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@ -4,12 +4,10 @@
@@ -4,12 +4,10 @@
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#ifdef VECTORS4 |
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typedef uint4 u; |
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#elif defined VECTORS2 |
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typedef uint2 u; |
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#else |
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#ifdef VECTORS2 |
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typedef uint2 u; |
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#else |
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typedef uint u; |
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#endif |
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typedef uint u; |
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#endif |
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__constant uint K[64] = { |
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@ -194,16 +192,14 @@ void search( const uint state0, const uint state1, const uint state2, const uint
@@ -194,16 +192,14 @@ void search( const uint state0, const uint state1, const uint state2, const uint
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uint r = rot(W[3].x,25u)^rot(W[3].x,14u)^((W[3].x)>>3U); |
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//Since only the 2 LSB is opposite between the nonces, we can save an instruction by flipping the 4 bits in W18 rather than the 1 bit in W3 |
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W[18] = PreW18 + (u){r, r ^ 0x2004000U, r ^ 0x4008000U, r ^ 0x600C000U}; |
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#elif defined VECTORS2 |
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W[3] = base + (uint)(get_local_id(0)) * 2u + (uint)(get_group_id(0)) * (WORKSIZE * 2u); |
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uint r = rot(W[3].x,25u)^rot(W[3].x,14u)^((W[3].x)>>3U); |
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W[18] = PreW18 + (u){r, r ^ 0x2004000U}; |
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#else |
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#ifdef VECTORS2 |
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W[3] = base + (uint)(get_local_id(0)) * 2u + (uint)(get_group_id(0)) * (WORKSIZE * 2u); |
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uint r = rot(W[3].x,25u)^rot(W[3].x,14u)^((W[3].x)>>3U); |
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W[18] = PreW18 + (u){r, r ^ 0x2004000U}; |
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#else |
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W[3] = base + get_local_id(0) + get_group_id(0) * (WORKSIZE); |
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u r = rot(W[3],25u)^rot(W[3],14u)^((W[3])>>3U); |
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W[18] = PreW18 + r; |
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#endif |
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W[3] = base + get_local_id(0) + get_group_id(0) * (WORKSIZE); |
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u r = rot(W[3],25u)^rot(W[3],14u)^((W[3])>>3U); |
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W[18] = PreW18 + r; |
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#endif |
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//the order of the W calcs and Rounds is like this because the compiler needs help finding how to order the instructions |
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@ -388,36 +384,34 @@ void search( const uint state0, const uint state1, const uint state2, const uint
@@ -388,36 +384,34 @@ void search( const uint state0, const uint state1, const uint state2, const uint
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sharoundW(64 + 57); |
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sharoundW(64 + 58); |
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u v = W[117] + W[108] + Vals[3] + Vals[7] + P2(124) + P1(124) + Ch((Vals[0] + Vals[4]) + (K[59] + W(59+64)) + s1(64+59)+ ch(59+64),Vals[1],Vals[2]) ^ |
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-(K[60] + H[7]) - S1((Vals[0] + Vals[4]) + (K[59] + W(59+64)) + s1(64+59)+ ch(59+64)); |
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W[117] += W[108] + Vals[3] + Vals[7] + P2(124) + P1(124) + Ch((Vals[0] + Vals[4]) + (K[59] + W(59+64)) + s1(64+59)+ ch(59+64),Vals[1],Vals[2]) - |
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(-(K[60] + H[7]) - S1((Vals[0] + Vals[4]) + (K[59] + W(59+64)) + s1(64+59)+ ch(59+64))); |
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#define FOUND (0x80) |
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#define NFLAG (0x7F) |
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#ifdef VECTORS4 |
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bool result = v.x & v.y & v.z & v.w; |
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bool result = W[117].x & W[117].y & W[117].z & W[117].w; |
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if (!result) { |
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if (!v.x) |
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if (!W[117].x) |
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output[FOUND] = output[NFLAG & W[3].x] = W[3].x; |
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if (!v.y) |
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if (!W[117].y) |
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output[FOUND] = output[NFLAG & W[3].y] = W[3].y; |
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if (!v.z) |
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if (!W[117].z) |
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output[FOUND] = output[NFLAG & W[3].z] = W[3].z; |
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if (!v.w) |
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if (!W[117].w) |
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output[FOUND] = output[NFLAG & W[3].w] = W[3].w; |
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} |
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#elif defined VECTORS2 |
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bool result = W[117].x & W[117].y; |
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if (!result) { |
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if (!W[117].x) |
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output[FOUND] = output[NFLAG & W[3].x] = W[3].x; |
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if (!W[117].y) |
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output[FOUND] = output[NFLAG & W[3].y] = W[3].y; |
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} |
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#else |
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#ifdef VECTORS2 |
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bool result = v.x & v.y; |
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if (!result) { |
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if (!v.x) |
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output[FOUND] = output[NFLAG & W[3].x] = W[3].x; |
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if (!v.y) |
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output[FOUND] = output[NFLAG & W[3].y] = W[3].y; |
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} |
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#else |
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if (!v) |
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output[FOUND] = output[NFLAG & W[3]] = W[3]; |
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#endif |
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if (!W[117]) |
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output[FOUND] = output[NFLAG & W[3]] = W[3]; |
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#endif |
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} |
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