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path: root/drivers/gpu/drm/vc4/vc4_validate.c
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Diffstat (limited to 'drivers/gpu/drm/vc4/vc4_validate.c')
-rw-r--r--drivers/gpu/drm/vc4/vc4_validate.c939
1 files changed, 939 insertions, 0 deletions
diff --git a/drivers/gpu/drm/vc4/vc4_validate.c b/drivers/gpu/drm/vc4/vc4_validate.c
new file mode 100644
index 000000000..eec76af49
--- /dev/null
+++ b/drivers/gpu/drm/vc4/vc4_validate.c
@@ -0,0 +1,939 @@
+/*
+ * Copyright © 2014 Broadcom
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+/**
+ * DOC: Command list validator for VC4.
+ *
+ * Since the VC4 has no IOMMU between it and system memory, a user
+ * with access to execute command lists could escalate privilege by
+ * overwriting system memory (drawing to it as a framebuffer) or
+ * reading system memory it shouldn't (reading it as a vertex buffer
+ * or index buffer)
+ *
+ * We validate binner command lists to ensure that all accesses are
+ * within the bounds of the GEM objects referenced by the submitted
+ * job. It explicitly whitelists packets, and looks at the offsets in
+ * any address fields to make sure they're contained within the BOs
+ * they reference.
+ *
+ * Note that because CL validation is already reading the
+ * user-submitted CL and writing the validated copy out to the memory
+ * that the GPU will actually read, this is also where GEM relocation
+ * processing (turning BO references into actual addresses for the GPU
+ * to use) happens.
+ */
+
+#include "uapi/drm/vc4_drm.h"
+#include "vc4_drv.h"
+#include "vc4_packet.h"
+
+#define VALIDATE_ARGS \
+ struct vc4_exec_info *exec, \
+ void *validated, \
+ void *untrusted
+
+/** Return the width in pixels of a 64-byte microtile. */
+static uint32_t
+utile_width(int cpp)
+{
+ switch (cpp) {
+ case 1:
+ case 2:
+ return 8;
+ case 4:
+ return 4;
+ case 8:
+ return 2;
+ default:
+ DRM_ERROR("unknown cpp: %d\n", cpp);
+ return 1;
+ }
+}
+
+/** Return the height in pixels of a 64-byte microtile. */
+static uint32_t
+utile_height(int cpp)
+{
+ switch (cpp) {
+ case 1:
+ return 8;
+ case 2:
+ case 4:
+ case 8:
+ return 4;
+ default:
+ DRM_ERROR("unknown cpp: %d\n", cpp);
+ return 1;
+ }
+}
+
+/**
+ * size_is_lt() - Returns whether a miplevel of the given size will
+ * use the lineartile (LT) tiling layout rather than the normal T
+ * tiling layout.
+ * @width: Width in pixels of the miplevel
+ * @height: Height in pixels of the miplevel
+ * @cpp: Bytes per pixel of the pixel format
+ */
+static bool
+size_is_lt(uint32_t width, uint32_t height, int cpp)
+{
+ return (width <= 4 * utile_width(cpp) ||
+ height <= 4 * utile_height(cpp));
+}
+
+struct drm_gem_cma_object *
+vc4_use_bo(struct vc4_exec_info *exec, uint32_t hindex)
+{
+ struct drm_gem_cma_object *obj;
+ struct vc4_bo *bo;
+
+ if (hindex >= exec->bo_count) {
+ DRM_DEBUG("BO index %d greater than BO count %d\n",
+ hindex, exec->bo_count);
+ return NULL;
+ }
+ obj = exec->bo[hindex];
+ bo = to_vc4_bo(&obj->base);
+
+ if (bo->validated_shader) {
+ DRM_DEBUG("Trying to use shader BO as something other than "
+ "a shader\n");
+ return NULL;
+ }
+
+ return obj;
+}
+
+static struct drm_gem_cma_object *
+vc4_use_handle(struct vc4_exec_info *exec, uint32_t gem_handles_packet_index)
+{
+ return vc4_use_bo(exec, exec->bo_index[gem_handles_packet_index]);
+}
+
+static bool
+validate_bin_pos(struct vc4_exec_info *exec, void *untrusted, uint32_t pos)
+{
+ /* Note that the untrusted pointer passed to these functions is
+ * incremented past the packet byte.
+ */
+ return (untrusted - 1 == exec->bin_u + pos);
+}
+
+static uint32_t
+gl_shader_rec_size(uint32_t pointer_bits)
+{
+ uint32_t attribute_count = pointer_bits & 7;
+ bool extended = pointer_bits & 8;
+
+ if (attribute_count == 0)
+ attribute_count = 8;
+
+ if (extended)
+ return 100 + attribute_count * 4;
+ else
+ return 36 + attribute_count * 8;
+}
+
+bool
+vc4_check_tex_size(struct vc4_exec_info *exec, struct drm_gem_cma_object *fbo,
+ uint32_t offset, uint8_t tiling_format,
+ uint32_t width, uint32_t height, uint8_t cpp)
+{
+ uint32_t aligned_width, aligned_height, stride, size;
+ uint32_t utile_w = utile_width(cpp);
+ uint32_t utile_h = utile_height(cpp);
+
+ /* The shaded vertex format stores signed 12.4 fixed point
+ * (-2048,2047) offsets from the viewport center, so we should
+ * never have a render target larger than 4096. The texture
+ * unit can only sample from 2048x2048, so it's even more
+ * restricted. This lets us avoid worrying about overflow in
+ * our math.
+ */
+ if (width > 4096 || height > 4096) {
+ DRM_DEBUG("Surface dimensions (%d,%d) too large",
+ width, height);
+ return false;
+ }
+
+ switch (tiling_format) {
+ case VC4_TILING_FORMAT_LINEAR:
+ aligned_width = round_up(width, utile_w);
+ aligned_height = height;
+ break;
+ case VC4_TILING_FORMAT_T:
+ aligned_width = round_up(width, utile_w * 8);
+ aligned_height = round_up(height, utile_h * 8);
+ break;
+ case VC4_TILING_FORMAT_LT:
+ aligned_width = round_up(width, utile_w);
+ aligned_height = round_up(height, utile_h);
+ break;
+ default:
+ DRM_DEBUG("buffer tiling %d unsupported\n", tiling_format);
+ return false;
+ }
+
+ stride = aligned_width * cpp;
+ size = stride * aligned_height;
+
+ if (size + offset < size ||
+ size + offset > fbo->base.size) {
+ DRM_DEBUG("Overflow in %dx%d (%dx%d) fbo size (%d + %d > %zd)\n",
+ width, height,
+ aligned_width, aligned_height,
+ size, offset, fbo->base.size);
+ return false;
+ }
+
+ return true;
+}
+
+static int
+validate_flush(VALIDATE_ARGS)
+{
+ if (!validate_bin_pos(exec, untrusted, exec->args->bin_cl_size - 1)) {
+ DRM_DEBUG("Bin CL must end with VC4_PACKET_FLUSH\n");
+ return -EINVAL;
+ }
+ exec->found_flush = true;
+
+ return 0;
+}
+
+static int
+validate_start_tile_binning(VALIDATE_ARGS)
+{
+ if (exec->found_start_tile_binning_packet) {
+ DRM_DEBUG("Duplicate VC4_PACKET_START_TILE_BINNING\n");
+ return -EINVAL;
+ }
+ exec->found_start_tile_binning_packet = true;
+
+ if (!exec->found_tile_binning_mode_config_packet) {
+ DRM_DEBUG("missing VC4_PACKET_TILE_BINNING_MODE_CONFIG\n");
+ return -EINVAL;
+ }
+
+ return 0;
+}
+
+static int
+validate_increment_semaphore(VALIDATE_ARGS)
+{
+ if (!validate_bin_pos(exec, untrusted, exec->args->bin_cl_size - 2)) {
+ DRM_DEBUG("Bin CL must end with "
+ "VC4_PACKET_INCREMENT_SEMAPHORE\n");
+ return -EINVAL;
+ }
+ exec->found_increment_semaphore_packet = true;
+
+ return 0;
+}
+
+static int
+validate_indexed_prim_list(VALIDATE_ARGS)
+{
+ struct drm_gem_cma_object *ib;
+ uint32_t length = *(uint32_t *)(untrusted + 1);
+ uint32_t offset = *(uint32_t *)(untrusted + 5);
+ uint32_t max_index = *(uint32_t *)(untrusted + 9);
+ uint32_t index_size = (*(uint8_t *)(untrusted + 0) >> 4) ? 2 : 1;
+ struct vc4_shader_state *shader_state;
+
+ /* Check overflow condition */
+ if (exec->shader_state_count == 0) {
+ DRM_DEBUG("shader state must precede primitives\n");
+ return -EINVAL;
+ }
+ shader_state = &exec->shader_state[exec->shader_state_count - 1];
+
+ if (max_index > shader_state->max_index)
+ shader_state->max_index = max_index;
+
+ ib = vc4_use_handle(exec, 0);
+ if (!ib)
+ return -EINVAL;
+
+ exec->bin_dep_seqno = max(exec->bin_dep_seqno,
+ to_vc4_bo(&ib->base)->write_seqno);
+
+ if (offset > ib->base.size ||
+ (ib->base.size - offset) / index_size < length) {
+ DRM_DEBUG("IB access overflow (%d + %d*%d > %zd)\n",
+ offset, length, index_size, ib->base.size);
+ return -EINVAL;
+ }
+
+ *(uint32_t *)(validated + 5) = ib->paddr + offset;
+
+ return 0;
+}
+
+static int
+validate_gl_array_primitive(VALIDATE_ARGS)
+{
+ uint32_t length = *(uint32_t *)(untrusted + 1);
+ uint32_t base_index = *(uint32_t *)(untrusted + 5);
+ uint32_t max_index;
+ struct vc4_shader_state *shader_state;
+
+ /* Check overflow condition */
+ if (exec->shader_state_count == 0) {
+ DRM_DEBUG("shader state must precede primitives\n");
+ return -EINVAL;
+ }
+ shader_state = &exec->shader_state[exec->shader_state_count - 1];
+
+ if (length + base_index < length) {
+ DRM_DEBUG("primitive vertex count overflow\n");
+ return -EINVAL;
+ }
+ max_index = length + base_index - 1;
+
+ if (max_index > shader_state->max_index)
+ shader_state->max_index = max_index;
+
+ return 0;
+}
+
+static int
+validate_gl_shader_state(VALIDATE_ARGS)
+{
+ uint32_t i = exec->shader_state_count++;
+
+ if (i >= exec->shader_state_size) {
+ DRM_DEBUG("More requests for shader states than declared\n");
+ return -EINVAL;
+ }
+
+ exec->shader_state[i].addr = *(uint32_t *)untrusted;
+ exec->shader_state[i].max_index = 0;
+
+ if (exec->shader_state[i].addr & ~0xf) {
+ DRM_DEBUG("high bits set in GL shader rec reference\n");
+ return -EINVAL;
+ }
+
+ *(uint32_t *)validated = (exec->shader_rec_p +
+ exec->shader_state[i].addr);
+
+ exec->shader_rec_p +=
+ roundup(gl_shader_rec_size(exec->shader_state[i].addr), 16);
+
+ return 0;
+}
+
+static int
+validate_tile_binning_config(VALIDATE_ARGS)
+{
+ struct drm_device *dev = exec->exec_bo->base.dev;
+ struct vc4_dev *vc4 = to_vc4_dev(dev);
+ uint8_t flags;
+ uint32_t tile_state_size;
+ uint32_t tile_count, bin_addr;
+ int bin_slot;
+
+ if (exec->found_tile_binning_mode_config_packet) {
+ DRM_DEBUG("Duplicate VC4_PACKET_TILE_BINNING_MODE_CONFIG\n");
+ return -EINVAL;
+ }
+ exec->found_tile_binning_mode_config_packet = true;
+
+ exec->bin_tiles_x = *(uint8_t *)(untrusted + 12);
+ exec->bin_tiles_y = *(uint8_t *)(untrusted + 13);
+ tile_count = exec->bin_tiles_x * exec->bin_tiles_y;
+ flags = *(uint8_t *)(untrusted + 14);
+
+ if (exec->bin_tiles_x == 0 ||
+ exec->bin_tiles_y == 0) {
+ DRM_DEBUG("Tile binning config of %dx%d too small\n",
+ exec->bin_tiles_x, exec->bin_tiles_y);
+ return -EINVAL;
+ }
+
+ if (flags & (VC4_BIN_CONFIG_DB_NON_MS |
+ VC4_BIN_CONFIG_TILE_BUFFER_64BIT)) {
+ DRM_DEBUG("unsupported binning config flags 0x%02x\n", flags);
+ return -EINVAL;
+ }
+
+ bin_slot = vc4_v3d_get_bin_slot(vc4);
+ if (bin_slot < 0) {
+ if (bin_slot != -EINTR && bin_slot != -ERESTARTSYS) {
+ DRM_ERROR("Failed to allocate binner memory: %d\n",
+ bin_slot);
+ }
+ return bin_slot;
+ }
+
+ /* The slot we allocated will only be used by this job, and is
+ * free when the job completes rendering.
+ */
+ exec->bin_slots |= BIT(bin_slot);
+ bin_addr = vc4->bin_bo->base.paddr + bin_slot * vc4->bin_alloc_size;
+
+ /* The tile state data array is 48 bytes per tile, and we put it at
+ * the start of a BO containing both it and the tile alloc.
+ */
+ tile_state_size = 48 * tile_count;
+
+ /* Since the tile alloc array will follow us, align. */
+ exec->tile_alloc_offset = bin_addr + roundup(tile_state_size, 4096);
+
+ *(uint8_t *)(validated + 14) =
+ ((flags & ~(VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_MASK |
+ VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_MASK)) |
+ VC4_BIN_CONFIG_AUTO_INIT_TSDA |
+ VC4_SET_FIELD(VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_32,
+ VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE) |
+ VC4_SET_FIELD(VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_128,
+ VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE));
+
+ /* tile alloc address. */
+ *(uint32_t *)(validated + 0) = exec->tile_alloc_offset;
+ /* tile alloc size. */
+ *(uint32_t *)(validated + 4) = (bin_addr + vc4->bin_alloc_size -
+ exec->tile_alloc_offset);
+ /* tile state address. */
+ *(uint32_t *)(validated + 8) = bin_addr;
+
+ return 0;
+}
+
+static int
+validate_gem_handles(VALIDATE_ARGS)
+{
+ memcpy(exec->bo_index, untrusted, sizeof(exec->bo_index));
+ return 0;
+}
+
+#define VC4_DEFINE_PACKET(packet, func) \
+ [packet] = { packet ## _SIZE, #packet, func }
+
+static const struct cmd_info {
+ uint16_t len;
+ const char *name;
+ int (*func)(struct vc4_exec_info *exec, void *validated,
+ void *untrusted);
+} cmd_info[] = {
+ VC4_DEFINE_PACKET(VC4_PACKET_HALT, NULL),
+ VC4_DEFINE_PACKET(VC4_PACKET_NOP, NULL),
+ VC4_DEFINE_PACKET(VC4_PACKET_FLUSH, validate_flush),
+ VC4_DEFINE_PACKET(VC4_PACKET_FLUSH_ALL, NULL),
+ VC4_DEFINE_PACKET(VC4_PACKET_START_TILE_BINNING,
+ validate_start_tile_binning),
+ VC4_DEFINE_PACKET(VC4_PACKET_INCREMENT_SEMAPHORE,
+ validate_increment_semaphore),
+
+ VC4_DEFINE_PACKET(VC4_PACKET_GL_INDEXED_PRIMITIVE,
+ validate_indexed_prim_list),
+ VC4_DEFINE_PACKET(VC4_PACKET_GL_ARRAY_PRIMITIVE,
+ validate_gl_array_primitive),
+
+ VC4_DEFINE_PACKET(VC4_PACKET_PRIMITIVE_LIST_FORMAT, NULL),
+
+ VC4_DEFINE_PACKET(VC4_PACKET_GL_SHADER_STATE, validate_gl_shader_state),
+
+ VC4_DEFINE_PACKET(VC4_PACKET_CONFIGURATION_BITS, NULL),
+ VC4_DEFINE_PACKET(VC4_PACKET_FLAT_SHADE_FLAGS, NULL),
+ VC4_DEFINE_PACKET(VC4_PACKET_POINT_SIZE, NULL),
+ VC4_DEFINE_PACKET(VC4_PACKET_LINE_WIDTH, NULL),
+ VC4_DEFINE_PACKET(VC4_PACKET_RHT_X_BOUNDARY, NULL),
+ VC4_DEFINE_PACKET(VC4_PACKET_DEPTH_OFFSET, NULL),
+ VC4_DEFINE_PACKET(VC4_PACKET_CLIP_WINDOW, NULL),
+ VC4_DEFINE_PACKET(VC4_PACKET_VIEWPORT_OFFSET, NULL),
+ VC4_DEFINE_PACKET(VC4_PACKET_CLIPPER_XY_SCALING, NULL),
+ /* Note: The docs say this was also 105, but it was 106 in the
+ * initial userland code drop.
+ */
+ VC4_DEFINE_PACKET(VC4_PACKET_CLIPPER_Z_SCALING, NULL),
+
+ VC4_DEFINE_PACKET(VC4_PACKET_TILE_BINNING_MODE_CONFIG,
+ validate_tile_binning_config),
+
+ VC4_DEFINE_PACKET(VC4_PACKET_GEM_HANDLES, validate_gem_handles),
+};
+
+int
+vc4_validate_bin_cl(struct drm_device *dev,
+ void *validated,
+ void *unvalidated,
+ struct vc4_exec_info *exec)
+{
+ uint32_t len = exec->args->bin_cl_size;
+ uint32_t dst_offset = 0;
+ uint32_t src_offset = 0;
+
+ while (src_offset < len) {
+ void *dst_pkt = validated + dst_offset;
+ void *src_pkt = unvalidated + src_offset;
+ u8 cmd = *(uint8_t *)src_pkt;
+ const struct cmd_info *info;
+
+ if (cmd >= ARRAY_SIZE(cmd_info)) {
+ DRM_DEBUG("0x%08x: packet %d out of bounds\n",
+ src_offset, cmd);
+ return -EINVAL;
+ }
+
+ info = &cmd_info[cmd];
+ if (!info->name) {
+ DRM_DEBUG("0x%08x: packet %d invalid\n",
+ src_offset, cmd);
+ return -EINVAL;
+ }
+
+ if (src_offset + info->len > len) {
+ DRM_DEBUG("0x%08x: packet %d (%s) length 0x%08x "
+ "exceeds bounds (0x%08x)\n",
+ src_offset, cmd, info->name, info->len,
+ src_offset + len);
+ return -EINVAL;
+ }
+
+ if (cmd != VC4_PACKET_GEM_HANDLES)
+ memcpy(dst_pkt, src_pkt, info->len);
+
+ if (info->func && info->func(exec,
+ dst_pkt + 1,
+ src_pkt + 1)) {
+ DRM_DEBUG("0x%08x: packet %d (%s) failed to validate\n",
+ src_offset, cmd, info->name);
+ return -EINVAL;
+ }
+
+ src_offset += info->len;
+ /* GEM handle loading doesn't produce HW packets. */
+ if (cmd != VC4_PACKET_GEM_HANDLES)
+ dst_offset += info->len;
+
+ /* When the CL hits halt, it'll stop reading anything else. */
+ if (cmd == VC4_PACKET_HALT)
+ break;
+ }
+
+ exec->ct0ea = exec->ct0ca + dst_offset;
+
+ if (!exec->found_start_tile_binning_packet) {
+ DRM_DEBUG("Bin CL missing VC4_PACKET_START_TILE_BINNING\n");
+ return -EINVAL;
+ }
+
+ /* The bin CL must be ended with INCREMENT_SEMAPHORE and FLUSH. The
+ * semaphore is used to trigger the render CL to start up, and the
+ * FLUSH is what caps the bin lists with
+ * VC4_PACKET_RETURN_FROM_SUB_LIST (so they jump back to the main
+ * render CL when they get called to) and actually triggers the queued
+ * semaphore increment.
+ */
+ if (!exec->found_increment_semaphore_packet || !exec->found_flush) {
+ DRM_DEBUG("Bin CL missing VC4_PACKET_INCREMENT_SEMAPHORE + "
+ "VC4_PACKET_FLUSH\n");
+ return -EINVAL;
+ }
+
+ return 0;
+}
+
+static bool
+reloc_tex(struct vc4_exec_info *exec,
+ void *uniform_data_u,
+ struct vc4_texture_sample_info *sample,
+ uint32_t texture_handle_index, bool is_cs)
+{
+ struct drm_gem_cma_object *tex;
+ uint32_t p0 = *(uint32_t *)(uniform_data_u + sample->p_offset[0]);
+ uint32_t p1 = *(uint32_t *)(uniform_data_u + sample->p_offset[1]);
+ uint32_t p2 = (sample->p_offset[2] != ~0 ?
+ *(uint32_t *)(uniform_data_u + sample->p_offset[2]) : 0);
+ uint32_t p3 = (sample->p_offset[3] != ~0 ?
+ *(uint32_t *)(uniform_data_u + sample->p_offset[3]) : 0);
+ uint32_t *validated_p0 = exec->uniforms_v + sample->p_offset[0];
+ uint32_t offset = p0 & VC4_TEX_P0_OFFSET_MASK;
+ uint32_t miplevels = VC4_GET_FIELD(p0, VC4_TEX_P0_MIPLVLS);
+ uint32_t width = VC4_GET_FIELD(p1, VC4_TEX_P1_WIDTH);
+ uint32_t height = VC4_GET_FIELD(p1, VC4_TEX_P1_HEIGHT);
+ uint32_t cpp, tiling_format, utile_w, utile_h;
+ uint32_t i;
+ uint32_t cube_map_stride = 0;
+ enum vc4_texture_data_type type;
+
+ tex = vc4_use_bo(exec, texture_handle_index);
+ if (!tex)
+ return false;
+
+ if (sample->is_direct) {
+ uint32_t remaining_size = tex->base.size - p0;
+
+ if (p0 > tex->base.size - 4) {
+ DRM_DEBUG("UBO offset greater than UBO size\n");
+ goto fail;
+ }
+ if (p1 > remaining_size - 4) {
+ DRM_DEBUG("UBO clamp would allow reads "
+ "outside of UBO\n");
+ goto fail;
+ }
+ *validated_p0 = tex->paddr + p0;
+ return true;
+ }
+
+ if (width == 0)
+ width = 2048;
+ if (height == 0)
+ height = 2048;
+
+ if (p0 & VC4_TEX_P0_CMMODE_MASK) {
+ if (VC4_GET_FIELD(p2, VC4_TEX_P2_PTYPE) ==
+ VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE)
+ cube_map_stride = p2 & VC4_TEX_P2_CMST_MASK;
+ if (VC4_GET_FIELD(p3, VC4_TEX_P2_PTYPE) ==
+ VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE) {
+ if (cube_map_stride) {
+ DRM_DEBUG("Cube map stride set twice\n");
+ goto fail;
+ }
+
+ cube_map_stride = p3 & VC4_TEX_P2_CMST_MASK;
+ }
+ if (!cube_map_stride) {
+ DRM_DEBUG("Cube map stride not set\n");
+ goto fail;
+ }
+ }
+
+ type = (VC4_GET_FIELD(p0, VC4_TEX_P0_TYPE) |
+ (VC4_GET_FIELD(p1, VC4_TEX_P1_TYPE4) << 4));
+
+ switch (type) {
+ case VC4_TEXTURE_TYPE_RGBA8888:
+ case VC4_TEXTURE_TYPE_RGBX8888:
+ case VC4_TEXTURE_TYPE_RGBA32R:
+ cpp = 4;
+ break;
+ case VC4_TEXTURE_TYPE_RGBA4444:
+ case VC4_TEXTURE_TYPE_RGBA5551:
+ case VC4_TEXTURE_TYPE_RGB565:
+ case VC4_TEXTURE_TYPE_LUMALPHA:
+ case VC4_TEXTURE_TYPE_S16F:
+ case VC4_TEXTURE_TYPE_S16:
+ cpp = 2;
+ break;
+ case VC4_TEXTURE_TYPE_LUMINANCE:
+ case VC4_TEXTURE_TYPE_ALPHA:
+ case VC4_TEXTURE_TYPE_S8:
+ cpp = 1;
+ break;
+ case VC4_TEXTURE_TYPE_ETC1:
+ /* ETC1 is arranged as 64-bit blocks, where each block is 4x4
+ * pixels.
+ */
+ cpp = 8;
+ width = (width + 3) >> 2;
+ height = (height + 3) >> 2;
+ break;
+ case VC4_TEXTURE_TYPE_BW1:
+ case VC4_TEXTURE_TYPE_A4:
+ case VC4_TEXTURE_TYPE_A1:
+ case VC4_TEXTURE_TYPE_RGBA64:
+ case VC4_TEXTURE_TYPE_YUV422R:
+ default:
+ DRM_DEBUG("Texture format %d unsupported\n", type);
+ goto fail;
+ }
+ utile_w = utile_width(cpp);
+ utile_h = utile_height(cpp);
+
+ if (type == VC4_TEXTURE_TYPE_RGBA32R) {
+ tiling_format = VC4_TILING_FORMAT_LINEAR;
+ } else {
+ if (size_is_lt(width, height, cpp))
+ tiling_format = VC4_TILING_FORMAT_LT;
+ else
+ tiling_format = VC4_TILING_FORMAT_T;
+ }
+
+ if (!vc4_check_tex_size(exec, tex, offset + cube_map_stride * 5,
+ tiling_format, width, height, cpp)) {
+ goto fail;
+ }
+
+ /* The mipmap levels are stored before the base of the texture. Make
+ * sure there is actually space in the BO.
+ */
+ for (i = 1; i <= miplevels; i++) {
+ uint32_t level_width = max(width >> i, 1u);
+ uint32_t level_height = max(height >> i, 1u);
+ uint32_t aligned_width, aligned_height;
+ uint32_t level_size;
+
+ /* Once the levels get small enough, they drop from T to LT. */
+ if (tiling_format == VC4_TILING_FORMAT_T &&
+ size_is_lt(level_width, level_height, cpp)) {
+ tiling_format = VC4_TILING_FORMAT_LT;
+ }
+
+ switch (tiling_format) {
+ case VC4_TILING_FORMAT_T:
+ aligned_width = round_up(level_width, utile_w * 8);
+ aligned_height = round_up(level_height, utile_h * 8);
+ break;
+ case VC4_TILING_FORMAT_LT:
+ aligned_width = round_up(level_width, utile_w);
+ aligned_height = round_up(level_height, utile_h);
+ break;
+ default:
+ aligned_width = round_up(level_width, utile_w);
+ aligned_height = level_height;
+ break;
+ }
+
+ level_size = aligned_width * cpp * aligned_height;
+
+ if (offset < level_size) {
+ DRM_DEBUG("Level %d (%dx%d -> %dx%d) size %db "
+ "overflowed buffer bounds (offset %d)\n",
+ i, level_width, level_height,
+ aligned_width, aligned_height,
+ level_size, offset);
+ goto fail;
+ }
+
+ offset -= level_size;
+ }
+
+ *validated_p0 = tex->paddr + p0;
+
+ if (is_cs) {
+ exec->bin_dep_seqno = max(exec->bin_dep_seqno,
+ to_vc4_bo(&tex->base)->write_seqno);
+ }
+
+ return true;
+ fail:
+ DRM_INFO("Texture p0 at %d: 0x%08x\n", sample->p_offset[0], p0);
+ DRM_INFO("Texture p1 at %d: 0x%08x\n", sample->p_offset[1], p1);
+ DRM_INFO("Texture p2 at %d: 0x%08x\n", sample->p_offset[2], p2);
+ DRM_INFO("Texture p3 at %d: 0x%08x\n", sample->p_offset[3], p3);
+ return false;
+}
+
+static int
+validate_gl_shader_rec(struct drm_device *dev,
+ struct vc4_exec_info *exec,
+ struct vc4_shader_state *state)
+{
+ uint32_t *src_handles;
+ void *pkt_u, *pkt_v;
+ static const uint32_t shader_reloc_offsets[] = {
+ 4, /* fs */
+ 16, /* vs */
+ 28, /* cs */
+ };
+ uint32_t shader_reloc_count = ARRAY_SIZE(shader_reloc_offsets);
+ struct drm_gem_cma_object *bo[ARRAY_SIZE(shader_reloc_offsets) + 8];
+ uint32_t nr_attributes, nr_relocs, packet_size;
+ int i;
+
+ nr_attributes = state->addr & 0x7;
+ if (nr_attributes == 0)
+ nr_attributes = 8;
+ packet_size = gl_shader_rec_size(state->addr);
+
+ nr_relocs = ARRAY_SIZE(shader_reloc_offsets) + nr_attributes;
+ if (nr_relocs * 4 > exec->shader_rec_size) {
+ DRM_DEBUG("overflowed shader recs reading %d handles "
+ "from %d bytes left\n",
+ nr_relocs, exec->shader_rec_size);
+ return -EINVAL;
+ }
+ src_handles = exec->shader_rec_u;
+ exec->shader_rec_u += nr_relocs * 4;
+ exec->shader_rec_size -= nr_relocs * 4;
+
+ if (packet_size > exec->shader_rec_size) {
+ DRM_DEBUG("overflowed shader recs copying %db packet "
+ "from %d bytes left\n",
+ packet_size, exec->shader_rec_size);
+ return -EINVAL;
+ }
+ pkt_u = exec->shader_rec_u;
+ pkt_v = exec->shader_rec_v;
+ memcpy(pkt_v, pkt_u, packet_size);
+ exec->shader_rec_u += packet_size;
+ /* Shader recs have to be aligned to 16 bytes (due to the attribute
+ * flags being in the low bytes), so round the next validated shader
+ * rec address up. This should be safe, since we've got so many
+ * relocations in a shader rec packet.
+ */
+ BUG_ON(roundup(packet_size, 16) - packet_size > nr_relocs * 4);
+ exec->shader_rec_v += roundup(packet_size, 16);
+ exec->shader_rec_size -= packet_size;
+
+ for (i = 0; i < shader_reloc_count; i++) {
+ if (src_handles[i] > exec->bo_count) {
+ DRM_DEBUG("Shader handle %d too big\n", src_handles[i]);
+ return -EINVAL;
+ }
+
+ bo[i] = exec->bo[src_handles[i]];
+ if (!bo[i])
+ return -EINVAL;
+ }
+ for (i = shader_reloc_count; i < nr_relocs; i++) {
+ bo[i] = vc4_use_bo(exec, src_handles[i]);
+ if (!bo[i])
+ return -EINVAL;
+ }
+
+ if (((*(uint16_t *)pkt_u & VC4_SHADER_FLAG_FS_SINGLE_THREAD) == 0) !=
+ to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) {
+ DRM_DEBUG("Thread mode of CL and FS do not match\n");
+ return -EINVAL;
+ }
+
+ if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded ||
+ to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) {
+ DRM_DEBUG("cs and vs cannot be threaded\n");
+ return -EINVAL;
+ }
+
+ for (i = 0; i < shader_reloc_count; i++) {
+ struct vc4_validated_shader_info *validated_shader;
+ uint32_t o = shader_reloc_offsets[i];
+ uint32_t src_offset = *(uint32_t *)(pkt_u + o);
+ uint32_t *texture_handles_u;
+ void *uniform_data_u;
+ uint32_t tex, uni;
+
+ *(uint32_t *)(pkt_v + o) = bo[i]->paddr + src_offset;
+
+ if (src_offset != 0) {
+ DRM_DEBUG("Shaders must be at offset 0 of "
+ "the BO.\n");
+ return -EINVAL;
+ }
+
+ validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader;
+ if (!validated_shader)
+ return -EINVAL;
+
+ if (validated_shader->uniforms_src_size >
+ exec->uniforms_size) {
+ DRM_DEBUG("Uniforms src buffer overflow\n");
+ return -EINVAL;
+ }
+
+ texture_handles_u = exec->uniforms_u;
+ uniform_data_u = (texture_handles_u +
+ validated_shader->num_texture_samples);
+
+ memcpy(exec->uniforms_v, uniform_data_u,
+ validated_shader->uniforms_size);
+
+ for (tex = 0;
+ tex < validated_shader->num_texture_samples;
+ tex++) {
+ if (!reloc_tex(exec,
+ uniform_data_u,
+ &validated_shader->texture_samples[tex],
+ texture_handles_u[tex],
+ i == 2)) {
+ return -EINVAL;
+ }
+ }
+
+ /* Fill in the uniform slots that need this shader's
+ * start-of-uniforms address (used for resetting the uniform
+ * stream in the presence of control flow).
+ */
+ for (uni = 0;
+ uni < validated_shader->num_uniform_addr_offsets;
+ uni++) {
+ uint32_t o = validated_shader->uniform_addr_offsets[uni];
+ ((uint32_t *)exec->uniforms_v)[o] = exec->uniforms_p;
+ }
+
+ *(uint32_t *)(pkt_v + o + 4) = exec->uniforms_p;
+
+ exec->uniforms_u += validated_shader->uniforms_src_size;
+ exec->uniforms_v += validated_shader->uniforms_size;
+ exec->uniforms_p += validated_shader->uniforms_size;
+ }
+
+ for (i = 0; i < nr_attributes; i++) {
+ struct drm_gem_cma_object *vbo =
+ bo[ARRAY_SIZE(shader_reloc_offsets) + i];
+ uint32_t o = 36 + i * 8;
+ uint32_t offset = *(uint32_t *)(pkt_u + o + 0);
+ uint32_t attr_size = *(uint8_t *)(pkt_u + o + 4) + 1;
+ uint32_t stride = *(uint8_t *)(pkt_u + o + 5);
+ uint32_t max_index;
+
+ exec->bin_dep_seqno = max(exec->bin_dep_seqno,
+ to_vc4_bo(&vbo->base)->write_seqno);
+
+ if (state->addr & 0x8)
+ stride |= (*(uint32_t *)(pkt_u + 100 + i * 4)) & ~0xff;
+
+ if (vbo->base.size < offset ||
+ vbo->base.size - offset < attr_size) {
+ DRM_DEBUG("BO offset overflow (%d + %d > %zu)\n",
+ offset, attr_size, vbo->base.size);
+ return -EINVAL;
+ }
+
+ if (stride != 0) {
+ max_index = ((vbo->base.size - offset - attr_size) /
+ stride);
+ if (state->max_index > max_index) {
+ DRM_DEBUG("primitives use index %d out of "
+ "supplied %d\n",
+ state->max_index, max_index);
+ return -EINVAL;
+ }
+ }
+
+ *(uint32_t *)(pkt_v + o) = vbo->paddr + offset;
+ }
+
+ return 0;
+}
+
+int
+vc4_validate_shader_recs(struct drm_device *dev,
+ struct vc4_exec_info *exec)
+{
+ uint32_t i;
+ int ret = 0;
+
+ for (i = 0; i < exec->shader_state_count; i++) {
+ ret = validate_gl_shader_rec(dev, exec, &exec->shader_state[i]);
+ if (ret)
+ return ret;
+ }
+
+ return ret;
+}