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drm/vc4: Fix termination of the initial scan for branch targets.
[mirror_ubuntu-zesty-kernel.git] / drivers / gpu / drm / vc4 / vc4_validate_shaders.c
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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 */
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312 switch (QPU_GET_FIELD(inst, QPU_SIG)) {
313 case QPU_SIG_NONE:
314 case QPU_SIG_SCOREBOARD_UNLOCK:
315 case QPU_SIG_COLOR_LOAD:
316 case QPU_SIG_LOAD_TMU0:
317 case QPU_SIG_LOAD_TMU1:
318 break;
319 default:
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320 DRM_ERROR("uniforms address change must be "
321 "normal math\n");
322 return false;
323 }
324
325 if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
326 DRM_ERROR("Uniform address reset must be an ADD.\n");
327 return false;
328 }
329
330 if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
331 DRM_ERROR("Uniform address reset must be unconditional.\n");
332 return false;
333 }
334
335 if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
336 !(inst & QPU_PM)) {
337 DRM_ERROR("No packing allowed on uniforms reset\n");
338 return false;
339 }
340
341 if (add_lri == -1) {
342 DRM_ERROR("First argument of uniform address write must be "
343 "an immediate value.\n");
344 return false;
345 }
346
347 if (validation_state->live_immediates[add_lri] != expected_offset) {
348 DRM_ERROR("Resetting uniforms with offset %db instead of %db\n",
349 validation_state->live_immediates[add_lri],
350 expected_offset);
351 return false;
352 }
353
354 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
355 !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
356 DRM_ERROR("Second argument of uniform address write must be "
357 "a uniform.\n");
358 return false;
359 }
360
361 validation_state->needs_uniform_address_update = false;
362 validation_state->needs_uniform_address_for_loop = false;
363 return require_uniform_address_uniform(validated_shader);
364}
365
463873d5 366static bool
d0566c2a 367check_reg_write(struct vc4_validated_shader_info *validated_shader,
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368 struct vc4_shader_validation_state *validation_state,
369 bool is_mul)
370{
d0566c2a 371 uint64_t inst = validation_state->shader[validation_state->ip];
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372 uint32_t waddr = (is_mul ?
373 QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
374 QPU_GET_FIELD(inst, QPU_WADDR_ADD));
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375 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
376 bool ws = inst & QPU_WS;
377 bool is_b = is_mul ^ ws;
378 u32 lri = waddr_to_live_reg_index(waddr, is_b);
379
380 if (lri != -1) {
381 uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
382 uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL);
383
384 if (sig == QPU_SIG_LOAD_IMM &&
385 QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP &&
386 ((is_mul && cond_mul == QPU_COND_ALWAYS) ||
387 (!is_mul && cond_add == QPU_COND_ALWAYS))) {
388 validation_state->live_immediates[lri] =
389 QPU_GET_FIELD(inst, QPU_LOAD_IMM);
390 } else {
391 validation_state->live_immediates[lri] = ~0;
392 }
393 }
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394
395 switch (waddr) {
396 case QPU_W_UNIFORMS_ADDRESS:
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397 if (is_b) {
398 DRM_ERROR("relative uniforms address change "
399 "unsupported\n");
400 return false;
401 }
402
403 return validate_uniform_address_write(validated_shader,
404 validation_state,
405 is_mul);
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406
407 case QPU_W_TLB_COLOR_MS:
408 case QPU_W_TLB_COLOR_ALL:
409 case QPU_W_TLB_Z:
410 /* These only interact with the tile buffer, not main memory,
411 * so they're safe.
412 */
413 return true;
414
415 case QPU_W_TMU0_S:
416 case QPU_W_TMU0_T:
417 case QPU_W_TMU0_R:
418 case QPU_W_TMU0_B:
419 case QPU_W_TMU1_S:
420 case QPU_W_TMU1_T:
421 case QPU_W_TMU1_R:
422 case QPU_W_TMU1_B:
d0566c2a 423 return check_tmu_write(validated_shader, validation_state,
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424 is_mul);
425
426 case QPU_W_HOST_INT:
427 case QPU_W_TMU_NOSWAP:
428 case QPU_W_TLB_ALPHA_MASK:
429 case QPU_W_MUTEX_RELEASE:
430 /* XXX: I haven't thought about these, so don't support them
431 * for now.
432 */
433 DRM_ERROR("Unsupported waddr %d\n", waddr);
434 return false;
435
436 case QPU_W_VPM_ADDR:
437 DRM_ERROR("General VPM DMA unsupported\n");
438 return false;
439
440 case QPU_W_VPM:
441 case QPU_W_VPMVCD_SETUP:
442 /* We allow VPM setup in general, even including VPM DMA
443 * configuration setup, because the (unsafe) DMA can only be
444 * triggered by QPU_W_VPM_ADDR writes.
445 */
446 return true;
447
448 case QPU_W_TLB_STENCIL_SETUP:
449 return true;
450 }
451
452 return true;
453}
454
455static void
d0566c2a 456track_live_clamps(struct vc4_validated_shader_info *validated_shader,
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457 struct vc4_shader_validation_state *validation_state)
458{
d0566c2a 459 uint64_t inst = validation_state->shader[validation_state->ip];
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460 uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
461 uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
462 uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
463 uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
464 uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
465 uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
466 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
467 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
468 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
469 bool ws = inst & QPU_WS;
470 uint32_t lri_add_a, lri_add, lri_mul;
471 bool add_a_is_min_0;
472
473 /* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
474 * before we clear previous live state.
475 */
476 lri_add_a = raddr_add_a_to_live_reg_index(inst);
477 add_a_is_min_0 = (lri_add_a != ~0 &&
478 validation_state->live_max_clamp_regs[lri_add_a]);
479
480 /* Clear live state for registers written by our instruction. */
481 lri_add = waddr_to_live_reg_index(waddr_add, ws);
482 lri_mul = waddr_to_live_reg_index(waddr_mul, !ws);
483 if (lri_mul != ~0) {
484 validation_state->live_max_clamp_regs[lri_mul] = false;
485 validation_state->live_min_clamp_offsets[lri_mul] = ~0;
486 }
487 if (lri_add != ~0) {
488 validation_state->live_max_clamp_regs[lri_add] = false;
489 validation_state->live_min_clamp_offsets[lri_add] = ~0;
490 } else {
491 /* Nothing further to do for live tracking, since only ADDs
492 * generate new live clamp registers.
493 */
494 return;
495 }
496
497 /* Now, handle remaining live clamp tracking for the ADD operation. */
498
499 if (cond_add != QPU_COND_ALWAYS)
500 return;
501
502 if (op_add == QPU_A_MAX) {
503 /* Track live clamps of a value to a minimum of 0 (in either
504 * arg).
505 */
506 if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
507 (add_a != QPU_MUX_B && add_b != QPU_MUX_B)) {
508 return;
509 }
510
511 validation_state->live_max_clamp_regs[lri_add] = true;
512 } else if (op_add == QPU_A_MIN) {
513 /* Track live clamps of a value clamped to a minimum of 0 and
514 * a maximum of some uniform's offset.
515 */
516 if (!add_a_is_min_0)
517 return;
518
519 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
520 !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
521 sig != QPU_SIG_SMALL_IMM)) {
522 return;
523 }
524
525 validation_state->live_min_clamp_offsets[lri_add] =
526 validated_shader->uniforms_size;
527 }
528}
529
530static bool
d0566c2a 531check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
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532 struct vc4_shader_validation_state *validation_state)
533{
d0566c2a 534 uint64_t inst = validation_state->shader[validation_state->ip];
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535 uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
536 uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
537 bool ok;
538
539 if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
540 DRM_ERROR("ADD and MUL both set up textures\n");
541 return false;
542 }
543
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544 ok = (check_reg_write(validated_shader, validation_state, false) &&
545 check_reg_write(validated_shader, validation_state, true));
463873d5 546
d0566c2a 547 track_live_clamps(validated_shader, validation_state);
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548
549 return ok;
550}
551
552static bool
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553check_branch(uint64_t inst,
554 struct vc4_validated_shader_info *validated_shader,
555 struct vc4_shader_validation_state *validation_state,
556 int ip)
557{
558 int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
559 uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
560 uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
561
562 if ((int)branch_imm < 0)
563 validation_state->needs_uniform_address_for_loop = true;
564
565 /* We don't want to have to worry about validation of this, and
566 * there's no need for it.
567 */
568 if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) {
569 DRM_ERROR("branch instruction at %d wrote a register.\n",
570 validation_state->ip);
571 return false;
572 }
573
574 return true;
575}
576
577static bool
578check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
579 struct vc4_shader_validation_state *validation_state)
463873d5 580{
6d45c81d 581 uint64_t inst = validation_state->shader[validation_state->ip];
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582 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
583 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
584 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
585
586 if (raddr_a == QPU_R_UNIF ||
587 (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
588 /* This can't overflow the uint32_t, because we're reading 8
589 * bytes of instruction to increment by 4 here, so we'd
590 * already be OOM.
591 */
592 validated_shader->uniforms_size += 4;
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593
594 if (validation_state->needs_uniform_address_update) {
595 DRM_ERROR("Uniform read with undefined uniform "
596 "address\n");
597 return false;
598 }
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599 }
600
601 return true;
602}
603
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604/* Make sure that all branches are absolute and point within the shader, and
605 * note their targets for later.
606 */
607static bool
608vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
609{
610 uint32_t max_branch_target = 0;
93aa9ae3 611 int ip;
93aa9ae3
EA
612 int last_branch = -2;
613
614 for (ip = 0; ip < validation_state->max_ip; ip++) {
615 uint64_t inst = validation_state->shader[ip];
616 int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
617 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
618 uint32_t after_delay_ip = ip + 4;
619 uint32_t branch_target_ip;
620
621 if (sig == QPU_SIG_PROG_END) {
457e67a7
EA
622 /* There are two delay slots after program end is
623 * signaled that are still executed, then we're
624 * finished. validation_state->max_ip is the
625 * instruction after the last valid instruction in the
626 * program.
627 */
628 validation_state->max_ip = ip + 3;
93aa9ae3
EA
629 continue;
630 }
631
632 if (sig != QPU_SIG_BRANCH)
633 continue;
634
635 if (ip - last_branch < 4) {
636 DRM_ERROR("Branch at %d during delay slots\n", ip);
637 return false;
638 }
639 last_branch = ip;
640
641 if (inst & QPU_BRANCH_REG) {
642 DRM_ERROR("branching from register relative "
643 "not supported\n");
644 return false;
645 }
646
647 if (!(inst & QPU_BRANCH_REL)) {
648 DRM_ERROR("relative branching required\n");
649 return false;
650 }
651
652 /* The actual branch target is the instruction after the delay
653 * slots, plus whatever byte offset is in the low 32 bits of
654 * the instruction. Make sure we're not branching beyond the
655 * end of the shader object.
656 */
657 if (branch_imm % sizeof(inst) != 0) {
658 DRM_ERROR("branch target not aligned\n");
659 return false;
660 }
661
662 branch_target_ip = after_delay_ip + (branch_imm >> 3);
663 if (branch_target_ip >= validation_state->max_ip) {
664 DRM_ERROR("Branch at %d outside of shader (ip %d/%d)\n",
665 ip, branch_target_ip,
666 validation_state->max_ip);
667 return false;
668 }
669 set_bit(branch_target_ip, validation_state->branch_targets);
670
671 /* Make sure that the non-branching path is also not outside
672 * the shader.
673 */
674 if (after_delay_ip >= validation_state->max_ip) {
675 DRM_ERROR("Branch at %d continues past shader end "
676 "(%d/%d)\n",
677 ip, after_delay_ip, validation_state->max_ip);
678 return false;
679 }
680 set_bit(after_delay_ip, validation_state->branch_targets);
681 max_branch_target = max(max_branch_target, after_delay_ip);
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682 }
683
457e67a7 684 if (max_branch_target > validation_state->max_ip - 3) {
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EA
685 DRM_ERROR("Branch landed after QPU_SIG_PROG_END");
686 return false;
687 }
688
689 return true;
690}
691
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692/* Resets any known state for the shader, used when we may be branched to from
693 * multiple locations in the program (or at shader start).
694 */
695static void
696reset_validation_state(struct vc4_shader_validation_state *validation_state)
697{
698 int i;
699
700 for (i = 0; i < 8; i++)
701 validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0;
702
703 for (i = 0; i < LIVE_REG_COUNT; i++) {
704 validation_state->live_min_clamp_offsets[i] = ~0;
705 validation_state->live_max_clamp_regs[i] = false;
706 validation_state->live_immediates[i] = ~0;
707 }
708}
709
710static bool
711texturing_in_progress(struct vc4_shader_validation_state *validation_state)
712{
713 return (validation_state->tmu_write_count[0] != 0 ||
714 validation_state->tmu_write_count[1] != 0);
715}
716
717static bool
718vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state)
719{
720 uint32_t ip = validation_state->ip;
721
722 if (!test_bit(ip, validation_state->branch_targets))
723 return true;
724
725 if (texturing_in_progress(validation_state)) {
726 DRM_ERROR("Branch target landed during TMU setup\n");
727 return false;
728 }
729
730 /* Reset our live values tracking, since this instruction may have
731 * multiple predecessors.
732 *
733 * One could potentially do analysis to determine that, for
734 * example, all predecessors have a live max clamp in the same
735 * register, but we don't bother with that.
736 */
737 reset_validation_state(validation_state);
738
739 /* Since we've entered a basic block from potentially multiple
740 * predecessors, we need the uniforms address to be updated before any
741 * unforms are read. We require that after any branch point, the next
742 * uniform to be loaded is a uniform address offset. That uniform's
743 * offset will be marked by the uniform address register write
744 * validation, or a one-off the end-of-program check.
745 */
746 validation_state->needs_uniform_address_update = true;
747
748 return true;
749}
750
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751struct vc4_validated_shader_info *
752vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
753{
754 bool found_shader_end = false;
755 int shader_end_ip = 0;
d0566c2a 756 uint32_t ip;
93aa9ae3 757 struct vc4_validated_shader_info *validated_shader = NULL;
463873d5 758 struct vc4_shader_validation_state validation_state;
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759
760 memset(&validation_state, 0, sizeof(validation_state));
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761 validation_state.shader = shader_obj->vaddr;
762 validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
463873d5 763
6d45c81d 764 reset_validation_state(&validation_state);
463873d5 765
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EA
766 validation_state.branch_targets =
767 kcalloc(BITS_TO_LONGS(validation_state.max_ip),
768 sizeof(unsigned long), GFP_KERNEL);
769 if (!validation_state.branch_targets)
770 goto fail;
771
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772 validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
773 if (!validated_shader)
93aa9ae3
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774 goto fail;
775
776 if (!vc4_validate_branches(&validation_state))
777 goto fail;
463873d5 778
d0566c2a
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779 for (ip = 0; ip < validation_state.max_ip; ip++) {
780 uint64_t inst = validation_state.shader[ip];
463873d5
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781 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
782
d0566c2a
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783 validation_state.ip = ip;
784
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785 if (!vc4_handle_branch_target(&validation_state))
786 goto fail;
787
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788 switch (sig) {
789 case QPU_SIG_NONE:
790 case QPU_SIG_WAIT_FOR_SCOREBOARD:
791 case QPU_SIG_SCOREBOARD_UNLOCK:
792 case QPU_SIG_COLOR_LOAD:
793 case QPU_SIG_LOAD_TMU0:
794 case QPU_SIG_LOAD_TMU1:
795 case QPU_SIG_PROG_END:
796 case QPU_SIG_SMALL_IMM:
d0566c2a 797 if (!check_instruction_writes(validated_shader,
463873d5
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798 &validation_state)) {
799 DRM_ERROR("Bad write at ip %d\n", ip);
800 goto fail;
801 }
802
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803 if (!check_instruction_reads(validated_shader,
804 &validation_state))
463873d5
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805 goto fail;
806
807 if (sig == QPU_SIG_PROG_END) {
808 found_shader_end = true;
809 shader_end_ip = ip;
810 }
811
812 break;
813
814 case QPU_SIG_LOAD_IMM:
d0566c2a 815 if (!check_instruction_writes(validated_shader,
463873d5
EA
816 &validation_state)) {
817 DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip);
818 goto fail;
819 }
820 break;
821
6d45c81d
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822 case QPU_SIG_BRANCH:
823 if (!check_branch(inst, validated_shader,
824 &validation_state, ip))
825 goto fail;
826 break;
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827 default:
828 DRM_ERROR("Unsupported QPU signal %d at "
829 "instruction %d\n", sig, ip);
830 goto fail;
831 }
832
833 /* There are two delay slots after program end is signaled
834 * that are still executed, then we're finished.
835 */
836 if (found_shader_end && ip == shader_end_ip + 2)
837 break;
838 }
839
d0566c2a 840 if (ip == validation_state.max_ip) {
463873d5
EA
841 DRM_ERROR("shader failed to terminate before "
842 "shader BO end at %zd\n",
843 shader_obj->base.size);
844 goto fail;
845 }
846
6d45c81d
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847 /* If we did a backwards branch and we haven't emitted a uniforms
848 * reset since then, we still need the uniforms stream to have the
849 * uniforms address available so that the backwards branch can do its
850 * uniforms reset.
851 *
852 * We could potentially prove that the backwards branch doesn't
853 * contain any uses of uniforms until program exit, but that doesn't
854 * seem to be worth the trouble.
855 */
856 if (validation_state.needs_uniform_address_for_loop) {
857 if (!require_uniform_address_uniform(validated_shader))
858 goto fail;
859 validated_shader->uniforms_size += 4;
860 }
861
463873d5
EA
862 /* Again, no chance of integer overflow here because the worst case
863 * scenario is 8 bytes of uniforms plus handles per 8-byte
864 * instruction.
865 */
866 validated_shader->uniforms_src_size =
867 (validated_shader->uniforms_size +
868 4 * validated_shader->num_texture_samples);
869
93aa9ae3
EA
870 kfree(validation_state.branch_targets);
871
463873d5
EA
872 return validated_shader;
873
874fail:
93aa9ae3 875 kfree(validation_state.branch_targets);
463873d5
EA
876 if (validated_shader) {
877 kfree(validated_shader->texture_samples);
878 kfree(validated_shader);
879 }
880 return NULL;
881}