/** * Reed-Solomon Coding over 8-bit values. * * Copyright 2015, Klaus Post * Copyright 2015, Backblaze, Inc. */ // Package reedsolomon enables Erasure Coding in Go // // For usage and examples, see https://github.com/klauspost/reedsolomon package reedsolomon import ( "bytes" "errors" "io" "runtime" "sync" "github.com/klauspost/cpuid/v2" ) // Encoder is an interface to encode Reed-Salomon parity sets for your data. type Encoder interface { // Encode parity for a set of data shards. // Input is 'shards' containing data shards followed by parity shards. // The number of shards must match the number given to New(). // Each shard is a byte array, and they must all be the same size. // The parity shards will always be overwritten and the data shards // will remain the same, so it is safe for you to read from the // data shards while this is running. Encode(shards [][]byte) error // EncodeIdx will add parity for a single data shard. // Parity shards should start out as 0. The caller must zero them. // Data shards must be delivered exactly once. There is no check for this. // The parity shards will always be updated and the data shards will remain the same. EncodeIdx(dataShard []byte, idx int, parity [][]byte) error // Verify returns true if the parity shards contain correct data. // The data is the same format as Encode. No data is modified, so // you are allowed to read from data while this is running. Verify(shards [][]byte) (bool, error) // Reconstruct will recreate the missing shards if possible. // // Given a list of shards, some of which contain data, fills in the // ones that don't have data. // // The length of the array must be equal to the total number of shards. // You indicate that a shard is missing by setting it to nil or zero-length. // If a shard is zero-length but has sufficient capacity, that memory will // be used, otherwise a new []byte will be allocated. // // If there are too few shards to reconstruct the missing // ones, ErrTooFewShards will be returned. // // The reconstructed shard set is complete, but integrity is not verified. // Use the Verify function to check if data set is ok. Reconstruct(shards [][]byte) error // ReconstructData will recreate any missing data shards, if possible. // // Given a list of shards, some of which contain data, fills in the // data shards that don't have data. // // The length of the array must be equal to Shards. // You indicate that a shard is missing by setting it to nil or zero-length. // If a shard is zero-length but has sufficient capacity, that memory will // be used, otherwise a new []byte will be allocated. // // If there are too few shards to reconstruct the missing // ones, ErrTooFewShards will be returned. // // As the reconstructed shard set may contain missing parity shards, // calling the Verify function is likely to fail. ReconstructData(shards [][]byte) error // ReconstructSome will recreate only requested data shards, if possible. // // Given a list of shards, some of which contain data, fills in the // data shards indicated by true values in the "required" parameter. // The length of "required" array must be equal to DataShards. // // The length of "shards" array must be equal to Shards. // You indicate that a shard is missing by setting it to nil or zero-length. // If a shard is zero-length but has sufficient capacity, that memory will // be used, otherwise a new []byte will be allocated. // // If there are too few shards to reconstruct the missing // ones, ErrTooFewShards will be returned. // // As the reconstructed shard set may contain missing parity shards, // calling the Verify function is likely to fail. ReconstructSome(shards [][]byte, required []bool) error // Update parity is use for change a few data shards and update it's parity. // Input 'newDatashards' containing data shards changed. // Input 'shards' containing old data shards (if data shard not changed, it can be nil) and old parity shards. // new parity shards will in shards[DataShards:] // Update is very useful if DataShards much larger than ParityShards and changed data shards is few. It will // faster than Encode and not need read all data shards to encode. Update(shards [][]byte, newDatashards [][]byte) error // Split a data slice into the number of shards given to the encoder, // and create empty parity shards. // // The data will be split into equally sized shards. // If the data size isn't dividable by the number of shards, // the last shard will contain extra zeros. // // There must be at least 1 byte otherwise ErrShortData will be // returned. // // The data will not be copied, except for the last shard, so you // should not modify the data of the input slice afterwards. Split(data []byte) ([][]byte, error) // Join the shards and write the data segment to dst. // // Only the data shards are considered. // You must supply the exact output size you want. // If there are to few shards given, ErrTooFewShards will be returned. // If the total data size is less than outSize, ErrShortData will be returned. Join(dst io.Writer, shards [][]byte, outSize int) error } // Extensions is an optional interface. // All returned instances will support this interface. type Extensions interface { // ShardSizeMultiple will return the size the shard sizes must be a multiple of. ShardSizeMultiple() int // DataShards will return the number of data shards. DataShards() int // ParityShards will return the number of parity shards. ParityShards() int // TotalShards will return the total number of shards. TotalShards() int } const ( avx2CodeGenMinSize = 64 avx2CodeGenMinShards = 3 avx2CodeGenMaxGoroutines = 8 intSize = 32 << (^uint(0) >> 63) // 32 or 64 maxInt = 1<<(intSize-1) - 1 ) // reedSolomon contains a matrix for a specific // distribution of datashards and parity shards. // Construct if using New() type reedSolomon struct { dataShards int // Number of data shards, should not be modified. parityShards int // Number of parity shards, should not be modified. totalShards int // Total number of shards. Calculated, and should not be modified. m matrix tree *inversionTree parity [][]byte o options mPool sync.Pool } var _ = Extensions(&reedSolomon{}) func (r *reedSolomon) ShardSizeMultiple() int { return 1 } func (r *reedSolomon) DataShards() int { return r.dataShards } func (r *reedSolomon) ParityShards() int { return r.parityShards } func (r *reedSolomon) TotalShards() int { return r.parityShards } // ErrInvShardNum will be returned by New, if you attempt to create // an Encoder with less than one data shard or less than zero parity // shards. var ErrInvShardNum = errors.New("cannot create Encoder with less than one data shard or less than zero parity shards") // ErrMaxShardNum will be returned by New, if you attempt to create an // Encoder where data and parity shards are bigger than the order of // GF(2^8). var ErrMaxShardNum = errors.New("cannot create Encoder with more than 256 data+parity shards") // ErrNotSupported is returned when an operation is not supported. var ErrNotSupported = errors.New("operation not supported") // buildMatrix creates the matrix to use for encoding, given the // number of data shards and the number of total shards. // // The top square of the matrix is guaranteed to be an identity // matrix, which means that the data shards are unchanged after // encoding. func buildMatrix(dataShards, totalShards int) (matrix, error) { // Start with a Vandermonde matrix. This matrix would work, // in theory, but doesn't have the property that the data // shards are unchanged after encoding. vm, err := vandermonde(totalShards, dataShards) if err != nil { return nil, err } // Multiply by the inverse of the top square of the matrix. // This will make the top square be the identity matrix, but // preserve the property that any square subset of rows is // invertible. top, err := vm.SubMatrix(0, 0, dataShards, dataShards) if err != nil { return nil, err } topInv, err := top.Invert() if err != nil { return nil, err } return vm.Multiply(topInv) } // buildMatrixJerasure creates the same encoding matrix as Jerasure library // // The top square of the matrix is guaranteed to be an identity // matrix, which means that the data shards are unchanged after // encoding. func buildMatrixJerasure(dataShards, totalShards int) (matrix, error) { // Start with a Vandermonde matrix. This matrix would work, // in theory, but doesn't have the property that the data // shards are unchanged after encoding. vm, err := vandermonde(totalShards, dataShards) if err != nil { return nil, err } // Jerasure does this: // first row is always 100..00 vm[0][0] = 1 for i := 1; i < dataShards; i++ { vm[0][i] = 0 } // last row is always 000..01 for i := 0; i < dataShards-1; i++ { vm[totalShards-1][i] = 0 } vm[totalShards-1][dataShards-1] = 1 for i := 0; i < dataShards; i++ { // Find the row where i'th col is not 0 r := i for ; r < totalShards && vm[r][i] == 0; r++ { } if r != i { // Swap it with i'th row if not already t := vm[r] vm[r] = vm[i] vm[i] = t } // Multiply by the inverted matrix (same as vm.Multiply(vm[0:dataShards].Invert())) if vm[i][i] != 1 { // Make vm[i][i] = 1 by dividing the column by vm[i][i] tmp := galDivide(1, vm[i][i]) for j := 0; j < totalShards; j++ { vm[j][i] = galMultiply(vm[j][i], tmp) } } for j := 0; j < dataShards; j++ { // Make vm[i][j] = 0 where j != i by adding vm[i][j]*vm[.][i] to each column tmp := vm[i][j] if j != i && tmp != 0 { for r := 0; r < totalShards; r++ { vm[r][j] = galAdd(vm[r][j], galMultiply(tmp, vm[r][i])) } } } } // Make vm[dataShards] row all ones - divide each column j by vm[dataShards][j] for j := 0; j < dataShards; j++ { tmp := vm[dataShards][j] if tmp != 1 { tmp = galDivide(1, tmp) for i := dataShards; i < totalShards; i++ { vm[i][j] = galMultiply(vm[i][j], tmp) } } } // Make vm[dataShards...totalShards-1][0] column all ones - divide each row for i := dataShards + 1; i < totalShards; i++ { tmp := vm[i][0] if tmp != 1 { tmp = galDivide(1, tmp) for j := 0; j < dataShards; j++ { vm[i][j] = galMultiply(vm[i][j], tmp) } } } return vm, nil } // buildMatrixPAR1 creates the matrix to use for encoding according to // the PARv1 spec, given the number of data shards and the number of // total shards. Note that the method they use is buggy, and may lead // to cases where recovery is impossible, even if there are enough // parity shards. // // The top square of the matrix is guaranteed to be an identity // matrix, which means that the data shards are unchanged after // encoding. func buildMatrixPAR1(dataShards, totalShards int) (matrix, error) { result, err := newMatrix(totalShards, dataShards) if err != nil { return nil, err } for r, row := range result { // The top portion of the matrix is the identity // matrix, and the bottom is a transposed Vandermonde // matrix starting at 1 instead of 0. if r < dataShards { result[r][r] = 1 } else { for c := range row { result[r][c] = galExp(byte(c+1), r-dataShards) } } } return result, nil } func buildMatrixCauchy(dataShards, totalShards int) (matrix, error) { result, err := newMatrix(totalShards, dataShards) if err != nil { return nil, err } for r, row := range result { // The top portion of the matrix is the identity // matrix, and the bottom is a transposed Cauchy matrix. if r < dataShards { result[r][r] = 1 } else { for c := range row { result[r][c] = invTable[(byte(r ^ c))] } } } return result, nil } // buildXorMatrix can be used to build a matrix with pure XOR // operations if there is only one parity shard. func buildXorMatrix(dataShards, totalShards int) (matrix, error) { if dataShards+1 != totalShards { return nil, errors.New("internal error") } result, err := newMatrix(totalShards, dataShards) if err != nil { return nil, err } for r, row := range result { // The top portion of the matrix is the identity // matrix. if r < dataShards { result[r][r] = 1 } else { // Set all values to 1 (XOR) for c := range row { result[r][c] = 1 } } } return result, nil } // New creates a new encoder and initializes it to // the number of data shards and parity shards that // you want to use. You can reuse this encoder. // Note that the maximum number of total shards is 65536, with some // restrictions for a total larger than 256: // // - Shard sizes must be multiple of 64 // - The methods Join/Split/Update/EncodeIdx are not supported // // If no options are supplied, default options are used. func New(dataShards, parityShards int, opts ...Option) (Encoder, error) { o := defaultOptions for _, opt := range opts { opt(&o) } if (dataShards+parityShards > 256 && o.withLeopard == nil) || (o.withLeopard != nil && *o.withLeopard == true && parityShards > 0) { return newFF16(dataShards, parityShards, o) } if dataShards+parityShards > 256 { return nil, ErrMaxShardNum } r := reedSolomon{ dataShards: dataShards, parityShards: parityShards, totalShards: dataShards + parityShards, o: o, } if dataShards <= 0 || parityShards < 0 { return nil, ErrInvShardNum } if parityShards == 0 { return &r, nil } var err error switch { case r.o.customMatrix != nil: if len(r.o.customMatrix) < parityShards { return nil, errors.New("coding matrix must contain at least parityShards rows") } r.m = make([][]byte, r.totalShards) for i := 0; i < dataShards; i++ { r.m[i] = make([]byte, dataShards) r.m[i][i] = 1 } for k, row := range r.o.customMatrix { if len(row) < dataShards { return nil, errors.New("coding matrix must contain at least dataShards columns") } r.m[dataShards+k] = make([]byte, dataShards) copy(r.m[dataShards+k], row) } case r.o.fastOneParity && parityShards == 1: r.m, err = buildXorMatrix(dataShards, r.totalShards) case r.o.useCauchy: r.m, err = buildMatrixCauchy(dataShards, r.totalShards) case r.o.usePAR1Matrix: r.m, err = buildMatrixPAR1(dataShards, r.totalShards) case r.o.useJerasureMatrix: r.m, err = buildMatrixJerasure(dataShards, r.totalShards) default: r.m, err = buildMatrix(dataShards, r.totalShards) } if err != nil { return nil, err } // Calculate what we want per round r.o.perRound = cpuid.CPU.Cache.L2 divide := parityShards + 1 if avx2CodeGen && r.o.useAVX2 && (dataShards > maxAvx2Inputs || parityShards > maxAvx2Outputs) { // Base on L1 cache if we have many inputs. r.o.perRound = cpuid.CPU.Cache.L1D divide = 0 if dataShards > maxAvx2Inputs { divide += maxAvx2Inputs } else { divide += dataShards } if parityShards > maxAvx2Inputs { divide += maxAvx2Outputs } else { divide += parityShards } } if r.o.perRound <= 0 { // Set to 128K if undetectable. r.o.perRound = 128 << 10 } if cpuid.CPU.ThreadsPerCore > 1 && r.o.maxGoroutines > cpuid.CPU.PhysicalCores { // If multiple threads per core, make sure they don't contend for cache. r.o.perRound /= cpuid.CPU.ThreadsPerCore } // 1 input + parity must fit in cache, and we add one more to be safer. r.o.perRound = r.o.perRound / divide // Align to 64 bytes. r.o.perRound = ((r.o.perRound + 63) / 64) * 64 if r.o.minSplitSize <= 0 { // Set minsplit as high as we can, but still have parity in L1. cacheSize := cpuid.CPU.Cache.L1D if cacheSize <= 0 { cacheSize = 32 << 10 } r.o.minSplitSize = cacheSize / (parityShards + 1) // Min 1K if r.o.minSplitSize < 1024 { r.o.minSplitSize = 1024 } } if r.o.shardSize > 0 { p := runtime.GOMAXPROCS(0) if p == 1 || r.o.shardSize <= r.o.minSplitSize*2 { // Not worth it. r.o.maxGoroutines = 1 } else { g := r.o.shardSize / r.o.perRound // Overprovision by a factor of 2. if g < p*2 && r.o.perRound > r.o.minSplitSize*2 { g = p * 2 r.o.perRound /= 2 } // Have g be multiple of p g += p - 1 g -= g % p r.o.maxGoroutines = g } } // Generated AVX2 does not need data to stay in L1 cache between runs. // We will be purely limited by RAM speed. if r.canAVX2C(avx2CodeGenMinSize, maxAvx2Inputs, maxAvx2Outputs) && r.o.maxGoroutines > avx2CodeGenMaxGoroutines { r.o.maxGoroutines = avx2CodeGenMaxGoroutines } // Inverted matrices are cached in a tree keyed by the indices // of the invalid rows of the data to reconstruct. // The inversion root node will have the identity matrix as // its inversion matrix because it implies there are no errors // with the original data. if r.o.inversionCache { r.tree = newInversionTree(dataShards, parityShards) } r.parity = make([][]byte, parityShards) for i := range r.parity { r.parity[i] = r.m[dataShards+i] } if avx2CodeGen && r.o.useAVX2 { sz := r.dataShards * r.parityShards * 2 * 32 r.mPool.New = func() interface{} { return make([]byte, sz) } } return &r, err } // ErrTooFewShards is returned if too few shards where given to // Encode/Verify/Reconstruct/Update. It will also be returned from Reconstruct // if there were too few shards to reconstruct the missing data. var ErrTooFewShards = errors.New("too few shards given") // Encode parity for a set of data shards. // An array 'shards' containing data shards followed by parity shards. // The number of shards must match the number given to New. // Each shard is a byte array, and they must all be the same size. // The parity shards will always be overwritten and the data shards // will remain the same. func (r *reedSolomon) Encode(shards [][]byte) error { if len(shards) != r.totalShards { return ErrTooFewShards } err := checkShards(shards, false) if err != nil { return err } // Get the slice of output buffers. output := shards[r.dataShards:] // Do the coding. r.codeSomeShards(r.parity, shards[0:r.dataShards], output[:r.parityShards], len(shards[0])) return nil } // EncodeIdx will add parity for a single data shard. // Parity shards should start out zeroed. The caller must zero them before first call. // Data shards should only be delivered once. There is no check for this. // The parity shards will always be updated and the data shards will remain the unchanged. func (r *reedSolomon) EncodeIdx(dataShard []byte, idx int, parity [][]byte) error { if len(parity) != r.parityShards { return ErrTooFewShards } if len(parity) == 0 { return nil } if idx < 0 || idx >= r.dataShards { return ErrInvShardNum } err := checkShards(parity, false) if err != nil { return err } if len(parity[0]) != len(dataShard) { return ErrShardSize } // Process using no goroutines for now. start, end := 0, r.o.perRound if end > len(dataShard) { end = len(dataShard) } for start < len(dataShard) { in := dataShard[start:end] for iRow := 0; iRow < r.parityShards; iRow++ { galMulSliceXor(r.parity[iRow][idx], in, parity[iRow][start:end], &r.o) } start = end end += r.o.perRound if end > len(dataShard) { end = len(dataShard) } } return nil } // ErrInvalidInput is returned if invalid input parameter of Update. var ErrInvalidInput = errors.New("invalid input") func (r *reedSolomon) Update(shards [][]byte, newDatashards [][]byte) error { if len(shards) != r.totalShards { return ErrTooFewShards } if len(newDatashards) != r.dataShards { return ErrTooFewShards } err := checkShards(shards, true) if err != nil { return err } err = checkShards(newDatashards, true) if err != nil { return err } for i := range newDatashards { if newDatashards[i] != nil && shards[i] == nil { return ErrInvalidInput } } for _, p := range shards[r.dataShards:] { if p == nil { return ErrInvalidInput } } shardSize := shardSize(shards) // Get the slice of output buffers. output := shards[r.dataShards:] // Do the coding. r.updateParityShards(r.parity, shards[0:r.dataShards], newDatashards[0:r.dataShards], output, r.parityShards, shardSize) return nil } func (r *reedSolomon) updateParityShards(matrixRows, oldinputs, newinputs, outputs [][]byte, outputCount, byteCount int) { if len(outputs) == 0 { return } if r.o.maxGoroutines > 1 && byteCount > r.o.minSplitSize { r.updateParityShardsP(matrixRows, oldinputs, newinputs, outputs, outputCount, byteCount) return } for c := 0; c < r.dataShards; c++ { in := newinputs[c] if in == nil { continue } oldin := oldinputs[c] // oldinputs data will be changed sliceXor(in, oldin, &r.o) for iRow := 0; iRow < outputCount; iRow++ { galMulSliceXor(matrixRows[iRow][c], oldin, outputs[iRow], &r.o) } } } func (r *reedSolomon) updateParityShardsP(matrixRows, oldinputs, newinputs, outputs [][]byte, outputCount, byteCount int) { var wg sync.WaitGroup do := byteCount / r.o.maxGoroutines if do < r.o.minSplitSize { do = r.o.minSplitSize } start := 0 for start < byteCount { if start+do > byteCount { do = byteCount - start } wg.Add(1) go func(start, stop int) { for c := 0; c < r.dataShards; c++ { in := newinputs[c] if in == nil { continue } oldin := oldinputs[c] // oldinputs data will be change sliceXor(in[start:stop], oldin[start:stop], &r.o) for iRow := 0; iRow < outputCount; iRow++ { galMulSliceXor(matrixRows[iRow][c], oldin[start:stop], outputs[iRow][start:stop], &r.o) } } wg.Done() }(start, start+do) start += do } wg.Wait() } // Verify returns true if the parity shards contain the right data. // The data is the same format as Encode. No data is modified. func (r *reedSolomon) Verify(shards [][]byte) (bool, error) { if len(shards) != r.totalShards { return false, ErrTooFewShards } err := checkShards(shards, false) if err != nil { return false, err } // Slice of buffers being checked. toCheck := shards[r.dataShards:] // Do the checking. return r.checkSomeShards(r.parity, shards[:r.dataShards], toCheck[:r.parityShards], len(shards[0])), nil } func (r *reedSolomon) canAVX2C(byteCount int, inputs, outputs int) bool { return avx2CodeGen && r.o.useAVX2 && byteCount >= avx2CodeGenMinSize && inputs+outputs >= avx2CodeGenMinShards && inputs <= maxAvx2Inputs && outputs <= maxAvx2Outputs } // Multiplies a subset of rows from a coding matrix by a full set of // input totalShards to produce some output totalShards. // 'matrixRows' is The rows from the matrix to use. // 'inputs' An array of byte arrays, each of which is one input shard. // The number of inputs used is determined by the length of each matrix row. // outputs Byte arrays where the computed totalShards are stored. // The number of outputs computed, and the // number of matrix rows used, is determined by // outputCount, which is the number of outputs to compute. func (r *reedSolomon) codeSomeShards(matrixRows, inputs, outputs [][]byte, byteCount int) { if len(outputs) == 0 { return } switch { case r.o.useAVX512 && r.o.maxGoroutines > 1 && byteCount > r.o.minSplitSize && len(inputs) >= 4 && len(outputs) >= 2: r.codeSomeShardsAvx512P(matrixRows, inputs, outputs, byteCount) return case r.o.useAVX512 && len(inputs) >= 4 && len(outputs) >= 2: r.codeSomeShardsAvx512(matrixRows, inputs, outputs, byteCount) return case byteCount > r.o.minSplitSize: r.codeSomeShardsP(matrixRows, inputs, outputs, byteCount) return } // Process using no goroutines start, end := 0, r.o.perRound if end > len(inputs[0]) { end = len(inputs[0]) } if r.canAVX2C(byteCount, len(inputs), len(outputs)) { m := genAvx2Matrix(matrixRows, len(inputs), 0, len(outputs), r.mPool.Get().([]byte)) start += galMulSlicesAvx2(m, inputs, outputs, 0, byteCount) r.mPool.Put(m) end = len(inputs[0]) } else if len(inputs)+len(outputs) > avx2CodeGenMinShards && r.canAVX2C(byteCount, maxAvx2Inputs, maxAvx2Outputs) { end = len(inputs[0]) inIdx := 0 m := r.mPool.Get().([]byte) defer r.mPool.Put(m) ins := inputs for len(ins) > 0 { inPer := ins if len(inPer) > maxAvx2Inputs { inPer = inPer[:maxAvx2Inputs] } outs := outputs outIdx := 0 for len(outs) > 0 { outPer := outs if len(outPer) > maxAvx2Outputs { outPer = outPer[:maxAvx2Outputs] } m = genAvx2Matrix(matrixRows[outIdx:], len(inPer), inIdx, len(outPer), m) if inIdx == 0 { galMulSlicesAvx2(m, inPer, outPer, 0, byteCount) } else { galMulSlicesAvx2Xor(m, inPer, outPer, 0, byteCount) } start = byteCount & avxSizeMask outIdx += len(outPer) outs = outs[len(outPer):] } inIdx += len(inPer) ins = ins[len(inPer):] } if start >= end { return } } for start < len(inputs[0]) { for c := 0; c < len(inputs); c++ { in := inputs[c][start:end] for iRow := 0; iRow < len(outputs); iRow++ { if c == 0 { galMulSlice(matrixRows[iRow][c], in, outputs[iRow][start:end], &r.o) } else { galMulSliceXor(matrixRows[iRow][c], in, outputs[iRow][start:end], &r.o) } } } start = end end += r.o.perRound if end > len(inputs[0]) { end = len(inputs[0]) } } } // Perform the same as codeSomeShards, but split the workload into // several goroutines. func (r *reedSolomon) codeSomeShardsP(matrixRows, inputs, outputs [][]byte, byteCount int) { var wg sync.WaitGroup gor := r.o.maxGoroutines var avx2Matrix []byte useAvx2 := r.canAVX2C(byteCount, len(inputs), len(outputs)) if useAvx2 { avx2Matrix = genAvx2Matrix(matrixRows, len(inputs), 0, len(outputs), r.mPool.Get().([]byte)) defer r.mPool.Put(avx2Matrix) } else if byteCount < 10<<20 && len(inputs)+len(outputs) > avx2CodeGenMinShards && r.canAVX2C(byteCount/4, maxAvx2Inputs, maxAvx2Outputs) { // It appears there is a switchover point at around 10MB where // Regular processing is faster... r.codeSomeShardsAVXP(matrixRows, inputs, outputs, byteCount) return } do := byteCount / gor if do < r.o.minSplitSize { do = r.o.minSplitSize } exec := func(start, stop int) { if useAvx2 && stop-start >= 64 { start += galMulSlicesAvx2(avx2Matrix, inputs, outputs, start, stop) } lstart, lstop := start, start+r.o.perRound if lstop > stop { lstop = stop } for lstart < stop { for c := 0; c < len(inputs); c++ { in := inputs[c][lstart:lstop] for iRow := 0; iRow < len(outputs); iRow++ { if c == 0 { galMulSlice(matrixRows[iRow][c], in, outputs[iRow][lstart:lstop], &r.o) } else { galMulSliceXor(matrixRows[iRow][c], in, outputs[iRow][lstart:lstop], &r.o) } } } lstart = lstop lstop += r.o.perRound if lstop > stop { lstop = stop } } wg.Done() } if gor <= 1 { wg.Add(1) exec(0, byteCount) return } // Make sizes divisible by 64 do = (do + 63) & (^63) start := 0 for start < byteCount { if start+do > byteCount { do = byteCount - start } wg.Add(1) go exec(start, start+do) start += do } wg.Wait() } // Perform the same as codeSomeShards, but split the workload into // several goroutines. func (r *reedSolomon) codeSomeShardsAVXP(matrixRows, inputs, outputs [][]byte, byteCount int) { var wg sync.WaitGroup gor := r.o.maxGoroutines type state struct { input [][]byte output [][]byte m []byte first bool } // Make a plan... plan := make([]state, 0, ((len(inputs)+maxAvx2Inputs-1)/maxAvx2Inputs)*((len(outputs)+maxAvx2Outputs-1)/maxAvx2Outputs)) tmp := r.mPool.Get().([]byte) defer func(b []byte) { r.mPool.Put(b) }(tmp) // Flips between input first to output first. // We put the smallest data load in the inner loop. if len(inputs) > len(outputs) { inIdx := 0 ins := inputs for len(ins) > 0 { inPer := ins if len(inPer) > maxAvx2Inputs { inPer = inPer[:maxAvx2Inputs] } outs := outputs outIdx := 0 for len(outs) > 0 { outPer := outs if len(outPer) > maxAvx2Outputs { outPer = outPer[:maxAvx2Outputs] } // Generate local matrix m := genAvx2Matrix(matrixRows[outIdx:], len(inPer), inIdx, len(outPer), tmp) tmp = tmp[len(m):] plan = append(plan, state{ input: inPer, output: outPer, m: m, first: inIdx == 0, }) outIdx += len(outPer) outs = outs[len(outPer):] } inIdx += len(inPer) ins = ins[len(inPer):] } } else { outs := outputs outIdx := 0 for len(outs) > 0 { outPer := outs if len(outPer) > maxAvx2Outputs { outPer = outPer[:maxAvx2Outputs] } inIdx := 0 ins := inputs for len(ins) > 0 { inPer := ins if len(inPer) > maxAvx2Inputs { inPer = inPer[:maxAvx2Inputs] } // Generate local matrix m := genAvx2Matrix(matrixRows[outIdx:], len(inPer), inIdx, len(outPer), tmp) tmp = tmp[len(m):] //fmt.Println("bytes:", len(inPer)*r.o.perRound, "out:", len(outPer)*r.o.perRound) plan = append(plan, state{ input: inPer, output: outPer, m: m, first: inIdx == 0, }) inIdx += len(inPer) ins = ins[len(inPer):] } outIdx += len(outPer) outs = outs[len(outPer):] } } do := byteCount / gor if do < r.o.minSplitSize { do = r.o.minSplitSize } exec := func(start, stop int) { lstart, lstop := start, start+r.o.perRound if lstop > stop { lstop = stop } for lstart < stop { if lstop-lstart >= minAvx2Size { // Execute plan... for _, p := range plan { if p.first { galMulSlicesAvx2(p.m, p.input, p.output, lstart, lstop) } else { galMulSlicesAvx2Xor(p.m, p.input, p.output, lstart, lstop) } } lstart += (lstop - lstart) & avxSizeMask if lstart == lstop { lstop += r.o.perRound if lstop > stop { lstop = stop } continue } } for c := range inputs { in := inputs[c][lstart:lstop] for iRow := 0; iRow < len(outputs); iRow++ { if c == 0 { galMulSlice(matrixRows[iRow][c], in, outputs[iRow][lstart:lstop], &r.o) } else { galMulSliceXor(matrixRows[iRow][c], in, outputs[iRow][lstart:lstop], &r.o) } } } lstart = lstop lstop += r.o.perRound if lstop > stop { lstop = stop } } wg.Done() } if gor == 1 { wg.Add(1) exec(0, byteCount) return } // Make sizes divisible by 64 do = (do + 63) & (^63) start := 0 for start < byteCount { if start+do > byteCount { do = byteCount - start } wg.Add(1) go exec(start, start+do) start += do } wg.Wait() } // checkSomeShards is mostly the same as codeSomeShards, // except this will check values and return // as soon as a difference is found. func (r *reedSolomon) checkSomeShards(matrixRows, inputs, toCheck [][]byte, byteCount int) bool { if len(toCheck) == 0 { return true } outputs := make([][]byte, len(toCheck)) for i := range outputs { outputs[i] = make([]byte, byteCount) } r.codeSomeShards(matrixRows, inputs, outputs, byteCount) for i, calc := range outputs { if !bytes.Equal(calc, toCheck[i]) { return false } } return true } // ErrShardNoData will be returned if there are no shards, // or if the length of all shards is zero. var ErrShardNoData = errors.New("no shard data") // ErrShardSize is returned if shard length isn't the same for all // shards. var ErrShardSize = errors.New("shard sizes do not match") // checkShards will check if shards are the same size // or 0, if allowed. An error is returned if this fails. // An error is also returned if all shards are size 0. func checkShards(shards [][]byte, nilok bool) error { size := shardSize(shards) if size == 0 { return ErrShardNoData } for _, shard := range shards { if len(shard) != size { if len(shard) != 0 || !nilok { return ErrShardSize } } } return nil } // shardSize return the size of a single shard. // The first non-zero size is returned, // or 0 if all shards are size 0. func shardSize(shards [][]byte) int { for _, shard := range shards { if len(shard) != 0 { return len(shard) } } return 0 } // Reconstruct will recreate the missing shards, if possible. // // Given a list of shards, some of which contain data, fills in the // ones that don't have data. // // The length of the array must be equal to shards. // You indicate that a shard is missing by setting it to nil or zero-length. // If a shard is zero-length but has sufficient capacity, that memory will // be used, otherwise a new []byte will be allocated. // // If there are too few shards to reconstruct the missing // ones, ErrTooFewShards will be returned. // // The reconstructed shard set is complete, but integrity is not verified. // Use the Verify function to check if data set is ok. func (r *reedSolomon) Reconstruct(shards [][]byte) error { return r.reconstruct(shards, false, nil) } // ReconstructData will recreate any missing data shards, if possible. // // Given a list of shards, some of which contain data, fills in the // data shards that don't have data. // // The length of the array must be equal to shards. // You indicate that a shard is missing by setting it to nil or zero-length. // If a shard is zero-length but has sufficient capacity, that memory will // be used, otherwise a new []byte will be allocated. // // If there are too few shards to reconstruct the missing // ones, ErrTooFewShards will be returned. // // As the reconstructed shard set may contain missing parity shards, // calling the Verify function is likely to fail. func (r *reedSolomon) ReconstructData(shards [][]byte) error { return r.reconstruct(shards, true, nil) } // ReconstructSome will recreate only requested data shards, if possible. // // Given a list of shards, some of which contain data, fills in the // data shards indicated by true values in the "required" parameter. // The length of "required" array must be equal to dataShards. // // The length of "shards" array must be equal to shards. // You indicate that a shard is missing by setting it to nil or zero-length. // If a shard is zero-length but has sufficient capacity, that memory will // be used, otherwise a new []byte will be allocated. // // If there are too few shards to reconstruct the missing // ones, ErrTooFewShards will be returned. // // As the reconstructed shard set may contain missing parity shards, // calling the Verify function is likely to fail. func (r *reedSolomon) ReconstructSome(shards [][]byte, required []bool) error { return r.reconstruct(shards, true, required) } // reconstruct will recreate the missing data totalShards, and unless // dataOnly is true, also the missing parity totalShards // // The length of "shards" array must be equal to totalShards. // You indicate that a shard is missing by setting it to nil. // // If there are too few totalShards to reconstruct the missing // ones, ErrTooFewShards will be returned. func (r *reedSolomon) reconstruct(shards [][]byte, dataOnly bool, required []bool) error { if len(shards) != r.totalShards || required != nil && len(required) < r.dataShards { return ErrTooFewShards } // Check arguments. err := checkShards(shards, true) if err != nil { return err } shardSize := shardSize(shards) // Quick check: are all of the shards present? If so, there's // nothing to do. numberPresent := 0 dataPresent := 0 missingRequired := 0 for i := 0; i < r.totalShards; i++ { if len(shards[i]) != 0 { numberPresent++ if i < r.dataShards { dataPresent++ } } else if required != nil && required[i] { missingRequired++ } } if numberPresent == r.totalShards || dataOnly && dataPresent == r.dataShards || required != nil && missingRequired == 0 { // Cool. All of the shards have data. We don't // need to do anything. return nil } // More complete sanity check if numberPresent < r.dataShards { return ErrTooFewShards } // Pull out an array holding just the shards that // correspond to the rows of the submatrix. These shards // will be the input to the decoding process that re-creates // the missing data shards. // // Also, create an array of indices of the valid rows we do have // and the invalid rows we don't have up until we have enough valid rows. subShards := make([][]byte, r.dataShards) validIndices := make([]int, r.dataShards) invalidIndices := make([]int, 0) subMatrixRow := 0 for matrixRow := 0; matrixRow < r.totalShards && subMatrixRow < r.dataShards; matrixRow++ { if len(shards[matrixRow]) != 0 { subShards[subMatrixRow] = shards[matrixRow] validIndices[subMatrixRow] = matrixRow subMatrixRow++ } else { invalidIndices = append(invalidIndices, matrixRow) } } // Attempt to get the cached inverted matrix out of the tree // based on the indices of the invalid rows. dataDecodeMatrix := r.tree.GetInvertedMatrix(invalidIndices) // If the inverted matrix isn't cached in the tree yet we must // construct it ourselves and insert it into the tree for the // future. In this way the inversion tree is lazily loaded. if dataDecodeMatrix == nil { // Pull out the rows of the matrix that correspond to the // shards that we have and build a square matrix. This // matrix could be used to generate the shards that we have // from the original data. subMatrix, _ := newMatrix(r.dataShards, r.dataShards) for subMatrixRow, validIndex := range validIndices { for c := 0; c < r.dataShards; c++ { subMatrix[subMatrixRow][c] = r.m[validIndex][c] } } // Invert the matrix, so we can go from the encoded shards // back to the original data. Then pull out the row that // generates the shard that we want to decode. Note that // since this matrix maps back to the original data, it can // be used to create a data shard, but not a parity shard. dataDecodeMatrix, err = subMatrix.Invert() if err != nil { return err } // Cache the inverted matrix in the tree for future use keyed on the // indices of the invalid rows. err = r.tree.InsertInvertedMatrix(invalidIndices, dataDecodeMatrix, r.totalShards) if err != nil { return err } } // Re-create any data shards that were missing. // // The input to the coding is all of the shards we actually // have, and the output is the missing data shards. The computation // is done using the special decode matrix we just built. outputs := make([][]byte, r.parityShards) matrixRows := make([][]byte, r.parityShards) outputCount := 0 for iShard := 0; iShard < r.dataShards; iShard++ { if len(shards[iShard]) == 0 && (required == nil || required[iShard]) { if cap(shards[iShard]) >= shardSize { shards[iShard] = shards[iShard][0:shardSize] } else { shards[iShard] = make([]byte, shardSize) } outputs[outputCount] = shards[iShard] matrixRows[outputCount] = dataDecodeMatrix[iShard] outputCount++ } } r.codeSomeShards(matrixRows, subShards, outputs[:outputCount], shardSize) if dataOnly { // Exit out early if we are only interested in the data shards return nil } // Now that we have all of the data shards intact, we can // compute any of the parity that is missing. // // The input to the coding is ALL of the data shards, including // any that we just calculated. The output is whichever of the // data shards were missing. outputCount = 0 for iShard := r.dataShards; iShard < r.totalShards; iShard++ { if len(shards[iShard]) == 0 && (required == nil || required[iShard]) { if cap(shards[iShard]) >= shardSize { shards[iShard] = shards[iShard][0:shardSize] } else { shards[iShard] = make([]byte, shardSize) } outputs[outputCount] = shards[iShard] matrixRows[outputCount] = r.parity[iShard-r.dataShards] outputCount++ } } r.codeSomeShards(matrixRows, shards[:r.dataShards], outputs[:outputCount], shardSize) return nil } // ErrShortData will be returned by Split(), if there isn't enough data // to fill the number of shards. var ErrShortData = errors.New("not enough data to fill the number of requested shards") // Split a data slice into the number of shards given to the encoder, // and create empty parity shards if necessary. // // The data will be split into equally sized shards. // If the data size isn't divisible by the number of shards, // the last shard will contain extra zeros. // // There must be at least 1 byte otherwise ErrShortData will be // returned. // // The data will not be copied, except for the last shard, so you // should not modify the data of the input slice afterwards. func (r *reedSolomon) Split(data []byte) ([][]byte, error) { if len(data) == 0 { return nil, ErrShortData } dataLen := len(data) // Calculate number of bytes per data shard. perShard := (len(data) + r.dataShards - 1) / r.dataShards if cap(data) > len(data) { data = data[:cap(data)] } // Only allocate memory if necessary var padding []byte if len(data) < (r.totalShards * perShard) { // calculate maximum number of full shards in `data` slice fullShards := len(data) / perShard padding = make([]byte, r.totalShards*perShard-perShard*fullShards) copy(padding, data[perShard*fullShards:]) data = data[0 : perShard*fullShards] } else { for i := dataLen; i < dataLen+r.dataShards; i++ { data[i] = 0 } } // Split into equal-length shards. dst := make([][]byte, r.totalShards) i := 0 for ; i < len(dst) && len(data) >= perShard; i++ { dst[i] = data[:perShard:perShard] data = data[perShard:] } for j := 0; i+j < len(dst); j++ { dst[i+j] = padding[:perShard:perShard] padding = padding[perShard:] } return dst, nil } // ErrReconstructRequired is returned if too few data shards are intact and a // reconstruction is required before you can successfully join the shards. var ErrReconstructRequired = errors.New("reconstruction required as one or more required data shards are nil") // Join the shards and write the data segment to dst. // // Only the data shards are considered. // You must supply the exact output size you want. // // If there are to few shards given, ErrTooFewShards will be returned. // If the total data size is less than outSize, ErrShortData will be returned. // If one or more required data shards are nil, ErrReconstructRequired will be returned. func (r *reedSolomon) Join(dst io.Writer, shards [][]byte, outSize int) error { // Do we have enough shards? if len(shards) < r.dataShards { return ErrTooFewShards } shards = shards[:r.dataShards] // Do we have enough data? size := 0 for _, shard := range shards { if shard == nil { return ErrReconstructRequired } size += len(shard) // Do we have enough data already? if size >= outSize { break } } if size < outSize { return ErrShortData } // Copy data to dst write := outSize for _, shard := range shards { if write < len(shard) { _, err := dst.Write(shard[:write]) return err } n, err := dst.Write(shard) if err != nil { return err } write -= n } return nil }