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- /*
- * 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;
- }
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