C[2]);
    A[3][1] = C[1] ^ (~C[2] & C[3]);
    A[3][2] = C[2] ^ (~C[3] & C[4]);
    A[3][3] = C[3] ^ (~C[4] & C[0]);
    A[3][4] = C[4] ^ (~C[0] & C[1]);

    C[0] = ROL64(T[0][2],        rhotates[0][2]);
    C[1] = ROL64(T[1][3],        rhotates[1][3]);
    C[2] = ROL64(T[1][4],        rhotates[2][4]); /* originally A[2][4] */
    C[3] = ROL64(T[0][0],        rhotates[3][0]); /* originally A[3][0] */
    C[4] = ROL64(A[4][1] ^ D[1], rhotates[4][1]);

    A[4][0] = C[0] ^ (~C[1] & C[2]);
    A[4][1] = C[1] ^ (~C[2] & C[3]);
    A[4][2] = C[2] ^ (~C[3] & C[4]);
    A[4][3] = C[3] ^ (~C[4] & C[0]);
    A[4][4] = C[4] ^ (~C[0] & C[1]);
}

void KeccakF1600(uint64_t A[5][5])
{
    size_t i;

    for (i = 0; i < 24; i++) {
        Round(A, i);
    }
}

#elif defined(KECCAK_2X)
/*
 * This implementation is variant of KECCAK_1X above with outer-most
 * round loop unrolled twice. This allows to take temporary storage
 * out of round procedure and simplify references to it by alternating
 * it with actual data (see round loop below). Just like original, it's
 * rather meant as reference for an assembly implementation. It's likely
 * to provide best instruction per processed byte ratio at minimal
 * round unroll factor...
 */
static void Round(uint64_t R[5][5], uint64_t A[5][5], size_t i)
{
    uint64_t C[5], D[5];
    static const unsigned char rhotates[5][5] = {
        {  0,  1, 62, 28, 27 },
        { 36, 44,  6, 55, 20 },
        {  3, 10, 43, 25, 39 },
        { 41, 45, 15, 21,  8 },
        { 18,  2, 61, 56, 14 }
    };
    static const uint64_t iotas[] = {
        0x0000000000000001U, 0x0000000000008082U, 0x800000000000808aU,
        0x8000000080008000U, 0x000000000000808bU, 0x0000000080000001U,
        0x8000000080008081U, 0x8000000000008009U, 0x000000000000008aU,
        0x0000000000000088U, 0x0000000080008009U, 0x000000008000000aU,
        0x000000008000808bU, 0x800000000000008bU, 0x8000000000008089U,
        0x8000000000008003U, 0x8000000000008002U, 0x8000000000000080U,
        0x000000000000800aU, 0x800000008000000aU, 0x8000000080008081U,
        0x8000000000008080U, 0x0000000080000001U, 0x8000000080008008U
    };

    assert(i < (sizeof(iotas) / sizeof(iotas[0])));

    C[0] = A[0][0] ^ A[1][0] ^ A[2][0] ^ A[3][0] ^ A[4][0];
    C[1] = A[0][1] ^ A[1][1] ^ A[2][1] ^ A[3][1] ^ A[4][1];
    C[2] = A[0][2] ^ A[1][2] ^ A[2][2] ^ A[3][2] ^ A[4][2];
    C[3] = A[0][3] ^ A[1][3] ^ A[2][3] ^ A[3][3] ^ A[4][3];
    C[4] = A[0][4] ^ A[1][4] ^ A[2][4] ^ A[3][4] ^ A[4][4];

    D[0] = ROL64(C[1], 1) ^ C[4];
    D[1] = ROL64(C[2], 1) ^ C[0];
    D[2] = ROL64(C[3], 1) ^ C[1];
    D[3] = ROL64(C[4], 1) ^ C[2];
    D[4] = ROL64(C[0], 1) ^ C[3];

    C[0] =       A[0][0] ^ D[0]; /* rotate by 0 */
    C[1] = ROL64(A[1][1] ^ D[1], rhotates[1][1]);
    C[2] = ROL64(A[2][2] ^ D[2], rhotates[2][2]);
    C[3] = ROL64(A[3][3] ^ D[3], rhotates[3][3]);
    C[4] = ROL64(A[4][4] ^ D[4], rhotates[4][4]);

    R[0][0] = C[0] ^ (~C[1] & C[2]) ^ iotas[i];
    R[0][1] = C[1] ^ (~C[2] & C[3]);
    R[0][2] = C[2] ^ (~C[3] & C[4]);
    R[0][3] = C[3] ^ (~C[4] & C[0]);
    R[0][4] = C[4] ^ (~C[0] & C[1]);

    C[0] = ROL64(A[0][3] ^ D[3], rhotates[0][3]);
    C[1] = ROL64(A[1][4] ^ D[4], rhotates[1][4]);
    C[2] = ROL64(A[2][0] ^ D[0], rhotates[2][0]);
    C[3] = ROL64(A[3][1] ^ D[1], rhotates[3][1]);
    C[4] = ROL64(A[4][2] ^ D[2], rhotates[4][2]);

    R[1][0] = C[0] ^ (~C[1] & C[2]);
    R[1][1] = C[1] ^ (~C[2] & C[3]);
    R[1][2] = C[2] ^ (~C[3] & C[4]);
    R[1][3] = C[3] ^ (~C[4] & C[0]);
    R[1][4] = C[4] ^ (~C[0] & C[1]);

    C[0] = ROL64(A[0][1] ^ D[1], rhotates[0][1]);
    C[1] = ROL64(A[1][2] ^ D[2], rhotates[1][2]);
    C[2] = ROL64(A[2][3] ^ D[3], rhotates[2][3]);
    C[3] = ROL64(A[3][4] ^ D[4], rhotates[3][4]);
    C[4] = ROL64(A[4][0] ^ D[0], rhotates[4][0]);

    R[2][0] = C[0] ^ (~C[1] & C[2]);
    R[2][1] = C[1] ^ (~C[2] & C[3]);
    R[2][2] = C[2] ^ (~C[3] & C[4]);
    R[2][3] = C[3] ^ (~C[4] & C[0]);
    R[2][4] = C[4] ^ (~C[0] & C[1]);

    C[0] = ROL64(A[0][4] ^ D[4], rhotates[0][4]);
    C[1] = ROL64(A[1][0] ^ D[0], rhotates[1][0]);
    C[2] = ROL64(A[2][1] ^ D[1], rhotates[2][1]);
    C[3] = ROL64(A[3][2] ^ D[2], rhotates[3][2]);
    C[4] = ROL64(A[4][3] ^ D[3], rhotates[4][3]);

    R[3][0] = C[0] ^ (~C[1] & C[2]);
    R[3][1] = C[1] ^ (~C[2] & C[3]);
    R[3][2] = C[2] ^ (~C[3] & C[4]);
    R[3][3] = C[3] ^ (~C[4] & C[0]);
    R[3][4] = C[4] ^ (~C[0] & C[1]);

    C[0] = ROL64(A[0][2] ^ D[2], rhotates[0][2]);
    C[1] = ROL64(A[1][3] ^ D[3], rhotates[1][3]);
    C[2] = ROL64(A[2][4] ^ D[4], rhotates[2][4]);
    C[3] = ROL64(A[3][0] ^ D[0], rhotates[3][0]);
    C[4] = ROL64(A[4][1] ^ D[1], rhotates[4][1]);

    R[4][0] = C[0] ^ (~C[1] & C[2]);
    R[4][1] = C[1] ^ (~C[2] & C[3]);
    R[4][2] = C[2] ^ (~C[3] & C[4]);
    R[4][3] = C[3] ^ (~C[4] & C[0]);
    R[4][4] = C[4] ^ (~C[0] & C[1]);
}

void KeccakF1600(uint64_t A[5][5])
{
    uint64_t T[5][5];
    size_t i;

    for (i = 0; i < 24; i += 2) {
        Round(T, A, i);
        Round(A, T, i + 1);
    }
}

#else
/*
 * This implementation is KECCAK_1X from above combined 4 times with
 * a twist that allows to omit temporary storage and perform in-place
 * processing. It's discussed in section 2.5 of "Keccak implementation
 * overview". It's likely to be best suited for processors with large
 * register bank...
 */
static void FourRounds(uint64_t A[5][5], size_t i)
{
    uint64_t B[5], C[5], D[5];
    static const unsigned char rhotates[5][5] = {
        {  0,  1, 62, 28, 27 },
        { 36, 44,  6, 55, 20 },
        {  3, 10, 43, 25, 39 },
        { 41, 45, 15, 21,  8 },
        { 18,  2, 61, 56, 14 }
    };
    static const uint64_t iotas[] = {
        0x0000000000000001U, 0x0000000000008082U, 0x800000000000808aU,
        0x8000000080008000U, 0x000000000000808bU, 0x0000000080000001U,
        0x8000000080008081U, 0x8000000000008009U, 0x000000000000008aU,
        0x0000000000000088U, 0x0000000080008009U, 0x000000008000000aU,
        0x000000008000808bU, 0x800000000000008bU, 0x8000000000008089U,
        0x8000000000008003U, 0x8000000000008002U, 0x8000000000000080U,
        0x000000000000800aU, 0x800000008000000aU, 0x8000000080008081U,
        0x8000000000008080U, 0x0000000080000001U, 0x8000000080008008U
    };

    assert(i <= (sizeof(iotas) / sizeof(iotas[0]) - 4));

    /* Round 4*n */
    C[0] = A[0][0] ^ A[1][0] ^ A[2][0] ^ A[3][0] ^ A[4][0];
    C[1] = A[0][1] ^ A[1][1] ^ A[2][1] ^ A[3][1] ^ A[4][1];
    C[2] = A[0][2] ^ A[1][2] ^ A[2][2] ^ A[3][2] ^ A[4][2];
    C[3] = A[0][3] ^ A[1][3] ^ A[2][3] ^ A[3][3] ^ A[4][3];
    C[4] = A[0][4] ^ A[1][4] ^ A[2][4] ^ A[3][4] ^ A[4][4];

    D[0] = ROL64(C[1], 1) ^ C[4];
    D[1] = ROL64(C[2], 1) ^ C[0];
    D[2] = ROL64(C[3], 1) ^ C[1];
    D[3] = ROL64(C[4], 1) ^ C[2];
    D[4] = ROL64(C[0], 1) ^ C[3];

    B[0] =       A[0][0] ^ D[0]; /* rotate by 0 */
    B[1] = ROL64(A[1][1] ^ D[1], rhotates[1][1]);
    B[2] = ROL64(A[2][2] ^ D[2], rhotates[2][2]);
    B[3] = ROL64(A[3][3] ^ D[3], rhotates[3][3]);
    B[4] = ROL64(A[4][4] ^ D[4], rhotates[4][4]);

    C[0] = A[0][0] = B[0] ^ (~B[1] & B[2]) ^ iotas[i];
    C[1] = A[1][1] = B[1] ^ (~B[2] & B[3]);
    C[2] = A[2][2] = B[2] ^ (~B[3] & B[4]);
    C[3] = A[3][3] = B[3] ^ (~B[4] & B[0]);
    C[4] = A[4][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[0][3] ^ D[3], rhotates[0][3]);
    B[1] = ROL64(A[1][4] ^ D[4], rhotates[1][4]);
    B[2] = ROL64(A[2][0] ^ D[0], rhotates[2][0]);
    B[3] = ROL64(A[3][1] ^ D[1], rhotates[3][1]);
    B[4] = ROL64(A[4][2] ^ D[2], rhotates[4][2]);

    C[0] ^= A[2][0] = B[0] ^ (~B[1] & B[2]);
    C[1] ^= A[3][1] = B[1] ^ (~B[2] & B[3]);
    C[2] ^= A[4][2] = B[2] ^ (~B[3] & B[4]);
    C[3] ^= A[0][3] = B[3] ^ (~B[4] & B[0]);
    C[4] ^= A[1][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[0][1] ^ D[1], rhotates[0][1]);
    B[1] = ROL64(A[1][2] ^ D[2], rhotates[1][2]);
    B[2] = ROL64(A[2][3] ^ D[3], rhotates[2][3]);
    B[3] = ROL64(A[3][4] ^ D[4], rhotates[3][4]);
    B[4] = ROL64(A[4][0] ^ D[0], rhotates[4][0]);

    C[0] ^= A[4][0] = B[0] ^ (~B[1] & B[2]);
    C[1] ^= A[0][1] = B[1] ^ (~B[2] & B[3]);
    C[2] ^= A[1][2] = B[2] ^ (~B[3] & B[4]);
    C[3] ^= A[2][3] = B[3] ^ (~B[4] & B[0]);
    C[4] ^= A[3][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[0][4] ^ D[4], rhotates[0][4]);
    B[1] = ROL64(A[1][0] ^ D[0], rhotates[1][0]);
    B[2] = ROL64(A[2][1] ^ D[1], rhotates[2][1]);
    B[3] = ROL64(A[3][2] ^ D[2], rhotates[3][2]);
    B[4] = ROL64(A[4][3] ^ D[3], rhotates[4][3]);

    C[0] ^= A[1][0] = B[0] ^ (~B[1] & B[2]);
    C[1] ^= A[2][1] = B[1] ^ (~B[2] & B[3]);
    C[2] ^= A[3][2] = B[2] ^ (~B[3] & B[4]);
    C[3] ^= A[4][3] = B[3] ^ (~B[4] & B[0]);
    C[4] ^= A[0][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[0][2] ^ D[2], rhotates[0][2]);
    B[1] = ROL64(A[1][3] ^ D[3], rhotates[1][3]);
    B[2] = ROL64(A[2][4] ^ D[4], rhotates[2][4]);
    B[3] = ROL64(A[3][0] ^ D[0], rhotates[3][0]);
    B[4] = ROL64(A[4][1] ^ D[1], rhotates[4][1]);

    C[0] ^= A[3][0] = B[0] ^ (~B[1] & B[2]);
    C[1] ^= A[4][1] = B[1] ^ (~B[2] & B[3]);
    C[2] ^= A[0][2] = B[2] ^ (~B[3] & B[4]);
    C[3] ^= A[1][3] = B[3] ^ (~B[4] & B[0]);
    C[4] ^= A[2][4] = B[4] ^ (~B[0] & B[1]);

    /* Round 4*n+1 */
    D[0] = ROL64(C[1], 1) ^ C[4];
    D[1] = ROL64(C[2], 1) ^ C[0];
    D[2] = ROL64(C[3], 1) ^ C[1];
    D[3] = ROL64(C[4], 1) ^ C[2];
    D[4] = ROL64(C[0], 1) ^ C[3];

    B[0] =       A[0][0] ^ D[0]; /* rotate by 0 */
    B[1] = ROL64(A[3][1] ^ D[1], rhotates[1][1]);
    B[2] = ROL64(A[1][2] ^ D[2], rhotates[2][2]);
    B[3] = ROL64(A[4][3] ^ D[3], rhotates[3][3]);
    B[4] = ROL64(A[2][4] ^ D[4], rhotates[4][4]);

    C[0] = A[0][0] = B[0] ^ (~B[1] & B[2]) ^ iotas[i + 1];
    C[1] = A[3][1] = B[1] ^ (~B[2] & B[3]);
    C[2] = A[1][2] = B[2] ^ (~B[3] & B[4]);
    C[3] = A[4][3] = B[3] ^ (~B[4] & B[0]);
    C[4] = A[2][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[3][3] ^ D[3], rhotates[0][3]);
    B[1] = ROL64(A[1][4] ^ D[4], rhotates[1][4]);
    B[2] = ROL64(A[4][0] ^ D[0], rhotates[2][0]);
    B[3] = ROL64(A[2][1] ^ D[1], rhotates[3][1]);
    B[4] = ROL64(A[0][2] ^ D[2], rhotates[4][2]);

    C[0] ^= A[4][0] = B[0] ^ (~B[1] & B[2]);
    C[1] ^= A[2][1] = B[1] ^ (~B[2] & B[3]);
    C[2] ^= A[0][2] = B[2] ^ (~B[3] & B[4]);
    C[3] ^= A[3][3] = B[3] ^ (~B[4] & B[0]);
    C[4] ^= A[1][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[1][1] ^ D[1], rhotates[0][1]);
    B[1] = ROL64(A[4][2] ^ D[2], rhotates[1][2]);
    B[2] = ROL64(A[2][3] ^ D[3], rhotates[2][3]);
    B[3] = ROL64(A[0][4] ^ D[4], rhotates[3][4]);
    B[4] = ROL64(A[3][0] ^ D[0], rhotates[4][0]);

    C[0] ^= A[3][0] = B[0] ^ (~B[1] & B[2]);
    C[1] ^= A[1][1] = B[1] ^ (~B[2] & B[3]);
    C[2] ^= A[4][2] = B[2] ^ (~B[3] & B[4]);
    C[3] ^= A[2][3] = B[3] ^ (~B[4] & B[0]);
    C[4] ^= A[0][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[4][4] ^ D[4], rhotates[0][4]);
    B[1] = ROL64(A[2][0] ^ D[0], rhotates[1][0]);
    B[2] = ROL64(A[0][1] ^ D[1], rhotates[2][1]);
    B[3] = ROL64(A[3][2] ^ D[2], rhotates[3][2]);
    B[4] = ROL64(A[1][3] ^ D[3], rhotates[4][3]);

    C[0] ^= A[2][0] = B[0] ^ (~B[1] & B[2]);
    C[1] ^= A[0][1] = B[1] ^ (~B[2] & B[3]);
    C[2] ^= A[3][2] = B[2] ^ (~B[3] & B[4]);
    C[3] ^= A[1][3] = B[3] ^ (~B[4] & B[0]);
    C[4] ^= A[4][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[2][2] ^ D[2], rhotates[0][2]);
    B[1] = ROL64(A[0][3] ^ D[3], rhotates[1][3]);
    B[2] = ROL64(A[3][4] ^ D[4], rhotates[2][4]);
    B[3] = ROL64(A[1][0] ^ D[0], rhotates[3][0]);
    B[4] = ROL64(A[4][1] ^ D[1], rhotates[4][1]);

    C[0] ^= A[1][0] = B[0] ^ (~B[1] & B[2]);
    C[1] ^= A[4][1] = B[1] ^ (~B[2] & B[3]);
    C[2] ^= A[2][2] = B[2] ^ (~B[3] & B[4]);
    C[3] ^= A[0][3] = B[3] ^ (~B[4] & B[0]);
    C[4] ^= A[3][4] = B[4] ^ (~B[0] & B[1]);

    /* Round 4*n+2 */
    D[0] = ROL64(C[1], 1) ^ C[4];
    D[1] = ROL64(C[2], 1) ^ C[0];
    D[2] = ROL64(C[3], 1) ^ C[1];
    D[3] = ROL64(C[4], 1) ^ C[2];
    D[4] = ROL64(C[0], 1) ^ C[3];

    B[0] =       A[0][0] ^ D[0]; /* rotate by 0 */
    B[1] = ROL64(A[2][1] ^ D[1], rhotates[1][1]);
    B[2] = ROL64(A[4][2] ^ D[2], rhotates[2][2]);
    B[3] = ROL64(A[1][3] ^ D[3], rhotates[3][3]);
    B[4] = ROL64(A[3][4] ^ D[4], rhotates[4][4]);

    C[0] = A[0][0] = B[0] ^ (~B[1] & B[2]) ^ iotas[i + 2];
    C[1] = A[2][1] = B[1] ^ (~B[2] & B[3]);
    C[2] = A[4][2] = B[2] ^ (~B[3] & B[4]);
    C[3] = A[1][3] = B[3] ^ (~B[4] & B[0]);
    C[4] = A[3][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[4][3] ^ D[3], rhotates[0][3]);
    B[1] = ROL64(A[1][4] ^ D[4], rhotates[1][4]);
    B[2] = ROL64(A[3][0] ^ D[0], rhotates[2][0]);
    B[3] = ROL64(A[0][1] ^ D[1], rhotates[3][1]);
    B[4] = ROL64(A[2][2] ^ D[2], rhotates[4][2]);

    C[0] ^= A[3][0] = B[0] ^ (~B[1] & B[2]);
    C[1] ^= A[0][1] = B[1] ^ (~B[2] & B[3]);
    C[2] ^= A[2][2] = B[2] ^ (~B[3] & B[4]);
    C[3] ^= A[4][3] = B[3] ^ (~B[4] & B[0]);
    C[4] ^= A[1][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[3][1] ^ D[1], rhotates[0][1]);
    B[1] = ROL64(A[0][2] ^ D[2], rhotates[1][2]);
    B[2] = ROL64(A[2][3] ^ D[3], rhotates[2][3]);
    B[3] = ROL64(A[4][4] ^ D[4], rhotates[3][4]);
    B[4] = ROL64(A[1][0] ^ D[0], rhotates[4][0]);

    C[0] ^= A[1][0] = B[0] ^ (~B[1] & B[2]);
    C[1] ^= A[3][1] = B[1] ^ (~B[2] & B[3]);
    C[2] ^= A[0][2] = B[2] ^ (~B[3] & B[4]);
    C[3] ^= A[2][3] = B[3] ^ (~B[4] & B[0]);
    C[4] ^= A[4][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[2][4] ^ D[4], rhotates[0][4]);
    B[1] = ROL64(A[4][0] ^ D[0], rhotates[1][0]);
    B[2] = ROL64(A[1][1] ^ D[1], rhotates[2][1]);
    B[3] = ROL64(A[3][2] ^ D[2], rhotates[3][2]);
    B[4] = ROL64(A[0][3] ^ D[3], rhotates[4][3]);

    C[0] ^= A[4][0] = B[0] ^ (~B[1] & B[2]);
    C[1] ^= A[1][1] = B[1] ^ (~B[2] & B[3]);
    C[2] ^= A[3][2] = B[2] ^ (~B[3] & B[4]);
    C[3] ^= A[0][3] = B[3] ^ (~B[4] & B[0]);
    C[4] ^= A[2][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[1][2] ^ D[2], rhotates[0][2]);
    B[1] = ROL64(A[3][3] ^ D[3], rhotates[1][3]);
    B[2] = ROL64(A[0][4] ^ D[4], rhotates[2][4]);
    B[3] = ROL64(A[2][0] ^ D[0], rhotates[3][0]);
    B[4] = ROL64(A[4][1] ^ D[1], rhotates[4][1]);

    C[0] ^= A[2][0] = B[0] ^ (~B[1] & B[2]);
    C[1] ^= A[4][1] = B[1] ^ (~B[2] & B[3]);
    C[2] ^= A[1][2] = B[2] ^ (~B[3] & B[4]);
    C[3] ^= A[3][3] = B[3] ^ (~B[4] & B[0]);
    C[4] ^= A[0][4] = B[4] ^ (~B[0] & B[1]);

    /* Round 4*n+3 */
    D[0] = ROL64(C[1], 1) ^ C[4];
    D[1] = ROL64(C[2], 1) ^ C[0];
    D[2] = ROL64(C[3], 1) ^ C[1];
    D[3] = ROL64(C[4], 1) ^ C[2];
    D[4] = ROL64(C[0], 1) ^ C[3];

    B[0] =       A[0][0] ^ D[0]; /* rotate by 0 */
    B[1] = ROL64(A[0][1] ^ D[1], rhotates[1][1]);
    B[2] = ROL64(A[0][2] ^ D[2], rhotates[2][2]);
    B[3] = ROL64(A[0][3] ^ D[3], rhotates[3][3]);
    B[4] = ROL64(A[0][4] ^ D[4], rhotates[4][4]);

    /* C[0] = */ A[0][0] = B[0] ^ (~B[1] & B[2]) ^ iotas[i + 3];
    /* C[1] = */ A[0][1] = B[1] ^ (~B[2] & B[3]);
    /* C[2] = */ A[0][2] = B[2] ^ (~B[3] & B[4]);
    /* C[3] = */ A[0][3] = B[3] ^ (~B[4] & B[0]);
    /* C[4] = */ A[0][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[1][3] ^ D[3], rhotates[0][3]);
    B[1] = ROL64(A[1][4] ^ D[4], rhotates[1][4]);
    B[2] = ROL64(A[1][0] ^ D[0], rhotates[2][0]);
    B[3] = ROL64(A[1][1] ^ D[1], rhotates[3][1]);
    B[4] = ROL64(A[1][2] ^ D[2], rhotates[4][2]);

    /* C[0] ^= */ A[1][0] = B[0] ^ (~B[1] & B[2]);
    /* C[1] ^= */ A[1][1] = B[1] ^ (~B[2] & B[3]);
    /* C[2] ^= */ A[1][2] = B[2] ^ (~B[3] & B[4]);
    /* C[3] ^= */ A[1][3] = B[3] ^ (~B[4] & B[0]);
    /* C[4] ^= */ A[1][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[2][1] ^ D[1], rhotates[0][1]);
    B[1] = ROL64(A[2][2] ^ D[2], rhotates[1][2]);
    B[2] = ROL64(A[2][3] ^ D[3], rhotates[2][3]);
    B[3] = ROL64(A[2][4] ^ D[4], rhotates[3][4]);
    B[4] = ROL64(A[2][0] ^ D[0], rhotates[4][0]);

    /* C[0] ^= */ A[2][0] = B[0] ^ (~B[1] & B[2]);
    /* C[1] ^= */ A[2][1] = B[1] ^ (~B[2] & B[3]);
    /* C[2] ^= */ A[2][2] = B[2] ^ (~B[3] & B[4]);
    /* C[3] ^= */ A[2][3] = B[3] ^ (~B[4] & B[0]);
    /* C[4] ^= */ A[2][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[3][4] ^ D[4], rhotates[0][4]);
    B[1] = ROL64(A[3][0] ^ D[0], rhotates[1][0]);
    B[2] = ROL64(A[3][1] ^ D[1], rhotates[2][1]);
    B[3] = ROL64(A[3][2] ^ D[2], rhotates[3][2]);
    B[4] = ROL64(A[3][3] ^ D[3], rhotates[4][3]);

    /* C[0] ^= */ A[3][0] = B[0] ^ (~B[1] & B[2]);
    /* C[1] ^= */ A[3][1] = B[1] ^ (~B[2] & B[3]);
    /* C[2] ^= */ A[3][2] = B[2] ^ (~B[3] & B[4]);
    /* C[3] ^= */ A[3][3] = B[3] ^ (~B[4] & B[0]);
    /* C[4] ^= */ A[3][4] = B[4] ^ (~B[0] & B[1]);

    B[0] = ROL64(A[4][2] ^ D[2], rhotates[0][2]);
    B[1] = ROL64(A[4][3] ^ D[3], rhotates[1][3]);
    B[2] = ROL64(A[4][4] ^ D[4], rhotates[2][4]);
    B[3] = ROL64(A[4][0] ^ D[0], rhotates[3][0]);
    B[4] = ROL64(A[4][1] ^ D[1], rhotates[4][1]);

    /* C[0] ^= */ A[4][0] = B[0] ^ (~B[1] & B[2]);
    /* C[1] ^= */ A[4][1] = B[1] ^ (~B[2] & B[3]);
    /* C[2] ^= */ A[4][2] = B[2] ^ (~B[3] & B[4]);
    /* C[3] ^= */ A[4][3] = B[3] ^ (~B[4] & B[0]);
    /* C[4] ^= */ A[4][4] = B[4] ^ (~B[0] & B[1]);
}

void KeccakF1600(uint64_t A[5][5])
{
    size_t i;

    for (i = 0; i < 24; i += 4) {
        FourRounds(A, i);
    }
}

#endif

/*
 * SHA3_absorb can be called multiple times, but at each invocation
 * largest multiple of |r| out of |len| bytes are processed. Then