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@@ -4,12 +4,10 @@
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#ifdef VECTORS4
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typedef uint4 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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+#elif defined 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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__constant uint K[64] = {
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@@ -175,7 +173,7 @@ void search( const uint state0, const uint state1, const uint state2, const uint
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//Dummy Variable to prevent compiler from reordering between rounds
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u t1;
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-
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+
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//Vals[0]=state0;
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Vals[1]=B1;
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Vals[2]=C1;
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@@ -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
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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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