| /* | |
| * 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_cma_object *shader_obj) | |
| { | |
| 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; | |
| 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; | |
| } |