Exemple #1
0
 public static fp3 mul(fp2 a, fp2x3 b)
 {
     return(fp3(
                a.x * b.c0.x + a.y * b.c0.y,
                a.x * b.c1.x + a.y * b.c1.y,
                a.x * b.c2.x + a.y * b.c2.y));
 }
Exemple #2
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 public static fp3x2 transpose(fp2x3 v)
 {
     return(fp3x2(
                v.c0.x, v.c0.y,
                v.c1.x, v.c1.y,
                v.c2.x, v.c2.y));
 }
Exemple #3
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 public static fp4x3 mul(fp4x2 a, fp2x3 b)
 {
     return(fp4x3(
                a.c0 * b.c0.x + a.c1 * b.c0.y,
                a.c0 * b.c1.x + a.c1 * b.c1.y,
                a.c0 * b.c2.x + a.c1 * b.c2.y));
 }
Exemple #4
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 public static fp2x3 mul(fp2x3 a, fp3x3 b)
 {
     return(fp2x3(
                a.c0 * b.c0.x + a.c1 * b.c0.y + a.c2 * b.c0.z,
                a.c0 * b.c1.x + a.c1 * b.c1.y + a.c2 * b.c1.z,
                a.c0 * b.c2.x + a.c1 * b.c2.y + a.c2 * b.c2.z));
 }
Exemple #5
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 public static fp2x4 mul(fp2x3 a, fp3x4 b)
 {
     return(fp2x4(
                a.c0 * b.c0.x + a.c1 * b.c0.y + a.c2 * b.c0.z,
                a.c0 * b.c1.x + a.c1 * b.c1.y + a.c2 * b.c1.z,
                a.c0 * b.c2.x + a.c1 * b.c2.y + a.c2 * b.c2.z,
                a.c0 * b.c3.x + a.c1 * b.c3.y + a.c2 * b.c3.z));
 }
Exemple #6
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 public static uint2 hashwide(fp2x3 v)
 {
     return((fpmath.asuint(v.c0) * uint2(0xC3D32AE1u, 0xB966942Fu) +
             fpmath.asuint(v.c1) * uint2(0xFE9856B3u, 0xFA3A3285u) +
             fpmath.asuint(v.c2) * uint2(0xAD55999Du, 0xDCDD5341u)) + 0x94DDD769u);
 }
Exemple #7
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 public static uint hash(fp2x3 v)
 {
     return(math.csum(fpmath.asuint(v.c0) * uint2(0xA9D919BFu, 0xC3EC1D97u) +
                      fpmath.asuint(v.c1) * uint2(0xB8B208C7u, 0x5D3ED947u) +
                      fpmath.asuint(v.c2) * uint2(0x4473BBB1u, 0xCBA11D5Fu)) + 0x685835CFu);
 }
Exemple #8
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 public static fp2x2 mul(fp2x3 a, fp3x2 b)
 {
     return(fp2x2(
                a.c0 * b.c0.x + a.c1 * b.c0.y + a.c2 * b.c0.z,
                a.c0 * b.c1.x + a.c1 * b.c1.y + a.c2 * b.c1.z));
 }
Exemple #9
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 public static fp2 mul(fp2x3 a, fp3 b)
 {
     return(a.c0 * b.x + a.c1 * b.y + a.c2 * b.z);
 }