| /* |
| * 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; |
| } |