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vc4_validate_shaders.c

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linux-6.19.14/drivers/gpu/drm/vc4/vc4_validate_shaders.c C
  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 * Since the VC4 has no IOMMU between it and system memory, a user
 28 * with access to execute shaders could escalate privilege by
 29 * overwriting system memory (using the VPM write address register in
 30 * the general-purpose DMA mode) or reading system memory it shouldn't
 31 * (reading it as a texture, uniform data, or direct-addressed TMU
 32 * lookup).
 33 *
 34 * The shader validator walks over a shader's BO, ensuring that its
 35 * accesses are appropriately bounded, and recording where texture
 36 * accesses are made so that we can do relocations for them in the
 37 * uniform stream.
 38 *
 39 * Shader BO are immutable for their lifetimes (enforced by not
 40 * allowing mmaps, GEM prime export, or rendering to from a CL), so
 41 * this validation is only performed at BO creation time.
 42 */
 43
 44#include <drm/drm_print.h>
 45
 46#include "vc4_drv.h"
 47#include "vc4_qpu_defines.h"
 48
 49#define LIVE_REG_COUNT (32 + 32 + 4)
 50
 51struct vc4_shader_validation_state {
 52	/* Current IP being validated. */
 53	uint32_t ip;
 54
 55	/* IP at the end of the BO, do not read shader[max_ip] */
 56	uint32_t max_ip;
 57
 58	uint64_t *shader;
 59
 60	struct vc4_texture_sample_info tmu_setup[2];
 61	int tmu_write_count[2];
 62
 63	/* For registers that were last written to by a MIN instruction with
 64	 * one argument being a uniform, the address of the uniform.
 65	 * Otherwise, ~0.
 66	 *
 67	 * This is used for the validation of direct address memory reads.
 68	 */
 69	uint32_t live_min_clamp_offsets[LIVE_REG_COUNT];
 70	bool live_max_clamp_regs[LIVE_REG_COUNT];
 71	uint32_t live_immediates[LIVE_REG_COUNT];
 72
 73	/* Bitfield of which IPs are used as branch targets.
 74	 *
 75	 * Used for validation that the uniform stream is updated at the right
 76	 * points and clearing the texturing/clamping state.
 77	 */
 78	unsigned long *branch_targets;
 79
 80	/* Set when entering a basic block, and cleared when the uniform
 81	 * address update is found.  This is used to make sure that we don't
 82	 * read uniforms when the address is undefined.
 83	 */
 84	bool needs_uniform_address_update;
 85
 86	/* Set when we find a backwards branch.  If the branch is backwards,
 87	 * the taraget is probably doing an address reset to read uniforms,
 88	 * and so we need to be sure that a uniforms address is present in the
 89	 * stream, even if the shader didn't need to read uniforms in later
 90	 * basic blocks.
 91	 */
 92	bool needs_uniform_address_for_loop;
 93
 94	/* Set when we find an instruction writing the top half of the
 95	 * register files.  If we allowed writing the unusable regs in
 96	 * a threaded shader, then the other shader running on our
 97	 * QPU's clamp validation would be invalid.
 98	 */
 99	bool all_registers_used;
100};
101
102static uint32_t
103waddr_to_live_reg_index(uint32_t waddr, bool is_b)
104{
105	if (waddr < 32) {
106		if (is_b)
107			return 32 + waddr;
108		else
109			return waddr;
110	} else if (waddr <= QPU_W_ACC3) {
111		return 64 + waddr - QPU_W_ACC0;
112	} else {
113		return ~0;
114	}
115}
116
117static uint32_t
118raddr_add_a_to_live_reg_index(uint64_t inst)
119{
120	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
121	uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
122	uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
123	uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
124
125	if (add_a == QPU_MUX_A)
126		return raddr_a;
127	else if (add_a == QPU_MUX_B && sig != QPU_SIG_SMALL_IMM)
128		return 32 + raddr_b;
129	else if (add_a <= QPU_MUX_R3)
130		return 64 + add_a;
131	else
132		return ~0;
133}
134
135static bool
136live_reg_is_upper_half(uint32_t lri)
137{
138	return	(lri >= 16 && lri < 32) ||
139		(lri >= 32 + 16 && lri < 32 + 32);
140}
141
142static bool
143is_tmu_submit(uint32_t waddr)
144{
145	return (waddr == QPU_W_TMU0_S ||
146		waddr == QPU_W_TMU1_S);
147}
148
149static bool
150is_tmu_write(uint32_t waddr)
151{
152	return (waddr >= QPU_W_TMU0_S &&
153		waddr <= QPU_W_TMU1_B);
154}
155
156static bool
157record_texture_sample(struct vc4_validated_shader_info *validated_shader,
158		      struct vc4_shader_validation_state *validation_state,
159		      int tmu)
160{
161	uint32_t s = validated_shader->num_texture_samples;
162	int i;
163	struct vc4_texture_sample_info *temp_samples;
164
165	temp_samples = krealloc(validated_shader->texture_samples,
166				(s + 1) * sizeof(*temp_samples),
167				GFP_KERNEL);
168	if (!temp_samples)
169		return false;
170
171	memcpy(&temp_samples[s],
172	       &validation_state->tmu_setup[tmu],
173	       sizeof(*temp_samples));
174
175	validated_shader->num_texture_samples = s + 1;
176	validated_shader->texture_samples = temp_samples;
177
178	for (i = 0; i < 4; i++)
179		validation_state->tmu_setup[tmu].p_offset[i] = ~0;
180
181	return true;
182}
183
184static bool
185check_tmu_write(struct vc4_validated_shader_info *validated_shader,
186		struct vc4_shader_validation_state *validation_state,
187		bool is_mul)
188{
189	uint64_t inst = validation_state->shader[validation_state->ip];
190	uint32_t waddr = (is_mul ?
191			  QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
192			  QPU_GET_FIELD(inst, QPU_WADDR_ADD));
193	uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
194	uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
195	int tmu = waddr > QPU_W_TMU0_B;
196	bool submit = is_tmu_submit(waddr);
197	bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0;
198	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
199
200	if (is_direct) {
201		uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
202		uint32_t clamp_reg, clamp_offset;
203
204		if (sig == QPU_SIG_SMALL_IMM) {
205			DRM_DEBUG("direct TMU read used small immediate\n");
206			return false;
207		}
208
209		/* Make sure that this texture load is an add of the base
210		 * address of the UBO to a clamped offset within the UBO.
211		 */
212		if (is_mul ||
213		    QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
214			DRM_DEBUG("direct TMU load wasn't an add\n");
215			return false;
216		}
217
218		/* We assert that the clamped address is the first
219		 * argument, and the UBO base address is the second argument.
220		 * This is arbitrary, but simpler than supporting flipping the
221		 * two either way.
222		 */
223		clamp_reg = raddr_add_a_to_live_reg_index(inst);
224		if (clamp_reg == ~0) {
225			DRM_DEBUG("direct TMU load wasn't clamped\n");
226			return false;
227		}
228
229		clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg];
230		if (clamp_offset == ~0) {
231			DRM_DEBUG("direct TMU load wasn't clamped\n");
232			return false;
233		}
234
235		/* Store the clamp value's offset in p1 (see reloc_tex() in
236		 * vc4_validate.c).
237		 */
238		validation_state->tmu_setup[tmu].p_offset[1] =
239			clamp_offset;
240
241		if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
242		    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
243			DRM_DEBUG("direct TMU load didn't add to a uniform\n");
244			return false;
245		}
246
247		validation_state->tmu_setup[tmu].is_direct = true;
248	} else {
249		if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
250					      raddr_b == QPU_R_UNIF)) {
251			DRM_DEBUG("uniform read in the same instruction as "
252				  "texture setup.\n");
253			return false;
254		}
255	}
256
257	if (validation_state->tmu_write_count[tmu] >= 4) {
258		DRM_DEBUG("TMU%d got too many parameters before dispatch\n",
259			  tmu);
260		return false;
261	}
262	validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
263		validated_shader->uniforms_size;
264	validation_state->tmu_write_count[tmu]++;
265	/* Since direct uses a RADDR uniform reference, it will get counted in
266	 * check_instruction_reads()
267	 */
268	if (!is_direct) {
269		if (validation_state->needs_uniform_address_update) {
270			DRM_DEBUG("Texturing with undefined uniform address\n");
271			return false;
272		}
273
274		validated_shader->uniforms_size += 4;
275	}
276
277	if (submit) {
278		if (!record_texture_sample(validated_shader,
279					   validation_state, tmu)) {
280			return false;
281		}
282
283		validation_state->tmu_write_count[tmu] = 0;
284	}
285
286	return true;
287}
288
289static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
290{
291	uint32_t o = validated_shader->num_uniform_addr_offsets;
292	uint32_t num_uniforms = validated_shader->uniforms_size / 4;
293
294	validated_shader->uniform_addr_offsets =
295		krealloc(validated_shader->uniform_addr_offsets,
296			 (o + 1) *
297			 sizeof(*validated_shader->uniform_addr_offsets),
298			 GFP_KERNEL);
299	if (!validated_shader->uniform_addr_offsets)
300		return false;
301
302	validated_shader->uniform_addr_offsets[o] = num_uniforms;
303	validated_shader->num_uniform_addr_offsets++;
304
305	return true;
306}
307
308static bool
309validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader,
310			       struct vc4_shader_validation_state *validation_state,
311			       bool is_mul)
312{
313	uint64_t inst = validation_state->shader[validation_state->ip];
314	u32 add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
315	u32 raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
316	u32 raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
317	u32 add_lri = raddr_add_a_to_live_reg_index(inst);
318	/* We want our reset to be pointing at whatever uniform follows the
319	 * uniforms base address.
320	 */
321	u32 expected_offset = validated_shader->uniforms_size + 4;
322
323	/* We only support absolute uniform address changes, and we
324	 * require that they be in the current basic block before any
325	 * of its uniform reads.
326	 *
327	 * One could potentially emit more efficient QPU code, by
328	 * noticing that (say) an if statement does uniform control
329	 * flow for all threads and that the if reads the same number
330	 * of uniforms on each side.  However, this scheme is easy to
331	 * validate so it's all we allow for now.
332	 */
333	switch (QPU_GET_FIELD(inst, QPU_SIG)) {
334	case QPU_SIG_NONE:
335	case QPU_SIG_SCOREBOARD_UNLOCK:
336	case QPU_SIG_COLOR_LOAD:
337	case QPU_SIG_LOAD_TMU0:
338	case QPU_SIG_LOAD_TMU1:
339		break;
340	default:
341		DRM_DEBUG("uniforms address change must be "
342			  "normal math\n");
343		return false;
344	}
345
346	if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
347		DRM_DEBUG("Uniform address reset must be an ADD.\n");
348		return false;
349	}
350
351	if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
352		DRM_DEBUG("Uniform address reset must be unconditional.\n");
353		return false;
354	}
355
356	if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
357	    !(inst & QPU_PM)) {
358		DRM_DEBUG("No packing allowed on uniforms reset\n");
359		return false;
360	}
361
362	if (add_lri == -1) {
363		DRM_DEBUG("First argument of uniform address write must be "
364			  "an immediate value.\n");
365		return false;
366	}
367
368	if (validation_state->live_immediates[add_lri] != expected_offset) {
369		DRM_DEBUG("Resetting uniforms with offset %db instead of %db\n",
370			  validation_state->live_immediates[add_lri],
371			  expected_offset);
372		return false;
373	}
374
375	if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
376	    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
377		DRM_DEBUG("Second argument of uniform address write must be "
378			  "a uniform.\n");
379		return false;
380	}
381
382	validation_state->needs_uniform_address_update = false;
383	validation_state->needs_uniform_address_for_loop = false;
384	return require_uniform_address_uniform(validated_shader);
385}
386
387static bool
388check_reg_write(struct vc4_validated_shader_info *validated_shader,
389		struct vc4_shader_validation_state *validation_state,
390		bool is_mul)
391{
392	uint64_t inst = validation_state->shader[validation_state->ip];
393	uint32_t waddr = (is_mul ?
394			  QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
395			  QPU_GET_FIELD(inst, QPU_WADDR_ADD));
396	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
397	bool ws = inst & QPU_WS;
398	bool is_b = is_mul ^ ws;
399	u32 lri = waddr_to_live_reg_index(waddr, is_b);
400
401	if (lri != -1) {
402		uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
403		uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL);
404
405		if (sig == QPU_SIG_LOAD_IMM &&
406		    QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP &&
407		    ((is_mul && cond_mul == QPU_COND_ALWAYS) ||
408		     (!is_mul && cond_add == QPU_COND_ALWAYS))) {
409			validation_state->live_immediates[lri] =
410				QPU_GET_FIELD(inst, QPU_LOAD_IMM);
411		} else {
412			validation_state->live_immediates[lri] = ~0;
413		}
414
415		if (live_reg_is_upper_half(lri))
416			validation_state->all_registers_used = true;
417	}
418
419	switch (waddr) {
420	case QPU_W_UNIFORMS_ADDRESS:
421		if (is_b) {
422			DRM_DEBUG("relative uniforms address change "
423				  "unsupported\n");
424			return false;
425		}
426
427		return validate_uniform_address_write(validated_shader,
428						      validation_state,
429						      is_mul);
430
431	case QPU_W_TLB_COLOR_MS:
432	case QPU_W_TLB_COLOR_ALL:
433	case QPU_W_TLB_Z:
434		/* These only interact with the tile buffer, not main memory,
435		 * so they're safe.
436		 */
437		return true;
438
439	case QPU_W_TMU0_S:
440	case QPU_W_TMU0_T:
441	case QPU_W_TMU0_R:
442	case QPU_W_TMU0_B:
443	case QPU_W_TMU1_S:
444	case QPU_W_TMU1_T:
445	case QPU_W_TMU1_R:
446	case QPU_W_TMU1_B:
447		return check_tmu_write(validated_shader, validation_state,
448				       is_mul);
449
450	case QPU_W_HOST_INT:
451	case QPU_W_TMU_NOSWAP:
452	case QPU_W_TLB_ALPHA_MASK:
453	case QPU_W_MUTEX_RELEASE:
454		/* XXX: I haven't thought about these, so don't support them
455		 * for now.
456		 */
457		DRM_DEBUG("Unsupported waddr %d\n", waddr);
458		return false;
459
460	case QPU_W_VPM_ADDR:
461		DRM_DEBUG("General VPM DMA unsupported\n");
462		return false;
463
464	case QPU_W_VPM:
465	case QPU_W_VPMVCD_SETUP:
466		/* We allow VPM setup in general, even including VPM DMA
467		 * configuration setup, because the (unsafe) DMA can only be
468		 * triggered by QPU_W_VPM_ADDR writes.
469		 */
470		return true;
471
472	case QPU_W_TLB_STENCIL_SETUP:
473		return true;
474	}
475
476	return true;
477}
478
479static void
480track_live_clamps(struct vc4_validated_shader_info *validated_shader,
481		  struct vc4_shader_validation_state *validation_state)
482{
483	uint64_t inst = validation_state->shader[validation_state->ip];
484	uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
485	uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
486	uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
487	uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
488	uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
489	uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
490	uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
491	uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
492	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
493	bool ws = inst & QPU_WS;
494	uint32_t lri_add_a, lri_add, lri_mul;
495	bool add_a_is_min_0;
496
497	/* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
498	 * before we clear previous live state.
499	 */
500	lri_add_a = raddr_add_a_to_live_reg_index(inst);
501	add_a_is_min_0 = (lri_add_a != ~0 &&
502			  validation_state->live_max_clamp_regs[lri_add_a]);
503
504	/* Clear live state for registers written by our instruction. */
505	lri_add = waddr_to_live_reg_index(waddr_add, ws);
506	lri_mul = waddr_to_live_reg_index(waddr_mul, !ws);
507	if (lri_mul != ~0) {
508		validation_state->live_max_clamp_regs[lri_mul] = false;
509		validation_state->live_min_clamp_offsets[lri_mul] = ~0;
510	}
511	if (lri_add != ~0) {
512		validation_state->live_max_clamp_regs[lri_add] = false;
513		validation_state->live_min_clamp_offsets[lri_add] = ~0;
514	} else {
515		/* Nothing further to do for live tracking, since only ADDs
516		 * generate new live clamp registers.
517		 */
518		return;
519	}
520
521	/* Now, handle remaining live clamp tracking for the ADD operation. */
522
523	if (cond_add != QPU_COND_ALWAYS)
524		return;
525
526	if (op_add == QPU_A_MAX) {
527		/* Track live clamps of a value to a minimum of 0 (in either
528		 * arg).
529		 */
530		if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
531		    (add_a != QPU_MUX_B && add_b != QPU_MUX_B)) {
532			return;
533		}
534
535		validation_state->live_max_clamp_regs[lri_add] = true;
536	} else if (op_add == QPU_A_MIN) {
537		/* Track live clamps of a value clamped to a minimum of 0 and
538		 * a maximum of some uniform's offset.
539		 */
540		if (!add_a_is_min_0)
541			return;
542
543		if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
544		    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
545		      sig != QPU_SIG_SMALL_IMM)) {
546			return;
547		}
548
549		validation_state->live_min_clamp_offsets[lri_add] =
550			validated_shader->uniforms_size;
551	}
552}
553
554static bool
555check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
556			 struct vc4_shader_validation_state *validation_state)
557{
558	uint64_t inst = validation_state->shader[validation_state->ip];
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	bool ok;
562
563	if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
564		DRM_DEBUG("ADD and MUL both set up textures\n");
565		return false;
566	}
567
568	ok = (check_reg_write(validated_shader, validation_state, false) &&
569	      check_reg_write(validated_shader, validation_state, true));
570
571	track_live_clamps(validated_shader, validation_state);
572
573	return ok;
574}
575
576static bool
577check_branch(uint64_t inst,
578	     struct vc4_validated_shader_info *validated_shader,
579	     struct vc4_shader_validation_state *validation_state,
580	     int ip)
581{
582	int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
583	uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
584	uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
585
586	if ((int)branch_imm < 0)
587		validation_state->needs_uniform_address_for_loop = true;
588
589	/* We don't want to have to worry about validation of this, and
590	 * there's no need for it.
591	 */
592	if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) {
593		DRM_DEBUG("branch instruction at %d wrote a register.\n",
594			  validation_state->ip);
595		return false;
596	}
597
598	return true;
599}
600
601static bool
602check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
603			struct vc4_shader_validation_state *validation_state)
604{
605	uint64_t inst = validation_state->shader[validation_state->ip];
606	uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
607	uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
608	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
609
610	if (raddr_a == QPU_R_UNIF ||
611	    (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
612		/* This can't overflow the uint32_t, because we're reading 8
613		 * bytes of instruction to increment by 4 here, so we'd
614		 * already be OOM.
615		 */
616		validated_shader->uniforms_size += 4;
617
618		if (validation_state->needs_uniform_address_update) {
619			DRM_DEBUG("Uniform read with undefined uniform "
620				  "address\n");
621			return false;
622		}
623	}
624
625	if ((raddr_a >= 16 && raddr_a < 32) ||
626	    (raddr_b >= 16 && raddr_b < 32 && sig != QPU_SIG_SMALL_IMM)) {
627		validation_state->all_registers_used = true;
628	}
629
630	return true;
631}
632
633/* Make sure that all branches are absolute and point within the shader, and
634 * note their targets for later.
635 */
636static bool
637vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
638{
639	uint32_t max_branch_target = 0;
640	int ip;
641	int last_branch = -2;
642
643	for (ip = 0; ip < validation_state->max_ip; ip++) {
644		uint64_t inst = validation_state->shader[ip];
645		int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
646		uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
647		uint32_t after_delay_ip = ip + 4;
648		uint32_t branch_target_ip;
649
650		if (sig == QPU_SIG_PROG_END) {
651			/* There are two delay slots after program end is
652			 * signaled that are still executed, then we're
653			 * finished.  validation_state->max_ip is the
654			 * instruction after the last valid instruction in the
655			 * program.
656			 */
657			validation_state->max_ip = ip + 3;
658			continue;
659		}
660
661		if (sig != QPU_SIG_BRANCH)
662			continue;
663
664		if (ip - last_branch < 4) {
665			DRM_DEBUG("Branch at %d during delay slots\n", ip);
666			return false;
667		}
668		last_branch = ip;
669
670		if (inst & QPU_BRANCH_REG) {
671			DRM_DEBUG("branching from register relative "
672				  "not supported\n");
673			return false;
674		}
675
676		if (!(inst & QPU_BRANCH_REL)) {
677			DRM_DEBUG("relative branching required\n");
678			return false;
679		}
680
681		/* The actual branch target is the instruction after the delay
682		 * slots, plus whatever byte offset is in the low 32 bits of
683		 * the instruction.  Make sure we're not branching beyond the
684		 * end of the shader object.
685		 */
686		if (branch_imm % sizeof(inst) != 0) {
687			DRM_DEBUG("branch target not aligned\n");
688			return false;
689		}
690
691		branch_target_ip = after_delay_ip + (branch_imm >> 3);
692		if (branch_target_ip >= validation_state->max_ip) {
693			DRM_DEBUG("Branch at %d outside of shader (ip %d/%d)\n",
694				  ip, branch_target_ip,
695				  validation_state->max_ip);
696			return false;
697		}
698		set_bit(branch_target_ip, validation_state->branch_targets);
699
700		/* Make sure that the non-branching path is also not outside
701		 * the shader.
702		 */
703		if (after_delay_ip >= validation_state->max_ip) {
704			DRM_DEBUG("Branch at %d continues past shader end "
705				  "(%d/%d)\n",
706				  ip, after_delay_ip, validation_state->max_ip);
707			return false;
708		}
709		set_bit(after_delay_ip, validation_state->branch_targets);
710		max_branch_target = max(max_branch_target, after_delay_ip);
711	}
712
713	if (max_branch_target > validation_state->max_ip - 3) {
714		DRM_DEBUG("Branch landed after QPU_SIG_PROG_END");
715		return false;
716	}
717
718	return true;
719}
720
721/* Resets any known state for the shader, used when we may be branched to from
722 * multiple locations in the program (or at shader start).
723 */
724static void
725reset_validation_state(struct vc4_shader_validation_state *validation_state)
726{
727	int i;
728
729	for (i = 0; i < 8; i++)
730		validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0;
731
732	for (i = 0; i < LIVE_REG_COUNT; i++) {
733		validation_state->live_min_clamp_offsets[i] = ~0;
734		validation_state->live_max_clamp_regs[i] = false;
735		validation_state->live_immediates[i] = ~0;
736	}
737}
738
739static bool
740texturing_in_progress(struct vc4_shader_validation_state *validation_state)
741{
742	return (validation_state->tmu_write_count[0] != 0 ||
743		validation_state->tmu_write_count[1] != 0);
744}
745
746static bool
747vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state)
748{
749	uint32_t ip = validation_state->ip;
750
751	if (!test_bit(ip, validation_state->branch_targets))
752		return true;
753
754	if (texturing_in_progress(validation_state)) {
755		DRM_DEBUG("Branch target landed during TMU setup\n");
756		return false;
757	}
758
759	/* Reset our live values tracking, since this instruction may have
760	 * multiple predecessors.
761	 *
762	 * One could potentially do analysis to determine that, for
763	 * example, all predecessors have a live max clamp in the same
764	 * register, but we don't bother with that.
765	 */
766	reset_validation_state(validation_state);
767
768	/* Since we've entered a basic block from potentially multiple
769	 * predecessors, we need the uniforms address to be updated before any
770	 * unforms are read.  We require that after any branch point, the next
771	 * uniform to be loaded is a uniform address offset.  That uniform's
772	 * offset will be marked by the uniform address register write
773	 * validation, or a one-off the end-of-program check.
774	 */
775	validation_state->needs_uniform_address_update = true;
776
777	return true;
778}
779
780struct vc4_validated_shader_info *
781vc4_validate_shader(struct drm_gem_dma_object *shader_obj)
782{
783	struct vc4_dev *vc4 = to_vc4_dev(shader_obj->base.dev);
784	bool found_shader_end = false;
785	int shader_end_ip = 0;
786	uint32_t last_thread_switch_ip = -3;
787	uint32_t ip;
788	struct vc4_validated_shader_info *validated_shader = NULL;
789	struct vc4_shader_validation_state validation_state;
790
791	if (WARN_ON_ONCE(vc4->gen > VC4_GEN_4))
792		return NULL;
793
794	memset(&validation_state, 0, sizeof(validation_state));
795	validation_state.shader = shader_obj->vaddr;
796	validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
797
798	reset_validation_state(&validation_state);
799
800	validation_state.branch_targets =
801		kcalloc(BITS_TO_LONGS(validation_state.max_ip),
802			sizeof(unsigned long), GFP_KERNEL);
803	if (!validation_state.branch_targets)
804		goto fail;
805
806	validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
807	if (!validated_shader)
808		goto fail;
809
810	if (!vc4_validate_branches(&validation_state))
811		goto fail;
812
813	for (ip = 0; ip < validation_state.max_ip; ip++) {
814		uint64_t inst = validation_state.shader[ip];
815		uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
816
817		validation_state.ip = ip;
818
819		if (!vc4_handle_branch_target(&validation_state))
820			goto fail;
821
822		if (ip == last_thread_switch_ip + 3) {
823			/* Reset r0-r3 live clamp data */
824			int i;
825
826			for (i = 64; i < LIVE_REG_COUNT; i++) {
827				validation_state.live_min_clamp_offsets[i] = ~0;
828				validation_state.live_max_clamp_regs[i] = false;
829				validation_state.live_immediates[i] = ~0;
830			}
831		}
832
833		switch (sig) {
834		case QPU_SIG_NONE:
835		case QPU_SIG_WAIT_FOR_SCOREBOARD:
836		case QPU_SIG_SCOREBOARD_UNLOCK:
837		case QPU_SIG_COLOR_LOAD:
838		case QPU_SIG_LOAD_TMU0:
839		case QPU_SIG_LOAD_TMU1:
840		case QPU_SIG_PROG_END:
841		case QPU_SIG_SMALL_IMM:
842		case QPU_SIG_THREAD_SWITCH:
843		case QPU_SIG_LAST_THREAD_SWITCH:
844			if (!check_instruction_writes(validated_shader,
845						      &validation_state)) {
846				DRM_DEBUG("Bad write at ip %d\n", ip);
847				goto fail;
848			}
849
850			if (!check_instruction_reads(validated_shader,
851						     &validation_state))
852				goto fail;
853
854			if (sig == QPU_SIG_PROG_END) {
855				found_shader_end = true;
856				shader_end_ip = ip;
857			}
858
859			if (sig == QPU_SIG_THREAD_SWITCH ||
860			    sig == QPU_SIG_LAST_THREAD_SWITCH) {
861				validated_shader->is_threaded = true;
862
863				if (ip < last_thread_switch_ip + 3) {
864					DRM_DEBUG("Thread switch too soon after "
865						  "last switch at ip %d\n", ip);
866					goto fail;
867				}
868				last_thread_switch_ip = ip;
869			}
870
871			break;
872
873		case QPU_SIG_LOAD_IMM:
874			if (!check_instruction_writes(validated_shader,
875						      &validation_state)) {
876				DRM_DEBUG("Bad LOAD_IMM write at ip %d\n", ip);
877				goto fail;
878			}
879			break;
880
881		case QPU_SIG_BRANCH:
882			if (!check_branch(inst, validated_shader,
883					  &validation_state, ip))
884				goto fail;
885
886			if (ip < last_thread_switch_ip + 3) {
887				DRM_DEBUG("Branch in thread switch at ip %d",
888					  ip);
889				goto fail;
890			}
891
892			break;
893		default:
894			DRM_DEBUG("Unsupported QPU signal %d at "
895				  "instruction %d\n", sig, ip);
896			goto fail;
897		}
898
899		/* There are two delay slots after program end is signaled
900		 * that are still executed, then we're finished.
901		 */
902		if (found_shader_end && ip == shader_end_ip + 2)
903			break;
904	}
905
906	if (ip == validation_state.max_ip) {
907		DRM_DEBUG("shader failed to terminate before "
908			  "shader BO end at %zd\n",
909			  shader_obj->base.size);
910		goto fail;
911	}
912
913	/* Might corrupt other thread */
914	if (validated_shader->is_threaded &&
915	    validation_state.all_registers_used) {
916		DRM_DEBUG("Shader uses threading, but uses the upper "
917			  "half of the registers, too\n");
918		goto fail;
919	}
920
921	/* If we did a backwards branch and we haven't emitted a uniforms
922	 * reset since then, we still need the uniforms stream to have the
923	 * uniforms address available so that the backwards branch can do its
924	 * uniforms reset.
925	 *
926	 * We could potentially prove that the backwards branch doesn't
927	 * contain any uses of uniforms until program exit, but that doesn't
928	 * seem to be worth the trouble.
929	 */
930	if (validation_state.needs_uniform_address_for_loop) {
931		if (!require_uniform_address_uniform(validated_shader))
932			goto fail;
933		validated_shader->uniforms_size += 4;
934	}
935
936	/* Again, no chance of integer overflow here because the worst case
937	 * scenario is 8 bytes of uniforms plus handles per 8-byte
938	 * instruction.
939	 */
940	validated_shader->uniforms_src_size =
941		(validated_shader->uniforms_size +
942		 4 * validated_shader->num_texture_samples);
943
944	kfree(validation_state.branch_targets);
945
946	return validated_shader;
947
948fail:
949	kfree(validation_state.branch_targets);
950	if (validated_shader) {
951		kfree(validated_shader->uniform_addr_offsets);
952		kfree(validated_shader->texture_samples);
953		kfree(validated_shader);
954	}
955	return NULL;
956}
~/ Read-only file preview.