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+// Copyright 2019 The Fuchsia Authors
+//
+// Use of this source code is governed by a MIT-style
+// license that can be found in the LICENSE file or at
+// https://opensource.org/licenses/MIT
+
+#include <stdint.h>
+
+// When the compiler doesn't inline __builtin_popcount{,l}, it calls these.
+extern "C" int __popcountsi2(uint32_t val);
+extern "C" int __popcountdi2(uint64_t val);
+// If the compiler doesn't inline __builtin_popcount % 2 it calls this.
+extern "C" int __paritydi2(uint64_t val);
+
+extern "C" int __popcountsi2(uint32_t val) {
+ // Implement a log2(bits) popcount, with a few tricks to save some
+ // instructions.
+ //
+ // The general idea here is to simply add up the bits in the word in
+ // parallel, storing intermediate results in different bit positions in
+ // the word as we go, and eventually arriving at a sum which is the
+ // popcount of the word.
+ //
+ // For example, consider an 8 bit integer written as
+ //
+ // b7 b6 b5 b4 b3 b2 b1 b0
+ //
+ // Each of the bits in the word represent a partial sum that, when added
+ // together, produce our result. We can compute...
+ //
+ // (
+ // b7 b6 b5 b4 b3 b2 b1 b0 &
+ // 0 1 0 1 0 1 0 1 =
+ // 0 b6 0 b4 0 b2 0 b0
+ // ) + (
+ // b7 b6 b5 b4 b3 b2 b1 b0 >> 1 =
+ // 0 b7 b6 b5 b4 b3 b2 b1 &
+ // 0 1 0 1 0 1 0 1 =
+ // 0 b7 0 b5 0 b3 0 b1
+ // ) =
+ // b7+b6 b5+b4 b3+b2 b1+b0
+ //
+ // And now we have 4 partial sums, each of which takes two bits of
+ // storage instead of one. Repeating this process with appropriate
+ // masks and shifts will eventually give us the answer we are looking
+ // for. After the next step, we will have partial sums which require 3
+ // bits of storage, but aligned to 4 bit boundaries; so...
+ //
+ // 0 (b7+b6+b5+b4) 0 (b3+b2+b1+b0)
+ //
+ // After the last step, we will get the final sum stored in 4 bits, with
+ // guaranteed 0s for the upper bits.
+ // aligned to ...
+ //
+ // 0 0 0 0 (b7+b6+b5+b4+b3+b2+b1+b0)
+ //
+ // While this is the general idea, it turns out that we only need to
+ // follow this exact process during step #2. For each of the other
+ // steps (there will be 5 for a 32 bit integer) we can shave a few
+ // cycles by taking advantage of some of the particular properties of
+ // each step. See the comments below.
+ constexpr uint32_t mask1 = 0x55555555;
+ constexpr uint32_t mask2 = 0x33333333;
+ constexpr uint32_t mask3 = 0x0F0F0F0F;
+ constexpr uint32_t mult1 = 0x01010101;
+
+ // Step 1:
+ // While we could compute (val & mask) + ((val >> 1) & mask), we can
+ // actually save one of the mask operations by subtracting instead of
+ // adding. Consider the following truth table...
+ //
+ // In | >>1 | & | - |
+ // X00 | XX0 | X00 | X00 |
+ // X01 | XX0 | X00 | X01 |
+ // X10 | XX1 | X01 | X01 |
+ // X11 | XX1 | X01 | X10 |
+ //
+ val = val - ((val >> 1) & mask1);
+
+ // Step 2:
+ // This is simply the operation described in the overview, adding a
+ // bunch of 2 bit partials to produce a 3 bit result, but which is
+ // aligned on 4 bit boundaries (where the MSB of each 4 bit nibble is
+ // guaranteed to be 0)
+ val = (val & mask2) + ((val >> 2) & mask2);
+
+ // Step 3:
+ // Again, we can save a mask operation here. This time, it is because
+ // the we know that all bit positions ((i * 4) + 3) are guaranteed to be
+ // zero. We can simply shift by 4 and add the partial sums. Any
+ // overflow will go into the ((i * 4) + 3) position and not interfere
+ // with any of the other partial sums.
+ val = (val + (val >> 4)) & mask3;
+
+ // Step 4 + 5:
+ // Finally, we can combine steps 4 and 5 using a multiply. We have 4
+ // remaining partial sums, each of which is contained in 4 bits and
+ // aligned to 8 bit boundaries (with 4 bits of zero in-between each
+ // sum). Now, we have enough space that if we could perform all 4 sums
+ // at once, we know that the result would fit in (at most) 6 bits, which
+ // easily fits in our 8 bits of space.
+ //
+ // At its heart, multiplying is the equivalent of repeated shifting, and
+ // conditional adding. IOW - if I multiply by 0101b, it is basically
+ // the same as saying "shift X left by 0, then add that to shift X left
+ // by 2" (because bits 0 and bits 2 are the only bits set).
+ //
+ // So, we have, 0x0A0B0C0D, and want to compute (A+B+C+D). Multiplying
+ // our register by 0x01010101 basically does this for us. We are
+ // summing our register shifted left by 0 (A), 8 (B), 16 (C) and 24 (D),
+ // which puts A+B+C+D into the upper 8 bits of the register. The lower
+ // 24 bits are junk, but we know (because of the 0s which separate A-D)
+ // that this junk is not going to overflow into our result. All we need
+ // to do is right shift by 24, and we are done.
+ return (val * mult1) >> 24;
+}
+
+extern "C" int __popcountdi2(uint64_t val) {
+ // See notes above for how this works. The 64 bit version of this is
+ // identical to the 32 bit version, the only difference is that during
+ // the final stage, we use the multiply trick to combine steps 4, 5, and
+ // 6 to sum all 8 4-bit partial sums at once, fitting the result into a
+ // 7 bit value.
+ constexpr uint64_t mask1 = 0x5555555555555555;
+ constexpr uint64_t mask2 = 0x3333333333333333;
+ constexpr uint64_t mask3 = 0x0F0F0F0F0F0F0F0F;
+ constexpr uint64_t mult1 = 0x0101010101010101;
+
+ val = val - ((val >> 1) & mask1);
+ val = (val & mask2) + ((val >> 2) & mask2);
+ val = (val + (val >> 4)) & mask3;
+ return static_cast<int>((val * mult1) >> 56);
+}
+
+extern "C" int __paritydi2(uint64_t val) { return __popcountdi2(val) % 2; }