diff options
Diffstat (limited to 'drivers/gpu/drm/vc4/vc4_validate_shaders.c')
-rw-r--r-- | drivers/gpu/drm/vc4/vc4_validate_shaders.c | 954 |
1 files changed, 954 insertions, 0 deletions
diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/gpu/drm/vc4/vc4_validate_shaders.c new file mode 100644 index 000000000..9745f8810 --- /dev/null +++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c @@ -0,0 +1,954 @@ +/* + * 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: Shader validator for VC4. + * + * Since the VC4 has no IOMMU between it and system memory, a user + * with access to execute shaders could escalate privilege by + * overwriting system memory (using the VPM write address register in + * the general-purpose DMA mode) or reading system memory it shouldn't + * (reading it as a texture, uniform data, or direct-addressed TMU + * lookup). + * + * The shader validator walks over a shader's BO, ensuring that its + * accesses are appropriately bounded, and recording where texture + * accesses are made so that we can do relocations for them in the + * uniform stream. + * + * Shader BO are immutable for their lifetimes (enforced by not + * allowing mmaps, GEM prime export, or rendering to from a CL), so + * this validation is only performed at BO creation time. + */ + +#include "vc4_drv.h" +#include "vc4_qpu_defines.h" + +#define LIVE_REG_COUNT (32 + 32 + 4) + +struct vc4_shader_validation_state { + /* Current IP being validated. */ + uint32_t ip; + + /* IP at the end of the BO, do not read shader[max_ip] */ + uint32_t max_ip; + + uint64_t *shader; + + struct vc4_texture_sample_info tmu_setup[2]; + int tmu_write_count[2]; + + /* For registers that were last written to by a MIN instruction with + * one argument being a uniform, the address of the uniform. + * Otherwise, ~0. + * + * This is used for the validation of direct address memory reads. + */ + uint32_t live_min_clamp_offsets[LIVE_REG_COUNT]; + bool live_max_clamp_regs[LIVE_REG_COUNT]; + uint32_t live_immediates[LIVE_REG_COUNT]; + + /* Bitfield of which IPs are used as branch targets. + * + * Used for validation that the uniform stream is updated at the right + * points and clearing the texturing/clamping state. + */ + unsigned long *branch_targets; + + /* Set when entering a basic block, and cleared when the uniform + * address update is found. This is used to make sure that we don't + * read uniforms when the address is undefined. + */ + bool needs_uniform_address_update; + + /* Set when we find a backwards branch. If the branch is backwards, + * the taraget is probably doing an address reset to read uniforms, + * and so we need to be sure that a uniforms address is present in the + * stream, even if the shader didn't need to read uniforms in later + * basic blocks. + */ + bool needs_uniform_address_for_loop; + + /* Set when we find an instruction writing the top half of the + * register files. If we allowed writing the unusable regs in + * a threaded shader, then the other shader running on our + * QPU's clamp validation would be invalid. + */ + bool all_registers_used; +}; + +static uint32_t +waddr_to_live_reg_index(uint32_t waddr, bool is_b) +{ + if (waddr < 32) { + if (is_b) + return 32 + waddr; + else + return waddr; + } else if (waddr <= QPU_W_ACC3) { + return 64 + waddr - QPU_W_ACC0; + } else { + return ~0; + } +} + +static uint32_t +raddr_add_a_to_live_reg_index(uint64_t inst) +{ + uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG); + uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A); + uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A); + uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B); + + if (add_a == QPU_MUX_A) + return raddr_a; + else if (add_a == QPU_MUX_B && sig != QPU_SIG_SMALL_IMM) + return 32 + raddr_b; + else if (add_a <= QPU_MUX_R3) + return 64 + add_a; + else + return ~0; +} + +static bool +live_reg_is_upper_half(uint32_t lri) +{ + return (lri >= 16 && lri < 32) || + (lri >= 32 + 16 && lri < 32 + 32); +} + +static bool +is_tmu_submit(uint32_t waddr) +{ + return (waddr == QPU_W_TMU0_S || + waddr == QPU_W_TMU1_S); +} + +static bool +is_tmu_write(uint32_t waddr) +{ + return (waddr >= QPU_W_TMU0_S && + waddr <= QPU_W_TMU1_B); +} + +static bool +record_texture_sample(struct vc4_validated_shader_info *validated_shader, + struct vc4_shader_validation_state *validation_state, + int tmu) +{ + uint32_t s = validated_shader->num_texture_samples; + int i; + struct vc4_texture_sample_info *temp_samples; + + temp_samples = krealloc(validated_shader->texture_samples, + (s + 1) * sizeof(*temp_samples), + GFP_KERNEL); + if (!temp_samples) + return false; + + memcpy(&temp_samples[s], + &validation_state->tmu_setup[tmu], + sizeof(*temp_samples)); + + validated_shader->num_texture_samples = s + 1; + validated_shader->texture_samples = temp_samples; + + for (i = 0; i < 4; i++) + validation_state->tmu_setup[tmu].p_offset[i] = ~0; + + return true; +} + +static bool +check_tmu_write(struct vc4_validated_shader_info *validated_shader, + struct vc4_shader_validation_state *validation_state, + bool is_mul) +{ + uint64_t inst = validation_state->shader[validation_state->ip]; + uint32_t waddr = (is_mul ? + QPU_GET_FIELD(inst, QPU_WADDR_MUL) : + QPU_GET_FIELD(inst, QPU_WADDR_ADD)); + uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A); + uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B); + int tmu = waddr > QPU_W_TMU0_B; + bool submit = is_tmu_submit(waddr); + bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0; + uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG); + + if (is_direct) { + uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B); + uint32_t clamp_reg, clamp_offset; + + if (sig == QPU_SIG_SMALL_IMM) { + DRM_DEBUG("direct TMU read used small immediate\n"); + return false; + } + + /* Make sure that this texture load is an add of the base + * address of the UBO to a clamped offset within the UBO. + */ + if (is_mul || + QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) { + DRM_DEBUG("direct TMU load wasn't an add\n"); + return false; + } + + /* We assert that the clamped address is the first + * argument, and the UBO base address is the second argument. + * This is arbitrary, but simpler than supporting flipping the + * two either way. + */ + clamp_reg = raddr_add_a_to_live_reg_index(inst); + if (clamp_reg == ~0) { + DRM_DEBUG("direct TMU load wasn't clamped\n"); + return false; + } + + clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg]; + if (clamp_offset == ~0) { + DRM_DEBUG("direct TMU load wasn't clamped\n"); + return false; + } + + /* Store the clamp value's offset in p1 (see reloc_tex() in + * vc4_validate.c). + */ + validation_state->tmu_setup[tmu].p_offset[1] = + clamp_offset; + + if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) && + !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) { + DRM_DEBUG("direct TMU load didn't add to a uniform\n"); + return false; + } + + validation_state->tmu_setup[tmu].is_direct = true; + } else { + if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM && + raddr_b == QPU_R_UNIF)) { + DRM_DEBUG("uniform read in the same instruction as " + "texture setup.\n"); + return false; + } + } + + if (validation_state->tmu_write_count[tmu] >= 4) { + DRM_DEBUG("TMU%d got too many parameters before dispatch\n", + tmu); + return false; + } + validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] = + validated_shader->uniforms_size; + validation_state->tmu_write_count[tmu]++; + /* Since direct uses a RADDR uniform reference, it will get counted in + * check_instruction_reads() + */ + if (!is_direct) { + if (validation_state->needs_uniform_address_update) { + DRM_DEBUG("Texturing with undefined uniform address\n"); + return false; + } + + validated_shader->uniforms_size += 4; + } + + if (submit) { + if (!record_texture_sample(validated_shader, + validation_state, tmu)) { + return false; + } + + validation_state->tmu_write_count[tmu] = 0; + } + + return true; +} + +static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader) +{ + uint32_t o = validated_shader->num_uniform_addr_offsets; + uint32_t num_uniforms = validated_shader->uniforms_size / 4; + + validated_shader->uniform_addr_offsets = + krealloc(validated_shader->uniform_addr_offsets, + (o + 1) * + sizeof(*validated_shader->uniform_addr_offsets), + GFP_KERNEL); + if (!validated_shader->uniform_addr_offsets) + return false; + + validated_shader->uniform_addr_offsets[o] = num_uniforms; + validated_shader->num_uniform_addr_offsets++; + + return true; +} + +static bool +validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader, + struct vc4_shader_validation_state *validation_state, + bool is_mul) +{ + uint64_t inst = validation_state->shader[validation_state->ip]; + u32 add_b = QPU_GET_FIELD(inst, QPU_ADD_B); + u32 raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A); + u32 raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B); + u32 add_lri = raddr_add_a_to_live_reg_index(inst); + /* We want our reset to be pointing at whatever uniform follows the + * uniforms base address. + */ + u32 expected_offset = validated_shader->uniforms_size + 4; + + /* We only support absolute uniform address changes, and we + * require that they be in the current basic block before any + * of its uniform reads. + * + * One could potentially emit more efficient QPU code, by + * noticing that (say) an if statement does uniform control + * flow for all threads and that the if reads the same number + * of uniforms on each side. However, this scheme is easy to + * validate so it's all we allow for now. + */ + switch (QPU_GET_FIELD(inst, QPU_SIG)) { + case QPU_SIG_NONE: + case QPU_SIG_SCOREBOARD_UNLOCK: + case QPU_SIG_COLOR_LOAD: + case QPU_SIG_LOAD_TMU0: + case QPU_SIG_LOAD_TMU1: + break; + default: + DRM_DEBUG("uniforms address change must be " + "normal math\n"); + return false; + } + + if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) { + DRM_DEBUG("Uniform address reset must be an ADD.\n"); + return false; + } + + if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) { + DRM_DEBUG("Uniform address reset must be unconditional.\n"); + return false; + } + + if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP && + !(inst & QPU_PM)) { + DRM_DEBUG("No packing allowed on uniforms reset\n"); + return false; + } + + if (add_lri == -1) { + DRM_DEBUG("First argument of uniform address write must be " + "an immediate value.\n"); + return false; + } + + if (validation_state->live_immediates[add_lri] != expected_offset) { + DRM_DEBUG("Resetting uniforms with offset %db instead of %db\n", + validation_state->live_immediates[add_lri], + expected_offset); + return false; + } + + if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) && + !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) { + DRM_DEBUG("Second argument of uniform address write must be " + "a uniform.\n"); + return false; + } + + validation_state->needs_uniform_address_update = false; + validation_state->needs_uniform_address_for_loop = false; + return require_uniform_address_uniform(validated_shader); +} + +static bool +check_reg_write(struct vc4_validated_shader_info *validated_shader, + struct vc4_shader_validation_state *validation_state, + bool is_mul) +{ + uint64_t inst = validation_state->shader[validation_state->ip]; + uint32_t waddr = (is_mul ? + QPU_GET_FIELD(inst, QPU_WADDR_MUL) : + QPU_GET_FIELD(inst, QPU_WADDR_ADD)); + uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG); + bool ws = inst & QPU_WS; + bool is_b = is_mul ^ ws; + u32 lri = waddr_to_live_reg_index(waddr, is_b); + + if (lri != -1) { + uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD); + uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL); + + if (sig == QPU_SIG_LOAD_IMM && + QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP && + ((is_mul && cond_mul == QPU_COND_ALWAYS) || + (!is_mul && cond_add == QPU_COND_ALWAYS))) { + validation_state->live_immediates[lri] = + QPU_GET_FIELD(inst, QPU_LOAD_IMM); + } else { + validation_state->live_immediates[lri] = ~0; + } + + if (live_reg_is_upper_half(lri)) + validation_state->all_registers_used = true; + } + + switch (waddr) { + case QPU_W_UNIFORMS_ADDRESS: + if (is_b) { + DRM_DEBUG("relative uniforms address change " + "unsupported\n"); + return false; + } + + return validate_uniform_address_write(validated_shader, + validation_state, + is_mul); + + case QPU_W_TLB_COLOR_MS: + case QPU_W_TLB_COLOR_ALL: + case QPU_W_TLB_Z: + /* These only interact with the tile buffer, not main memory, + * so they're safe. + */ + return true; + + case QPU_W_TMU0_S: + case QPU_W_TMU0_T: + case QPU_W_TMU0_R: + case QPU_W_TMU0_B: + case QPU_W_TMU1_S: + case QPU_W_TMU1_T: + case QPU_W_TMU1_R: + case QPU_W_TMU1_B: + return check_tmu_write(validated_shader, validation_state, + is_mul); + + case QPU_W_HOST_INT: + case QPU_W_TMU_NOSWAP: + case QPU_W_TLB_ALPHA_MASK: + case QPU_W_MUTEX_RELEASE: + /* XXX: I haven't thought about these, so don't support them + * for now. + */ + DRM_DEBUG("Unsupported waddr %d\n", waddr); + return false; + + case QPU_W_VPM_ADDR: + DRM_DEBUG("General VPM DMA unsupported\n"); + return false; + + case QPU_W_VPM: + case QPU_W_VPMVCD_SETUP: + /* We allow VPM setup in general, even including VPM DMA + * configuration setup, because the (unsafe) DMA can only be + * triggered by QPU_W_VPM_ADDR writes. + */ + return true; + + case QPU_W_TLB_STENCIL_SETUP: + return true; + } + + return true; +} + +static void +track_live_clamps(struct vc4_validated_shader_info *validated_shader, + struct vc4_shader_validation_state *validation_state) +{ + uint64_t inst = validation_state->shader[validation_state->ip]; + uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD); + uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD); + uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL); + uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD); + uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A); + uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B); + uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A); + uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B); + uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG); + bool ws = inst & QPU_WS; + uint32_t lri_add_a, lri_add, lri_mul; + bool add_a_is_min_0; + + /* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0), + * before we clear previous live state. + */ + lri_add_a = raddr_add_a_to_live_reg_index(inst); + add_a_is_min_0 = (lri_add_a != ~0 && + validation_state->live_max_clamp_regs[lri_add_a]); + + /* Clear live state for registers written by our instruction. */ + lri_add = waddr_to_live_reg_index(waddr_add, ws); + lri_mul = waddr_to_live_reg_index(waddr_mul, !ws); + if (lri_mul != ~0) { + validation_state->live_max_clamp_regs[lri_mul] = false; + validation_state->live_min_clamp_offsets[lri_mul] = ~0; + } + if (lri_add != ~0) { + validation_state->live_max_clamp_regs[lri_add] = false; + validation_state->live_min_clamp_offsets[lri_add] = ~0; + } else { + /* Nothing further to do for live tracking, since only ADDs + * generate new live clamp registers. + */ + return; + } + + /* Now, handle remaining live clamp tracking for the ADD operation. */ + + if (cond_add != QPU_COND_ALWAYS) + return; + + if (op_add == QPU_A_MAX) { + /* Track live clamps of a value to a minimum of 0 (in either + * arg). + */ + if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 || + (add_a != QPU_MUX_B && add_b != QPU_MUX_B)) { + return; + } + + validation_state->live_max_clamp_regs[lri_add] = true; + } else if (op_add == QPU_A_MIN) { + /* Track live clamps of a value clamped to a minimum of 0 and + * a maximum of some uniform's offset. + */ + if (!add_a_is_min_0) + return; + + if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) && + !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF && + sig != QPU_SIG_SMALL_IMM)) { + return; + } + + validation_state->live_min_clamp_offsets[lri_add] = + validated_shader->uniforms_size; + } +} + +static bool +check_instruction_writes(struct vc4_validated_shader_info *validated_shader, + struct vc4_shader_validation_state *validation_state) +{ + uint64_t inst = validation_state->shader[validation_state->ip]; + uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD); + uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL); + bool ok; + + if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) { + DRM_DEBUG("ADD and MUL both set up textures\n"); + return false; + } + + ok = (check_reg_write(validated_shader, validation_state, false) && + check_reg_write(validated_shader, validation_state, true)); + + track_live_clamps(validated_shader, validation_state); + + return ok; +} + +static bool +check_branch(uint64_t inst, + struct vc4_validated_shader_info *validated_shader, + struct vc4_shader_validation_state *validation_state, + int ip) +{ + int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET); + uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD); + uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL); + + if ((int)branch_imm < 0) + validation_state->needs_uniform_address_for_loop = true; + + /* We don't want to have to worry about validation of this, and + * there's no need for it. + */ + if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) { + DRM_DEBUG("branch instruction at %d wrote a register.\n", + validation_state->ip); + return false; + } + + return true; +} + +static bool +check_instruction_reads(struct vc4_validated_shader_info *validated_shader, + struct vc4_shader_validation_state *validation_state) +{ + uint64_t inst = validation_state->shader[validation_state->ip]; + uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A); + uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B); + uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG); + + if (raddr_a == QPU_R_UNIF || + (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) { + /* This can't overflow the uint32_t, because we're reading 8 + * bytes of instruction to increment by 4 here, so we'd + * already be OOM. + */ + validated_shader->uniforms_size += 4; + + if (validation_state->needs_uniform_address_update) { + DRM_DEBUG("Uniform read with undefined uniform " + "address\n"); + return false; + } + } + + if ((raddr_a >= 16 && raddr_a < 32) || + (raddr_b >= 16 && raddr_b < 32 && sig != QPU_SIG_SMALL_IMM)) { + validation_state->all_registers_used = true; + } + + return true; +} + +/* Make sure that all branches are absolute and point within the shader, and + * note their targets for later. + */ +static bool +vc4_validate_branches(struct vc4_shader_validation_state *validation_state) +{ + uint32_t max_branch_target = 0; + int ip; + int last_branch = -2; + + for (ip = 0; ip < validation_state->max_ip; ip++) { + uint64_t inst = validation_state->shader[ip]; + int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET); + uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG); + uint32_t after_delay_ip = ip + 4; + uint32_t branch_target_ip; + + if (sig == QPU_SIG_PROG_END) { + /* There are two delay slots after program end is + * signaled that are still executed, then we're + * finished. validation_state->max_ip is the + * instruction after the last valid instruction in the + * program. + */ + validation_state->max_ip = ip + 3; + continue; + } + + if (sig != QPU_SIG_BRANCH) + continue; + + if (ip - last_branch < 4) { + DRM_DEBUG("Branch at %d during delay slots\n", ip); + return false; + } + last_branch = ip; + + if (inst & QPU_BRANCH_REG) { + DRM_DEBUG("branching from register relative " + "not supported\n"); + return false; + } + + if (!(inst & QPU_BRANCH_REL)) { + DRM_DEBUG("relative branching required\n"); + return false; + } + + /* The actual branch target is the instruction after the delay + * slots, plus whatever byte offset is in the low 32 bits of + * the instruction. Make sure we're not branching beyond the + * end of the shader object. + */ + if (branch_imm % sizeof(inst) != 0) { + DRM_DEBUG("branch target not aligned\n"); + return false; + } + + branch_target_ip = after_delay_ip + (branch_imm >> 3); + if (branch_target_ip >= validation_state->max_ip) { + DRM_DEBUG("Branch at %d outside of shader (ip %d/%d)\n", + ip, branch_target_ip, + validation_state->max_ip); + return false; + } + set_bit(branch_target_ip, validation_state->branch_targets); + + /* Make sure that the non-branching path is also not outside + * the shader. + */ + if (after_delay_ip >= validation_state->max_ip) { + DRM_DEBUG("Branch at %d continues past shader end " + "(%d/%d)\n", + ip, after_delay_ip, validation_state->max_ip); + return false; + } + set_bit(after_delay_ip, validation_state->branch_targets); + max_branch_target = max(max_branch_target, after_delay_ip); + } + + if (max_branch_target > validation_state->max_ip - 3) { + DRM_DEBUG("Branch landed after QPU_SIG_PROG_END"); + return false; + } + + return true; +} + +/* Resets any known state for the shader, used when we may be branched to from + * multiple locations in the program (or at shader start). + */ +static void +reset_validation_state(struct vc4_shader_validation_state *validation_state) +{ + int i; + + for (i = 0; i < 8; i++) + validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0; + + for (i = 0; i < LIVE_REG_COUNT; i++) { + validation_state->live_min_clamp_offsets[i] = ~0; + validation_state->live_max_clamp_regs[i] = false; + validation_state->live_immediates[i] = ~0; + } +} + +static bool +texturing_in_progress(struct vc4_shader_validation_state *validation_state) +{ + return (validation_state->tmu_write_count[0] != 0 || + validation_state->tmu_write_count[1] != 0); +} + +static bool +vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state) +{ + uint32_t ip = validation_state->ip; + + if (!test_bit(ip, validation_state->branch_targets)) + return true; + + if (texturing_in_progress(validation_state)) { + DRM_DEBUG("Branch target landed during TMU setup\n"); + return false; + } + + /* Reset our live values tracking, since this instruction may have + * multiple predecessors. + * + * One could potentially do analysis to determine that, for + * example, all predecessors have a live max clamp in the same + * register, but we don't bother with that. + */ + reset_validation_state(validation_state); + + /* Since we've entered a basic block from potentially multiple + * predecessors, we need the uniforms address to be updated before any + * unforms are read. We require that after any branch point, the next + * uniform to be loaded is a uniform address offset. That uniform's + * offset will be marked by the uniform address register write + * validation, or a one-off the end-of-program check. + */ + validation_state->needs_uniform_address_update = true; + + return true; +} + +struct vc4_validated_shader_info * +vc4_validate_shader(struct drm_gem_dma_object *shader_obj) +{ + struct vc4_dev *vc4 = to_vc4_dev(shader_obj->base.dev); + bool found_shader_end = false; + int shader_end_ip = 0; + uint32_t last_thread_switch_ip = -3; + uint32_t ip; + struct vc4_validated_shader_info *validated_shader = NULL; + struct vc4_shader_validation_state validation_state; + + if (WARN_ON_ONCE(vc4->is_vc5)) + return NULL; + + memset(&validation_state, 0, sizeof(validation_state)); + validation_state.shader = shader_obj->vaddr; + validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t); + + reset_validation_state(&validation_state); + + validation_state.branch_targets = + kcalloc(BITS_TO_LONGS(validation_state.max_ip), + sizeof(unsigned long), GFP_KERNEL); + if (!validation_state.branch_targets) + goto fail; + + validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL); + if (!validated_shader) + goto fail; + + if (!vc4_validate_branches(&validation_state)) + goto fail; + + for (ip = 0; ip < validation_state.max_ip; ip++) { + uint64_t inst = validation_state.shader[ip]; + uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG); + + validation_state.ip = ip; + + if (!vc4_handle_branch_target(&validation_state)) + goto fail; + + if (ip == last_thread_switch_ip + 3) { + /* Reset r0-r3 live clamp data */ + int i; + + for (i = 64; i < LIVE_REG_COUNT; i++) { + validation_state.live_min_clamp_offsets[i] = ~0; + validation_state.live_max_clamp_regs[i] = false; + validation_state.live_immediates[i] = ~0; + } + } + + switch (sig) { + case QPU_SIG_NONE: + case QPU_SIG_WAIT_FOR_SCOREBOARD: + case QPU_SIG_SCOREBOARD_UNLOCK: + case QPU_SIG_COLOR_LOAD: + case QPU_SIG_LOAD_TMU0: + case QPU_SIG_LOAD_TMU1: + case QPU_SIG_PROG_END: + case QPU_SIG_SMALL_IMM: + case QPU_SIG_THREAD_SWITCH: + case QPU_SIG_LAST_THREAD_SWITCH: + if (!check_instruction_writes(validated_shader, + &validation_state)) { + DRM_DEBUG("Bad write at ip %d\n", ip); + goto fail; + } + + if (!check_instruction_reads(validated_shader, + &validation_state)) + goto fail; + + if (sig == QPU_SIG_PROG_END) { + found_shader_end = true; + shader_end_ip = ip; + } + + if (sig == QPU_SIG_THREAD_SWITCH || + sig == QPU_SIG_LAST_THREAD_SWITCH) { + validated_shader->is_threaded = true; + + if (ip < last_thread_switch_ip + 3) { + DRM_DEBUG("Thread switch too soon after " + "last switch at ip %d\n", ip); + goto fail; + } + last_thread_switch_ip = ip; + } + + break; + + case QPU_SIG_LOAD_IMM: + if (!check_instruction_writes(validated_shader, + &validation_state)) { + DRM_DEBUG("Bad LOAD_IMM write at ip %d\n", ip); + goto fail; + } + break; + + case QPU_SIG_BRANCH: + if (!check_branch(inst, validated_shader, + &validation_state, ip)) + goto fail; + + if (ip < last_thread_switch_ip + 3) { + DRM_DEBUG("Branch in thread switch at ip %d", + ip); + goto fail; + } + + break; + default: + DRM_DEBUG("Unsupported QPU signal %d at " + "instruction %d\n", sig, ip); + goto fail; + } + + /* There are two delay slots after program end is signaled + * that are still executed, then we're finished. + */ + if (found_shader_end && ip == shader_end_ip + 2) + break; + } + + if (ip == validation_state.max_ip) { + DRM_DEBUG("shader failed to terminate before " + "shader BO end at %zd\n", + shader_obj->base.size); + goto fail; + } + + /* Might corrupt other thread */ + if (validated_shader->is_threaded && + validation_state.all_registers_used) { + DRM_DEBUG("Shader uses threading, but uses the upper " + "half of the registers, too\n"); + goto fail; + } + + /* If we did a backwards branch and we haven't emitted a uniforms + * reset since then, we still need the uniforms stream to have the + * uniforms address available so that the backwards branch can do its + * uniforms reset. + * + * We could potentially prove that the backwards branch doesn't + * contain any uses of uniforms until program exit, but that doesn't + * seem to be worth the trouble. + */ + if (validation_state.needs_uniform_address_for_loop) { + if (!require_uniform_address_uniform(validated_shader)) + goto fail; + validated_shader->uniforms_size += 4; + } + + /* Again, no chance of integer overflow here because the worst case + * scenario is 8 bytes of uniforms plus handles per 8-byte + * instruction. + */ + validated_shader->uniforms_src_size = + (validated_shader->uniforms_size + + 4 * validated_shader->num_texture_samples); + + kfree(validation_state.branch_targets); + + return validated_shader; + +fail: + kfree(validation_state.branch_targets); + if (validated_shader) { + kfree(validated_shader->uniform_addr_offsets); + kfree(validated_shader->texture_samples); + kfree(validated_shader); + } + return NULL; +} |