Merge branch 'x86-urgent-for-linus' of git://git.kernel.org/pub/scm/linux/kernel...
[deliverable/linux.git] / drivers / gpu / drm / vc4 / vc4_validate_shaders.c
CommitLineData
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1/*
2 * Copyright © 2014 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24/**
25 * DOC: Shader validator for VC4.
26 *
27 * The VC4 has no IOMMU between it and system memory, so a user with
28 * access to execute shaders could escalate privilege by overwriting
29 * system memory (using the VPM write address register in the
30 * general-purpose DMA mode) or reading system memory it shouldn't
31 * (reading it as a texture, or uniform data, or vertex data).
32 *
33 * This walks over a shader BO, ensuring that its accesses are
34 * appropriately bounded, and recording how many texture accesses are
35 * made and where so that we can do relocations for them in the
36 * uniform stream.
37 */
38
39#include "vc4_drv.h"
40#include "vc4_qpu_defines.h"
41
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42#define LIVE_REG_COUNT (32 + 32 + 4)
43
463873d5 44struct vc4_shader_validation_state {
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45 /* Current IP being validated. */
46 uint32_t ip;
47
48 /* IP at the end of the BO, do not read shader[max_ip] */
49 uint32_t max_ip;
50
51 uint64_t *shader;
52
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53 struct vc4_texture_sample_info tmu_setup[2];
54 int tmu_write_count[2];
55
56 /* For registers that were last written to by a MIN instruction with
57 * one argument being a uniform, the address of the uniform.
58 * Otherwise, ~0.
59 *
60 * This is used for the validation of direct address memory reads.
61 */
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62 uint32_t live_min_clamp_offsets[LIVE_REG_COUNT];
63 bool live_max_clamp_regs[LIVE_REG_COUNT];
64 uint32_t live_immediates[LIVE_REG_COUNT];
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65
66 /* Bitfield of which IPs are used as branch targets.
67 *
68 * Used for validation that the uniform stream is updated at the right
69 * points and clearing the texturing/clamping state.
70 */
71 unsigned long *branch_targets;
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72
73 /* Set when entering a basic block, and cleared when the uniform
74 * address update is found. This is used to make sure that we don't
75 * read uniforms when the address is undefined.
76 */
77 bool needs_uniform_address_update;
78
79 /* Set when we find a backwards branch. If the branch is backwards,
80 * the taraget is probably doing an address reset to read uniforms,
81 * and so we need to be sure that a uniforms address is present in the
82 * stream, even if the shader didn't need to read uniforms in later
83 * basic blocks.
84 */
85 bool needs_uniform_address_for_loop;
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86};
87
88static uint32_t
89waddr_to_live_reg_index(uint32_t waddr, bool is_b)
90{
91 if (waddr < 32) {
92 if (is_b)
93 return 32 + waddr;
94 else
95 return waddr;
96 } else if (waddr <= QPU_W_ACC3) {
97 return 64 + waddr - QPU_W_ACC0;
98 } else {
99 return ~0;
100 }
101}
102
103static uint32_t
104raddr_add_a_to_live_reg_index(uint64_t inst)
105{
106 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
107 uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
108 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
109 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
110
111 if (add_a == QPU_MUX_A)
112 return raddr_a;
113 else if (add_a == QPU_MUX_B && sig != QPU_SIG_SMALL_IMM)
114 return 32 + raddr_b;
115 else if (add_a <= QPU_MUX_R3)
116 return 64 + add_a;
117 else
118 return ~0;
119}
120
121static bool
122is_tmu_submit(uint32_t waddr)
123{
124 return (waddr == QPU_W_TMU0_S ||
125 waddr == QPU_W_TMU1_S);
126}
127
128static bool
129is_tmu_write(uint32_t waddr)
130{
131 return (waddr >= QPU_W_TMU0_S &&
132 waddr <= QPU_W_TMU1_B);
133}
134
135static bool
136record_texture_sample(struct vc4_validated_shader_info *validated_shader,
137 struct vc4_shader_validation_state *validation_state,
138 int tmu)
139{
140 uint32_t s = validated_shader->num_texture_samples;
141 int i;
142 struct vc4_texture_sample_info *temp_samples;
143
144 temp_samples = krealloc(validated_shader->texture_samples,
145 (s + 1) * sizeof(*temp_samples),
146 GFP_KERNEL);
147 if (!temp_samples)
148 return false;
149
150 memcpy(&temp_samples[s],
151 &validation_state->tmu_setup[tmu],
152 sizeof(*temp_samples));
153
154 validated_shader->num_texture_samples = s + 1;
155 validated_shader->texture_samples = temp_samples;
156
157 for (i = 0; i < 4; i++)
158 validation_state->tmu_setup[tmu].p_offset[i] = ~0;
159
160 return true;
161}
162
163static bool
d0566c2a 164check_tmu_write(struct vc4_validated_shader_info *validated_shader,
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165 struct vc4_shader_validation_state *validation_state,
166 bool is_mul)
167{
d0566c2a 168 uint64_t inst = validation_state->shader[validation_state->ip];
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169 uint32_t waddr = (is_mul ?
170 QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
171 QPU_GET_FIELD(inst, QPU_WADDR_ADD));
172 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
173 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
174 int tmu = waddr > QPU_W_TMU0_B;
175 bool submit = is_tmu_submit(waddr);
176 bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0;
177 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
178
179 if (is_direct) {
180 uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
181 uint32_t clamp_reg, clamp_offset;
182
183 if (sig == QPU_SIG_SMALL_IMM) {
184 DRM_ERROR("direct TMU read used small immediate\n");
185 return false;
186 }
187
188 /* Make sure that this texture load is an add of the base
189 * address of the UBO to a clamped offset within the UBO.
190 */
191 if (is_mul ||
192 QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
193 DRM_ERROR("direct TMU load wasn't an add\n");
194 return false;
195 }
196
a20d5fa6 197 /* We assert that the clamped address is the first
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198 * argument, and the UBO base address is the second argument.
199 * This is arbitrary, but simpler than supporting flipping the
200 * two either way.
201 */
202 clamp_reg = raddr_add_a_to_live_reg_index(inst);
203 if (clamp_reg == ~0) {
204 DRM_ERROR("direct TMU load wasn't clamped\n");
205 return false;
206 }
207
208 clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg];
209 if (clamp_offset == ~0) {
210 DRM_ERROR("direct TMU load wasn't clamped\n");
211 return false;
212 }
213
214 /* Store the clamp value's offset in p1 (see reloc_tex() in
215 * vc4_validate.c).
216 */
217 validation_state->tmu_setup[tmu].p_offset[1] =
218 clamp_offset;
219
220 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
221 !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
222 DRM_ERROR("direct TMU load didn't add to a uniform\n");
223 return false;
224 }
225
226 validation_state->tmu_setup[tmu].is_direct = true;
227 } else {
228 if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
229 raddr_b == QPU_R_UNIF)) {
230 DRM_ERROR("uniform read in the same instruction as "
231 "texture setup.\n");
232 return false;
233 }
234 }
235
236 if (validation_state->tmu_write_count[tmu] >= 4) {
237 DRM_ERROR("TMU%d got too many parameters before dispatch\n",
238 tmu);
239 return false;
240 }
241 validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
242 validated_shader->uniforms_size;
243 validation_state->tmu_write_count[tmu]++;
244 /* Since direct uses a RADDR uniform reference, it will get counted in
245 * check_instruction_reads()
246 */
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247 if (!is_direct) {
248 if (validation_state->needs_uniform_address_update) {
249 DRM_ERROR("Texturing with undefined uniform address\n");
250 return false;
251 }
252
463873d5 253 validated_shader->uniforms_size += 4;
6d45c81d 254 }
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255
256 if (submit) {
257 if (!record_texture_sample(validated_shader,
258 validation_state, tmu)) {
259 return false;
260 }
261
262 validation_state->tmu_write_count[tmu] = 0;
263 }
264
265 return true;
266}
267
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268static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
269{
270 uint32_t o = validated_shader->num_uniform_addr_offsets;
271 uint32_t num_uniforms = validated_shader->uniforms_size / 4;
272
273 validated_shader->uniform_addr_offsets =
274 krealloc(validated_shader->uniform_addr_offsets,
275 (o + 1) *
276 sizeof(*validated_shader->uniform_addr_offsets),
277 GFP_KERNEL);
278 if (!validated_shader->uniform_addr_offsets)
279 return false;
280
281 validated_shader->uniform_addr_offsets[o] = num_uniforms;
282 validated_shader->num_uniform_addr_offsets++;
283
284 return true;
285}
286
287static bool
288validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader,
289 struct vc4_shader_validation_state *validation_state,
290 bool is_mul)
291{
292 uint64_t inst = validation_state->shader[validation_state->ip];
293 u32 add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
294 u32 raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
295 u32 raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
296 u32 add_lri = raddr_add_a_to_live_reg_index(inst);
297 /* We want our reset to be pointing at whatever uniform follows the
298 * uniforms base address.
299 */
300 u32 expected_offset = validated_shader->uniforms_size + 4;
301
302 /* We only support absolute uniform address changes, and we
303 * require that they be in the current basic block before any
304 * of its uniform reads.
305 *
306 * One could potentially emit more efficient QPU code, by
307 * noticing that (say) an if statement does uniform control
308 * flow for all threads and that the if reads the same number
309 * of uniforms on each side. However, this scheme is easy to
310 * validate so it's all we allow for now.
311 */
312
313 if (QPU_GET_FIELD(inst, QPU_SIG) != QPU_SIG_NONE) {
314 DRM_ERROR("uniforms address change must be "
315 "normal math\n");
316 return false;
317 }
318
319 if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
320 DRM_ERROR("Uniform address reset must be an ADD.\n");
321 return false;
322 }
323
324 if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
325 DRM_ERROR("Uniform address reset must be unconditional.\n");
326 return false;
327 }
328
329 if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
330 !(inst & QPU_PM)) {
331 DRM_ERROR("No packing allowed on uniforms reset\n");
332 return false;
333 }
334
335 if (add_lri == -1) {
336 DRM_ERROR("First argument of uniform address write must be "
337 "an immediate value.\n");
338 return false;
339 }
340
341 if (validation_state->live_immediates[add_lri] != expected_offset) {
342 DRM_ERROR("Resetting uniforms with offset %db instead of %db\n",
343 validation_state->live_immediates[add_lri],
344 expected_offset);
345 return false;
346 }
347
348 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
349 !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
350 DRM_ERROR("Second argument of uniform address write must be "
351 "a uniform.\n");
352 return false;
353 }
354
355 validation_state->needs_uniform_address_update = false;
356 validation_state->needs_uniform_address_for_loop = false;
357 return require_uniform_address_uniform(validated_shader);
358}
359
463873d5 360static bool
d0566c2a 361check_reg_write(struct vc4_validated_shader_info *validated_shader,
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362 struct vc4_shader_validation_state *validation_state,
363 bool is_mul)
364{
d0566c2a 365 uint64_t inst = validation_state->shader[validation_state->ip];
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366 uint32_t waddr = (is_mul ?
367 QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
368 QPU_GET_FIELD(inst, QPU_WADDR_ADD));
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369 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
370 bool ws = inst & QPU_WS;
371 bool is_b = is_mul ^ ws;
372 u32 lri = waddr_to_live_reg_index(waddr, is_b);
373
374 if (lri != -1) {
375 uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
376 uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL);
377
378 if (sig == QPU_SIG_LOAD_IMM &&
379 QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP &&
380 ((is_mul && cond_mul == QPU_COND_ALWAYS) ||
381 (!is_mul && cond_add == QPU_COND_ALWAYS))) {
382 validation_state->live_immediates[lri] =
383 QPU_GET_FIELD(inst, QPU_LOAD_IMM);
384 } else {
385 validation_state->live_immediates[lri] = ~0;
386 }
387 }
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388
389 switch (waddr) {
390 case QPU_W_UNIFORMS_ADDRESS:
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391 if (is_b) {
392 DRM_ERROR("relative uniforms address change "
393 "unsupported\n");
394 return false;
395 }
396
397 return validate_uniform_address_write(validated_shader,
398 validation_state,
399 is_mul);
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400
401 case QPU_W_TLB_COLOR_MS:
402 case QPU_W_TLB_COLOR_ALL:
403 case QPU_W_TLB_Z:
404 /* These only interact with the tile buffer, not main memory,
405 * so they're safe.
406 */
407 return true;
408
409 case QPU_W_TMU0_S:
410 case QPU_W_TMU0_T:
411 case QPU_W_TMU0_R:
412 case QPU_W_TMU0_B:
413 case QPU_W_TMU1_S:
414 case QPU_W_TMU1_T:
415 case QPU_W_TMU1_R:
416 case QPU_W_TMU1_B:
d0566c2a 417 return check_tmu_write(validated_shader, validation_state,
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418 is_mul);
419
420 case QPU_W_HOST_INT:
421 case QPU_W_TMU_NOSWAP:
422 case QPU_W_TLB_ALPHA_MASK:
423 case QPU_W_MUTEX_RELEASE:
424 /* XXX: I haven't thought about these, so don't support them
425 * for now.
426 */
427 DRM_ERROR("Unsupported waddr %d\n", waddr);
428 return false;
429
430 case QPU_W_VPM_ADDR:
431 DRM_ERROR("General VPM DMA unsupported\n");
432 return false;
433
434 case QPU_W_VPM:
435 case QPU_W_VPMVCD_SETUP:
436 /* We allow VPM setup in general, even including VPM DMA
437 * configuration setup, because the (unsafe) DMA can only be
438 * triggered by QPU_W_VPM_ADDR writes.
439 */
440 return true;
441
442 case QPU_W_TLB_STENCIL_SETUP:
443 return true;
444 }
445
446 return true;
447}
448
449static void
d0566c2a 450track_live_clamps(struct vc4_validated_shader_info *validated_shader,
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451 struct vc4_shader_validation_state *validation_state)
452{
d0566c2a 453 uint64_t inst = validation_state->shader[validation_state->ip];
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454 uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
455 uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
456 uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
457 uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
458 uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
459 uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
460 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
461 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
462 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
463 bool ws = inst & QPU_WS;
464 uint32_t lri_add_a, lri_add, lri_mul;
465 bool add_a_is_min_0;
466
467 /* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
468 * before we clear previous live state.
469 */
470 lri_add_a = raddr_add_a_to_live_reg_index(inst);
471 add_a_is_min_0 = (lri_add_a != ~0 &&
472 validation_state->live_max_clamp_regs[lri_add_a]);
473
474 /* Clear live state for registers written by our instruction. */
475 lri_add = waddr_to_live_reg_index(waddr_add, ws);
476 lri_mul = waddr_to_live_reg_index(waddr_mul, !ws);
477 if (lri_mul != ~0) {
478 validation_state->live_max_clamp_regs[lri_mul] = false;
479 validation_state->live_min_clamp_offsets[lri_mul] = ~0;
480 }
481 if (lri_add != ~0) {
482 validation_state->live_max_clamp_regs[lri_add] = false;
483 validation_state->live_min_clamp_offsets[lri_add] = ~0;
484 } else {
485 /* Nothing further to do for live tracking, since only ADDs
486 * generate new live clamp registers.
487 */
488 return;
489 }
490
491 /* Now, handle remaining live clamp tracking for the ADD operation. */
492
493 if (cond_add != QPU_COND_ALWAYS)
494 return;
495
496 if (op_add == QPU_A_MAX) {
497 /* Track live clamps of a value to a minimum of 0 (in either
498 * arg).
499 */
500 if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
501 (add_a != QPU_MUX_B && add_b != QPU_MUX_B)) {
502 return;
503 }
504
505 validation_state->live_max_clamp_regs[lri_add] = true;
506 } else if (op_add == QPU_A_MIN) {
507 /* Track live clamps of a value clamped to a minimum of 0 and
508 * a maximum of some uniform's offset.
509 */
510 if (!add_a_is_min_0)
511 return;
512
513 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
514 !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
515 sig != QPU_SIG_SMALL_IMM)) {
516 return;
517 }
518
519 validation_state->live_min_clamp_offsets[lri_add] =
520 validated_shader->uniforms_size;
521 }
522}
523
524static bool
d0566c2a 525check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
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526 struct vc4_shader_validation_state *validation_state)
527{
d0566c2a 528 uint64_t inst = validation_state->shader[validation_state->ip];
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529 uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
530 uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
531 bool ok;
532
533 if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
534 DRM_ERROR("ADD and MUL both set up textures\n");
535 return false;
536 }
537
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538 ok = (check_reg_write(validated_shader, validation_state, false) &&
539 check_reg_write(validated_shader, validation_state, true));
463873d5 540
d0566c2a 541 track_live_clamps(validated_shader, validation_state);
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542
543 return ok;
544}
545
546static bool
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547check_branch(uint64_t inst,
548 struct vc4_validated_shader_info *validated_shader,
549 struct vc4_shader_validation_state *validation_state,
550 int ip)
551{
552 int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
553 uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
554 uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
555
556 if ((int)branch_imm < 0)
557 validation_state->needs_uniform_address_for_loop = true;
558
559 /* We don't want to have to worry about validation of this, and
560 * there's no need for it.
561 */
562 if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) {
563 DRM_ERROR("branch instruction at %d wrote a register.\n",
564 validation_state->ip);
565 return false;
566 }
567
568 return true;
569}
570
571static bool
572check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
573 struct vc4_shader_validation_state *validation_state)
463873d5 574{
6d45c81d 575 uint64_t inst = validation_state->shader[validation_state->ip];
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576 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
577 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
578 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
579
580 if (raddr_a == QPU_R_UNIF ||
581 (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
582 /* This can't overflow the uint32_t, because we're reading 8
583 * bytes of instruction to increment by 4 here, so we'd
584 * already be OOM.
585 */
586 validated_shader->uniforms_size += 4;
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587
588 if (validation_state->needs_uniform_address_update) {
589 DRM_ERROR("Uniform read with undefined uniform "
590 "address\n");
591 return false;
592 }
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593 }
594
595 return true;
596}
597
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598/* Make sure that all branches are absolute and point within the shader, and
599 * note their targets for later.
600 */
601static bool
602vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
603{
604 uint32_t max_branch_target = 0;
605 bool found_shader_end = false;
606 int ip;
607 int shader_end_ip = 0;
608 int last_branch = -2;
609
610 for (ip = 0; ip < validation_state->max_ip; ip++) {
611 uint64_t inst = validation_state->shader[ip];
612 int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
613 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
614 uint32_t after_delay_ip = ip + 4;
615 uint32_t branch_target_ip;
616
617 if (sig == QPU_SIG_PROG_END) {
618 shader_end_ip = ip;
619 found_shader_end = true;
620 continue;
621 }
622
623 if (sig != QPU_SIG_BRANCH)
624 continue;
625
626 if (ip - last_branch < 4) {
627 DRM_ERROR("Branch at %d during delay slots\n", ip);
628 return false;
629 }
630 last_branch = ip;
631
632 if (inst & QPU_BRANCH_REG) {
633 DRM_ERROR("branching from register relative "
634 "not supported\n");
635 return false;
636 }
637
638 if (!(inst & QPU_BRANCH_REL)) {
639 DRM_ERROR("relative branching required\n");
640 return false;
641 }
642
643 /* The actual branch target is the instruction after the delay
644 * slots, plus whatever byte offset is in the low 32 bits of
645 * the instruction. Make sure we're not branching beyond the
646 * end of the shader object.
647 */
648 if (branch_imm % sizeof(inst) != 0) {
649 DRM_ERROR("branch target not aligned\n");
650 return false;
651 }
652
653 branch_target_ip = after_delay_ip + (branch_imm >> 3);
654 if (branch_target_ip >= validation_state->max_ip) {
655 DRM_ERROR("Branch at %d outside of shader (ip %d/%d)\n",
656 ip, branch_target_ip,
657 validation_state->max_ip);
658 return false;
659 }
660 set_bit(branch_target_ip, validation_state->branch_targets);
661
662 /* Make sure that the non-branching path is also not outside
663 * the shader.
664 */
665 if (after_delay_ip >= validation_state->max_ip) {
666 DRM_ERROR("Branch at %d continues past shader end "
667 "(%d/%d)\n",
668 ip, after_delay_ip, validation_state->max_ip);
669 return false;
670 }
671 set_bit(after_delay_ip, validation_state->branch_targets);
672 max_branch_target = max(max_branch_target, after_delay_ip);
673
674 /* There are two delay slots after program end is signaled
675 * that are still executed, then we're finished.
676 */
677 if (found_shader_end && ip == shader_end_ip + 2)
678 break;
679 }
680
681 if (max_branch_target > shader_end_ip) {
682 DRM_ERROR("Branch landed after QPU_SIG_PROG_END");
683 return false;
684 }
685
686 return true;
687}
688
6d45c81d
EA
689/* Resets any known state for the shader, used when we may be branched to from
690 * multiple locations in the program (or at shader start).
691 */
692static void
693reset_validation_state(struct vc4_shader_validation_state *validation_state)
694{
695 int i;
696
697 for (i = 0; i < 8; i++)
698 validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0;
699
700 for (i = 0; i < LIVE_REG_COUNT; i++) {
701 validation_state->live_min_clamp_offsets[i] = ~0;
702 validation_state->live_max_clamp_regs[i] = false;
703 validation_state->live_immediates[i] = ~0;
704 }
705}
706
707static bool
708texturing_in_progress(struct vc4_shader_validation_state *validation_state)
709{
710 return (validation_state->tmu_write_count[0] != 0 ||
711 validation_state->tmu_write_count[1] != 0);
712}
713
714static bool
715vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state)
716{
717 uint32_t ip = validation_state->ip;
718
719 if (!test_bit(ip, validation_state->branch_targets))
720 return true;
721
722 if (texturing_in_progress(validation_state)) {
723 DRM_ERROR("Branch target landed during TMU setup\n");
724 return false;
725 }
726
727 /* Reset our live values tracking, since this instruction may have
728 * multiple predecessors.
729 *
730 * One could potentially do analysis to determine that, for
731 * example, all predecessors have a live max clamp in the same
732 * register, but we don't bother with that.
733 */
734 reset_validation_state(validation_state);
735
736 /* Since we've entered a basic block from potentially multiple
737 * predecessors, we need the uniforms address to be updated before any
738 * unforms are read. We require that after any branch point, the next
739 * uniform to be loaded is a uniform address offset. That uniform's
740 * offset will be marked by the uniform address register write
741 * validation, or a one-off the end-of-program check.
742 */
743 validation_state->needs_uniform_address_update = true;
744
745 return true;
746}
747
463873d5
EA
748struct vc4_validated_shader_info *
749vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
750{
751 bool found_shader_end = false;
752 int shader_end_ip = 0;
d0566c2a 753 uint32_t ip;
93aa9ae3 754 struct vc4_validated_shader_info *validated_shader = NULL;
463873d5 755 struct vc4_shader_validation_state validation_state;
463873d5
EA
756
757 memset(&validation_state, 0, sizeof(validation_state));
d0566c2a
EA
758 validation_state.shader = shader_obj->vaddr;
759 validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
463873d5 760
6d45c81d 761 reset_validation_state(&validation_state);
463873d5 762
93aa9ae3
EA
763 validation_state.branch_targets =
764 kcalloc(BITS_TO_LONGS(validation_state.max_ip),
765 sizeof(unsigned long), GFP_KERNEL);
766 if (!validation_state.branch_targets)
767 goto fail;
768
463873d5
EA
769 validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
770 if (!validated_shader)
93aa9ae3
EA
771 goto fail;
772
773 if (!vc4_validate_branches(&validation_state))
774 goto fail;
463873d5 775
d0566c2a
EA
776 for (ip = 0; ip < validation_state.max_ip; ip++) {
777 uint64_t inst = validation_state.shader[ip];
463873d5
EA
778 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
779
d0566c2a
EA
780 validation_state.ip = ip;
781
6d45c81d
EA
782 if (!vc4_handle_branch_target(&validation_state))
783 goto fail;
784
463873d5
EA
785 switch (sig) {
786 case QPU_SIG_NONE:
787 case QPU_SIG_WAIT_FOR_SCOREBOARD:
788 case QPU_SIG_SCOREBOARD_UNLOCK:
789 case QPU_SIG_COLOR_LOAD:
790 case QPU_SIG_LOAD_TMU0:
791 case QPU_SIG_LOAD_TMU1:
792 case QPU_SIG_PROG_END:
793 case QPU_SIG_SMALL_IMM:
d0566c2a 794 if (!check_instruction_writes(validated_shader,
463873d5
EA
795 &validation_state)) {
796 DRM_ERROR("Bad write at ip %d\n", ip);
797 goto fail;
798 }
799
6d45c81d
EA
800 if (!check_instruction_reads(validated_shader,
801 &validation_state))
463873d5
EA
802 goto fail;
803
804 if (sig == QPU_SIG_PROG_END) {
805 found_shader_end = true;
806 shader_end_ip = ip;
807 }
808
809 break;
810
811 case QPU_SIG_LOAD_IMM:
d0566c2a 812 if (!check_instruction_writes(validated_shader,
463873d5
EA
813 &validation_state)) {
814 DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip);
815 goto fail;
816 }
817 break;
818
6d45c81d
EA
819 case QPU_SIG_BRANCH:
820 if (!check_branch(inst, validated_shader,
821 &validation_state, ip))
822 goto fail;
823 break;
463873d5
EA
824 default:
825 DRM_ERROR("Unsupported QPU signal %d at "
826 "instruction %d\n", sig, ip);
827 goto fail;
828 }
829
830 /* There are two delay slots after program end is signaled
831 * that are still executed, then we're finished.
832 */
833 if (found_shader_end && ip == shader_end_ip + 2)
834 break;
835 }
836
d0566c2a 837 if (ip == validation_state.max_ip) {
463873d5
EA
838 DRM_ERROR("shader failed to terminate before "
839 "shader BO end at %zd\n",
840 shader_obj->base.size);
841 goto fail;
842 }
843
6d45c81d
EA
844 /* If we did a backwards branch and we haven't emitted a uniforms
845 * reset since then, we still need the uniforms stream to have the
846 * uniforms address available so that the backwards branch can do its
847 * uniforms reset.
848 *
849 * We could potentially prove that the backwards branch doesn't
850 * contain any uses of uniforms until program exit, but that doesn't
851 * seem to be worth the trouble.
852 */
853 if (validation_state.needs_uniform_address_for_loop) {
854 if (!require_uniform_address_uniform(validated_shader))
855 goto fail;
856 validated_shader->uniforms_size += 4;
857 }
858
463873d5
EA
859 /* Again, no chance of integer overflow here because the worst case
860 * scenario is 8 bytes of uniforms plus handles per 8-byte
861 * instruction.
862 */
863 validated_shader->uniforms_src_size =
864 (validated_shader->uniforms_size +
865 4 * validated_shader->num_texture_samples);
866
93aa9ae3
EA
867 kfree(validation_state.branch_targets);
868
463873d5
EA
869 return validated_shader;
870
871fail:
93aa9ae3 872 kfree(validation_state.branch_targets);
463873d5
EA
873 if (validated_shader) {
874 kfree(validated_shader->texture_samples);
875 kfree(validated_shader);
876 }
877 return NULL;
878}
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