1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
|
#ifndef _BLASR_MD5_UTILS_IMPL_HPP_
#define _BLASR_MD5_UTILS_IMPL_HPP_
// ROTATE_LEFT rotates x left n bits.
inline unsigned int MD5::rotate_left(uint4 x, uint4 n) { return (x << n) | (x >> (32 - n)); }
// F, G, H and I are basic MD5 functions.
inline unsigned int MD5::F(uint4 x, uint4 y, uint4 z) { return (x & y) | (~x & z); }
inline unsigned int MD5::G(uint4 x, uint4 y, uint4 z) { return (x & z) | (y & ~z); }
inline unsigned int MD5::H(uint4 x, uint4 y, uint4 z) { return x ^ y ^ z; }
inline unsigned int MD5::I(uint4 x, uint4 y, uint4 z) { return y ^ (x | ~z); }
// FF, GG, HH, and II transformations for rounds 1, 2, 3, and 4.
// Rotation is separate from addition to prevent recomputation.
inline void MD5::FF(uint4& a, uint4 b, uint4 c, uint4 d, uint4 x, uint4 s, uint4 ac)
{
a += F(b, c, d) + x + ac;
a = rotate_left(a, s) + b;
}
inline void MD5::GG(uint4& a, uint4 b, uint4 c, uint4 d, uint4 x, uint4 s, uint4 ac)
{
a += G(b, c, d) + x + ac;
a = rotate_left(a, s) + b;
}
inline void MD5::HH(uint4& a, uint4 b, uint4 c, uint4 d, uint4 x, uint4 s, uint4 ac)
{
a += H(b, c, d) + x + ac;
a = rotate_left(a, s) + b;
}
inline void MD5::II(uint4& a, uint4 b, uint4 c, uint4 d, uint4 x, uint4 s, uint4 ac)
{
a += I(b, c, d) + x + ac;
a = rotate_left(a, s) + b;
}
#endif
|