summaryrefslogtreecommitdiffstats
path: root/drivers/gpu/drm/vc4/vc4_validate_shaders.c
blob: 46527e989ce37839b0bd76d27dd0d5a4821bf58c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
/*
 * 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.
 *
 * The VC4 has no IOMMU between it and system memory, so 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, or uniform data, or vertex data).
 *
 * This walks over a shader BO, ensuring that its accesses are
 * appropriately bounded, and recording how many texture accesses are
 * made and where so that we can do relocations for them in the
 * uniform stream.
 */

#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;
};

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
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_ERROR("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_ERROR("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_ERROR("direct TMU load wasn't clamped\n");
			return false;
		}

		clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg];
		if (clamp_offset == ~0) {
			DRM_ERROR("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_ERROR("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_ERROR("uniform read in the same instruction as "
				  "texture setup.\n");
			return false;
		}
	}

	if (validation_state->tmu_write_count[tmu] >= 4) {
		DRM_ERROR("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_ERROR("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.
	 */

	if (QPU_GET_FIELD(inst, QPU_SIG) != QPU_SIG_NONE) {
		DRM_ERROR("uniforms address change must be "
			  "normal math\n");
		return false;
	}

	if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
		DRM_ERROR("Uniform address reset must be an ADD.\n");
		return false;
	}

	if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
		DRM_ERROR("Uniform address reset must be unconditional.\n");
		return false;
	}

	if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
	    !(inst & QPU_PM)) {
		DRM_ERROR("No packing allowed on uniforms reset\n");
		return false;
	}

	if (add_lri == -1) {
		DRM_ERROR("First argument of uniform address write must be "
			  "an immediate value.\n");
		return false;
	}

	if (validation_state->live_immediates[add_lri] != expected_offset) {
		DRM_ERROR("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_ERROR("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;
		}
	}

	switch (waddr) {
	case QPU_W_UNIFORMS_ADDRESS:
		if (is_b) {
			DRM_ERROR("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_ERROR("Unsupported waddr %d\n", waddr);
		return false;

	case QPU_W_VPM_ADDR:
		DRM_ERROR("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_ERROR("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_ERROR("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_ERROR("Uniform read with undefined uniform "
				  "address\n");
			return false;
		}
	}

	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;
	bool found_shader_end = false;
	int ip;
	int shader_end_ip = 0;
	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) {
			shader_end_ip = ip;
			found_shader_end = true;
			continue;
		}

		if (sig != QPU_SIG_BRANCH)
			continue;

		if (ip - last_branch < 4) {
			DRM_ERROR("Branch at %d during delay slots\n", ip);
			return false;
		}
		last_branch = ip;

		if (inst & QPU_BRANCH_REG) {
			DRM_ERROR("branching from register relative "
				  "not supported\n");
			return false;
		}

		if (!(inst & QPU_BRANCH_REL)) {
			DRM_ERROR("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_ERROR("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_ERROR("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_ERROR("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);

		/* 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 (max_branch_target > shader_end_ip) {
		DRM_ERROR("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_ERROR("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 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;

		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:
			if (!check_instruction_writes(validated_shader,
						      &validation_state)) {
				DRM_ERROR("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;
			}

			break;

		case QPU_SIG_LOAD_IMM:
			if (!check_instruction_writes(validated_shader,
						      &validation_state)) {
				DRM_ERROR("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;
			break;
		default:
			DRM_ERROR("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_ERROR("shader failed to terminate before "
			  "shader BO end at %zd\n",
			  shader_obj->base.size);
		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->texture_samples);
		kfree(validated_shader);
	}
	return NULL;
}
OpenPOWER on IntegriCloud