/*============================================================================= This file is part of FLINT. FLINT is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. FLINT is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with FLINT; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =============================================================================*/ /****************************************************************************** Copyright (C) 2009 William Hart Copyright (C) 2011 Sebastian Pancratz ******************************************************************************/ #include #include "flint.h" #include "ulong_extras.h" mp_limb_t n_sqrtmod(mp_limb_t a, mp_limb_t p) { slong i, r, m; mp_limb_t p1, k, b, g, bpow, gpow, res; mp_limb_t pinv; if (a <= 1) { return a; } pinv = n_preinvert_limb(p); if (n_jacobi_unsigned(a, p) == -1) return 0; if ((p & UWORD(3)) == 3) { return n_powmod2_ui_preinv(a, (p + 1) / 4, p, pinv); } r = 0; p1 = p - 1; do { p1 >>= UWORD(1); r++; } while ((p1 & UWORD(1)) == 0); b = n_powmod2_ui_preinv(a, p1, p, pinv); for (k = 2; ; k++) { if (n_jacobi_unsigned(k, p) == -1) break; } g = n_powmod2_ui_preinv(k, p1, p, pinv); res = n_powmod2_ui_preinv(a, (p1 + 1) / 2, p, pinv); while (b != 1) { bpow = b; m = 0; do { bpow = n_mulmod2_preinv(bpow, bpow, p, pinv); m++; } while (m < r && bpow != 1); gpow = g; for (i = 1; i < r - m; i++) { gpow = n_mulmod2_preinv(gpow, gpow, p, pinv); } res = n_mulmod2_preinv(res, gpow, p, pinv); g = n_mulmod2_preinv(gpow, gpow, p, pinv); b = n_mulmod2_preinv(b, g, p, pinv); r = m; } return res; }