955 lines
27 KiB
C
955 lines
27 KiB
C
/*
|
|
* Copyright © 2014 Broadcom
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
* copy of this software and associated documentation files (the "Software"),
|
|
* to deal in the Software without restriction, including without limitation
|
|
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
|
* and/or sell copies of the Software, and to permit persons to whom the
|
|
* Software is furnished to do so, subject to the following conditions:
|
|
*
|
|
* The above copyright notice and this permission notice (including the next
|
|
* paragraph) shall be included in all copies or substantial portions of the
|
|
* Software.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
|
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|
* IN THE SOFTWARE.
|
|
*/
|
|
|
|
/**
|
|
* DOC: Shader validator for VC4.
|
|
*
|
|
* Since the VC4 has no IOMMU between it and system memory, a user
|
|
* with access to execute shaders could escalate privilege by
|
|
* overwriting system memory (using the VPM write address register in
|
|
* the general-purpose DMA mode) or reading system memory it shouldn't
|
|
* (reading it as a texture, uniform data, or direct-addressed TMU
|
|
* lookup).
|
|
*
|
|
* The shader validator walks over a shader's BO, ensuring that its
|
|
* accesses are appropriately bounded, and recording where texture
|
|
* accesses are made so that we can do relocations for them in the
|
|
* uniform stream.
|
|
*
|
|
* Shader BO are immutable for their lifetimes (enforced by not
|
|
* allowing mmaps, GEM prime export, or rendering to from a CL), so
|
|
* this validation is only performed at BO creation time.
|
|
*/
|
|
|
|
#include "vc4_drv.h"
|
|
#include "vc4_qpu_defines.h"
|
|
|
|
#define LIVE_REG_COUNT (32 + 32 + 4)
|
|
|
|
struct vc4_shader_validation_state {
|
|
/* Current IP being validated. */
|
|
uint32_t ip;
|
|
|
|
/* IP at the end of the BO, do not read shader[max_ip] */
|
|
uint32_t max_ip;
|
|
|
|
uint64_t *shader;
|
|
|
|
struct vc4_texture_sample_info tmu_setup[2];
|
|
int tmu_write_count[2];
|
|
|
|
/* For registers that were last written to by a MIN instruction with
|
|
* one argument being a uniform, the address of the uniform.
|
|
* Otherwise, ~0.
|
|
*
|
|
* This is used for the validation of direct address memory reads.
|
|
*/
|
|
uint32_t live_min_clamp_offsets[LIVE_REG_COUNT];
|
|
bool live_max_clamp_regs[LIVE_REG_COUNT];
|
|
uint32_t live_immediates[LIVE_REG_COUNT];
|
|
|
|
/* Bitfield of which IPs are used as branch targets.
|
|
*
|
|
* Used for validation that the uniform stream is updated at the right
|
|
* points and clearing the texturing/clamping state.
|
|
*/
|
|
unsigned long *branch_targets;
|
|
|
|
/* Set when entering a basic block, and cleared when the uniform
|
|
* address update is found. This is used to make sure that we don't
|
|
* read uniforms when the address is undefined.
|
|
*/
|
|
bool needs_uniform_address_update;
|
|
|
|
/* Set when we find a backwards branch. If the branch is backwards,
|
|
* the taraget is probably doing an address reset to read uniforms,
|
|
* and so we need to be sure that a uniforms address is present in the
|
|
* stream, even if the shader didn't need to read uniforms in later
|
|
* basic blocks.
|
|
*/
|
|
bool needs_uniform_address_for_loop;
|
|
|
|
/* Set when we find an instruction writing the top half of the
|
|
* register files. If we allowed writing the unusable regs in
|
|
* a threaded shader, then the other shader running on our
|
|
* QPU's clamp validation would be invalid.
|
|
*/
|
|
bool all_registers_used;
|
|
};
|
|
|
|
static uint32_t
|
|
waddr_to_live_reg_index(uint32_t waddr, bool is_b)
|
|
{
|
|
if (waddr < 32) {
|
|
if (is_b)
|
|
return 32 + waddr;
|
|
else
|
|
return waddr;
|
|
} else if (waddr <= QPU_W_ACC3) {
|
|
return 64 + waddr - QPU_W_ACC0;
|
|
} else {
|
|
return ~0;
|
|
}
|
|
}
|
|
|
|
static uint32_t
|
|
raddr_add_a_to_live_reg_index(uint64_t inst)
|
|
{
|
|
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
|
|
uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
|
|
uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
|
|
uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
|
|
|
|
if (add_a == QPU_MUX_A)
|
|
return raddr_a;
|
|
else if (add_a == QPU_MUX_B && sig != QPU_SIG_SMALL_IMM)
|
|
return 32 + raddr_b;
|
|
else if (add_a <= QPU_MUX_R3)
|
|
return 64 + add_a;
|
|
else
|
|
return ~0;
|
|
}
|
|
|
|
static bool
|
|
live_reg_is_upper_half(uint32_t lri)
|
|
{
|
|
return (lri >= 16 && lri < 32) ||
|
|
(lri >= 32 + 16 && lri < 32 + 32);
|
|
}
|
|
|
|
static bool
|
|
is_tmu_submit(uint32_t waddr)
|
|
{
|
|
return (waddr == QPU_W_TMU0_S ||
|
|
waddr == QPU_W_TMU1_S);
|
|
}
|
|
|
|
static bool
|
|
is_tmu_write(uint32_t waddr)
|
|
{
|
|
return (waddr >= QPU_W_TMU0_S &&
|
|
waddr <= QPU_W_TMU1_B);
|
|
}
|
|
|
|
static bool
|
|
record_texture_sample(struct vc4_validated_shader_info *validated_shader,
|
|
struct vc4_shader_validation_state *validation_state,
|
|
int tmu)
|
|
{
|
|
uint32_t s = validated_shader->num_texture_samples;
|
|
int i;
|
|
struct vc4_texture_sample_info *temp_samples;
|
|
|
|
temp_samples = krealloc(validated_shader->texture_samples,
|
|
(s + 1) * sizeof(*temp_samples),
|
|
GFP_KERNEL);
|
|
if (!temp_samples)
|
|
return false;
|
|
|
|
memcpy(&temp_samples[s],
|
|
&validation_state->tmu_setup[tmu],
|
|
sizeof(*temp_samples));
|
|
|
|
validated_shader->num_texture_samples = s + 1;
|
|
validated_shader->texture_samples = temp_samples;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
validation_state->tmu_setup[tmu].p_offset[i] = ~0;
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool
|
|
check_tmu_write(struct vc4_validated_shader_info *validated_shader,
|
|
struct vc4_shader_validation_state *validation_state,
|
|
bool is_mul)
|
|
{
|
|
uint64_t inst = validation_state->shader[validation_state->ip];
|
|
uint32_t waddr = (is_mul ?
|
|
QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
|
|
QPU_GET_FIELD(inst, QPU_WADDR_ADD));
|
|
uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
|
|
uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
|
|
int tmu = waddr > QPU_W_TMU0_B;
|
|
bool submit = is_tmu_submit(waddr);
|
|
bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0;
|
|
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
|
|
|
|
if (is_direct) {
|
|
uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
|
|
uint32_t clamp_reg, clamp_offset;
|
|
|
|
if (sig == QPU_SIG_SMALL_IMM) {
|
|
DRM_DEBUG("direct TMU read used small immediate\n");
|
|
return false;
|
|
}
|
|
|
|
/* Make sure that this texture load is an add of the base
|
|
* address of the UBO to a clamped offset within the UBO.
|
|
*/
|
|
if (is_mul ||
|
|
QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
|
|
DRM_DEBUG("direct TMU load wasn't an add\n");
|
|
return false;
|
|
}
|
|
|
|
/* We assert that the clamped address is the first
|
|
* argument, and the UBO base address is the second argument.
|
|
* This is arbitrary, but simpler than supporting flipping the
|
|
* two either way.
|
|
*/
|
|
clamp_reg = raddr_add_a_to_live_reg_index(inst);
|
|
if (clamp_reg == ~0) {
|
|
DRM_DEBUG("direct TMU load wasn't clamped\n");
|
|
return false;
|
|
}
|
|
|
|
clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg];
|
|
if (clamp_offset == ~0) {
|
|
DRM_DEBUG("direct TMU load wasn't clamped\n");
|
|
return false;
|
|
}
|
|
|
|
/* Store the clamp value's offset in p1 (see reloc_tex() in
|
|
* vc4_validate.c).
|
|
*/
|
|
validation_state->tmu_setup[tmu].p_offset[1] =
|
|
clamp_offset;
|
|
|
|
if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
|
|
!(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
|
|
DRM_DEBUG("direct TMU load didn't add to a uniform\n");
|
|
return false;
|
|
}
|
|
|
|
validation_state->tmu_setup[tmu].is_direct = true;
|
|
} else {
|
|
if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
|
|
raddr_b == QPU_R_UNIF)) {
|
|
DRM_DEBUG("uniform read in the same instruction as "
|
|
"texture setup.\n");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (validation_state->tmu_write_count[tmu] >= 4) {
|
|
DRM_DEBUG("TMU%d got too many parameters before dispatch\n",
|
|
tmu);
|
|
return false;
|
|
}
|
|
validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
|
|
validated_shader->uniforms_size;
|
|
validation_state->tmu_write_count[tmu]++;
|
|
/* Since direct uses a RADDR uniform reference, it will get counted in
|
|
* check_instruction_reads()
|
|
*/
|
|
if (!is_direct) {
|
|
if (validation_state->needs_uniform_address_update) {
|
|
DRM_DEBUG("Texturing with undefined uniform address\n");
|
|
return false;
|
|
}
|
|
|
|
validated_shader->uniforms_size += 4;
|
|
}
|
|
|
|
if (submit) {
|
|
if (!record_texture_sample(validated_shader,
|
|
validation_state, tmu)) {
|
|
return false;
|
|
}
|
|
|
|
validation_state->tmu_write_count[tmu] = 0;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
|
|
{
|
|
uint32_t o = validated_shader->num_uniform_addr_offsets;
|
|
uint32_t num_uniforms = validated_shader->uniforms_size / 4;
|
|
|
|
validated_shader->uniform_addr_offsets =
|
|
krealloc(validated_shader->uniform_addr_offsets,
|
|
(o + 1) *
|
|
sizeof(*validated_shader->uniform_addr_offsets),
|
|
GFP_KERNEL);
|
|
if (!validated_shader->uniform_addr_offsets)
|
|
return false;
|
|
|
|
validated_shader->uniform_addr_offsets[o] = num_uniforms;
|
|
validated_shader->num_uniform_addr_offsets++;
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool
|
|
validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader,
|
|
struct vc4_shader_validation_state *validation_state,
|
|
bool is_mul)
|
|
{
|
|
uint64_t inst = validation_state->shader[validation_state->ip];
|
|
u32 add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
|
|
u32 raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
|
|
u32 raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
|
|
u32 add_lri = raddr_add_a_to_live_reg_index(inst);
|
|
/* We want our reset to be pointing at whatever uniform follows the
|
|
* uniforms base address.
|
|
*/
|
|
u32 expected_offset = validated_shader->uniforms_size + 4;
|
|
|
|
/* We only support absolute uniform address changes, and we
|
|
* require that they be in the current basic block before any
|
|
* of its uniform reads.
|
|
*
|
|
* One could potentially emit more efficient QPU code, by
|
|
* noticing that (say) an if statement does uniform control
|
|
* flow for all threads and that the if reads the same number
|
|
* of uniforms on each side. However, this scheme is easy to
|
|
* validate so it's all we allow for now.
|
|
*/
|
|
switch (QPU_GET_FIELD(inst, QPU_SIG)) {
|
|
case QPU_SIG_NONE:
|
|
case QPU_SIG_SCOREBOARD_UNLOCK:
|
|
case QPU_SIG_COLOR_LOAD:
|
|
case QPU_SIG_LOAD_TMU0:
|
|
case QPU_SIG_LOAD_TMU1:
|
|
break;
|
|
default:
|
|
DRM_DEBUG("uniforms address change must be "
|
|
"normal math\n");
|
|
return false;
|
|
}
|
|
|
|
if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
|
|
DRM_DEBUG("Uniform address reset must be an ADD.\n");
|
|
return false;
|
|
}
|
|
|
|
if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
|
|
DRM_DEBUG("Uniform address reset must be unconditional.\n");
|
|
return false;
|
|
}
|
|
|
|
if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
|
|
!(inst & QPU_PM)) {
|
|
DRM_DEBUG("No packing allowed on uniforms reset\n");
|
|
return false;
|
|
}
|
|
|
|
if (add_lri == -1) {
|
|
DRM_DEBUG("First argument of uniform address write must be "
|
|
"an immediate value.\n");
|
|
return false;
|
|
}
|
|
|
|
if (validation_state->live_immediates[add_lri] != expected_offset) {
|
|
DRM_DEBUG("Resetting uniforms with offset %db instead of %db\n",
|
|
validation_state->live_immediates[add_lri],
|
|
expected_offset);
|
|
return false;
|
|
}
|
|
|
|
if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
|
|
!(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
|
|
DRM_DEBUG("Second argument of uniform address write must be "
|
|
"a uniform.\n");
|
|
return false;
|
|
}
|
|
|
|
validation_state->needs_uniform_address_update = false;
|
|
validation_state->needs_uniform_address_for_loop = false;
|
|
return require_uniform_address_uniform(validated_shader);
|
|
}
|
|
|
|
static bool
|
|
check_reg_write(struct vc4_validated_shader_info *validated_shader,
|
|
struct vc4_shader_validation_state *validation_state,
|
|
bool is_mul)
|
|
{
|
|
uint64_t inst = validation_state->shader[validation_state->ip];
|
|
uint32_t waddr = (is_mul ?
|
|
QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
|
|
QPU_GET_FIELD(inst, QPU_WADDR_ADD));
|
|
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
|
|
bool ws = inst & QPU_WS;
|
|
bool is_b = is_mul ^ ws;
|
|
u32 lri = waddr_to_live_reg_index(waddr, is_b);
|
|
|
|
if (lri != -1) {
|
|
uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
|
|
uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL);
|
|
|
|
if (sig == QPU_SIG_LOAD_IMM &&
|
|
QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP &&
|
|
((is_mul && cond_mul == QPU_COND_ALWAYS) ||
|
|
(!is_mul && cond_add == QPU_COND_ALWAYS))) {
|
|
validation_state->live_immediates[lri] =
|
|
QPU_GET_FIELD(inst, QPU_LOAD_IMM);
|
|
} else {
|
|
validation_state->live_immediates[lri] = ~0;
|
|
}
|
|
|
|
if (live_reg_is_upper_half(lri))
|
|
validation_state->all_registers_used = true;
|
|
}
|
|
|
|
switch (waddr) {
|
|
case QPU_W_UNIFORMS_ADDRESS:
|
|
if (is_b) {
|
|
DRM_DEBUG("relative uniforms address change "
|
|
"unsupported\n");
|
|
return false;
|
|
}
|
|
|
|
return validate_uniform_address_write(validated_shader,
|
|
validation_state,
|
|
is_mul);
|
|
|
|
case QPU_W_TLB_COLOR_MS:
|
|
case QPU_W_TLB_COLOR_ALL:
|
|
case QPU_W_TLB_Z:
|
|
/* These only interact with the tile buffer, not main memory,
|
|
* so they're safe.
|
|
*/
|
|
return true;
|
|
|
|
case QPU_W_TMU0_S:
|
|
case QPU_W_TMU0_T:
|
|
case QPU_W_TMU0_R:
|
|
case QPU_W_TMU0_B:
|
|
case QPU_W_TMU1_S:
|
|
case QPU_W_TMU1_T:
|
|
case QPU_W_TMU1_R:
|
|
case QPU_W_TMU1_B:
|
|
return check_tmu_write(validated_shader, validation_state,
|
|
is_mul);
|
|
|
|
case QPU_W_HOST_INT:
|
|
case QPU_W_TMU_NOSWAP:
|
|
case QPU_W_TLB_ALPHA_MASK:
|
|
case QPU_W_MUTEX_RELEASE:
|
|
/* XXX: I haven't thought about these, so don't support them
|
|
* for now.
|
|
*/
|
|
DRM_DEBUG("Unsupported waddr %d\n", waddr);
|
|
return false;
|
|
|
|
case QPU_W_VPM_ADDR:
|
|
DRM_DEBUG("General VPM DMA unsupported\n");
|
|
return false;
|
|
|
|
case QPU_W_VPM:
|
|
case QPU_W_VPMVCD_SETUP:
|
|
/* We allow VPM setup in general, even including VPM DMA
|
|
* configuration setup, because the (unsafe) DMA can only be
|
|
* triggered by QPU_W_VPM_ADDR writes.
|
|
*/
|
|
return true;
|
|
|
|
case QPU_W_TLB_STENCIL_SETUP:
|
|
return true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void
|
|
track_live_clamps(struct vc4_validated_shader_info *validated_shader,
|
|
struct vc4_shader_validation_state *validation_state)
|
|
{
|
|
uint64_t inst = validation_state->shader[validation_state->ip];
|
|
uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
|
|
uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
|
|
uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
|
|
uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
|
|
uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
|
|
uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
|
|
uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
|
|
uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
|
|
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
|
|
bool ws = inst & QPU_WS;
|
|
uint32_t lri_add_a, lri_add, lri_mul;
|
|
bool add_a_is_min_0;
|
|
|
|
/* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
|
|
* before we clear previous live state.
|
|
*/
|
|
lri_add_a = raddr_add_a_to_live_reg_index(inst);
|
|
add_a_is_min_0 = (lri_add_a != ~0 &&
|
|
validation_state->live_max_clamp_regs[lri_add_a]);
|
|
|
|
/* Clear live state for registers written by our instruction. */
|
|
lri_add = waddr_to_live_reg_index(waddr_add, ws);
|
|
lri_mul = waddr_to_live_reg_index(waddr_mul, !ws);
|
|
if (lri_mul != ~0) {
|
|
validation_state->live_max_clamp_regs[lri_mul] = false;
|
|
validation_state->live_min_clamp_offsets[lri_mul] = ~0;
|
|
}
|
|
if (lri_add != ~0) {
|
|
validation_state->live_max_clamp_regs[lri_add] = false;
|
|
validation_state->live_min_clamp_offsets[lri_add] = ~0;
|
|
} else {
|
|
/* Nothing further to do for live tracking, since only ADDs
|
|
* generate new live clamp registers.
|
|
*/
|
|
return;
|
|
}
|
|
|
|
/* Now, handle remaining live clamp tracking for the ADD operation. */
|
|
|
|
if (cond_add != QPU_COND_ALWAYS)
|
|
return;
|
|
|
|
if (op_add == QPU_A_MAX) {
|
|
/* Track live clamps of a value to a minimum of 0 (in either
|
|
* arg).
|
|
*/
|
|
if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
|
|
(add_a != QPU_MUX_B && add_b != QPU_MUX_B)) {
|
|
return;
|
|
}
|
|
|
|
validation_state->live_max_clamp_regs[lri_add] = true;
|
|
} else if (op_add == QPU_A_MIN) {
|
|
/* Track live clamps of a value clamped to a minimum of 0 and
|
|
* a maximum of some uniform's offset.
|
|
*/
|
|
if (!add_a_is_min_0)
|
|
return;
|
|
|
|
if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
|
|
!(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
|
|
sig != QPU_SIG_SMALL_IMM)) {
|
|
return;
|
|
}
|
|
|
|
validation_state->live_min_clamp_offsets[lri_add] =
|
|
validated_shader->uniforms_size;
|
|
}
|
|
}
|
|
|
|
static bool
|
|
check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
|
|
struct vc4_shader_validation_state *validation_state)
|
|
{
|
|
uint64_t inst = validation_state->shader[validation_state->ip];
|
|
uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
|
|
uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
|
|
bool ok;
|
|
|
|
if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
|
|
DRM_DEBUG("ADD and MUL both set up textures\n");
|
|
return false;
|
|
}
|
|
|
|
ok = (check_reg_write(validated_shader, validation_state, false) &&
|
|
check_reg_write(validated_shader, validation_state, true));
|
|
|
|
track_live_clamps(validated_shader, validation_state);
|
|
|
|
return ok;
|
|
}
|
|
|
|
static bool
|
|
check_branch(uint64_t inst,
|
|
struct vc4_validated_shader_info *validated_shader,
|
|
struct vc4_shader_validation_state *validation_state,
|
|
int ip)
|
|
{
|
|
int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
|
|
uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
|
|
uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
|
|
|
|
if ((int)branch_imm < 0)
|
|
validation_state->needs_uniform_address_for_loop = true;
|
|
|
|
/* We don't want to have to worry about validation of this, and
|
|
* there's no need for it.
|
|
*/
|
|
if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) {
|
|
DRM_DEBUG("branch instruction at %d wrote a register.\n",
|
|
validation_state->ip);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool
|
|
check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
|
|
struct vc4_shader_validation_state *validation_state)
|
|
{
|
|
uint64_t inst = validation_state->shader[validation_state->ip];
|
|
uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
|
|
uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
|
|
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
|
|
|
|
if (raddr_a == QPU_R_UNIF ||
|
|
(raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
|
|
/* This can't overflow the uint32_t, because we're reading 8
|
|
* bytes of instruction to increment by 4 here, so we'd
|
|
* already be OOM.
|
|
*/
|
|
validated_shader->uniforms_size += 4;
|
|
|
|
if (validation_state->needs_uniform_address_update) {
|
|
DRM_DEBUG("Uniform read with undefined uniform "
|
|
"address\n");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ((raddr_a >= 16 && raddr_a < 32) ||
|
|
(raddr_b >= 16 && raddr_b < 32 && sig != QPU_SIG_SMALL_IMM)) {
|
|
validation_state->all_registers_used = true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Make sure that all branches are absolute and point within the shader, and
|
|
* note their targets for later.
|
|
*/
|
|
static bool
|
|
vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
|
|
{
|
|
uint32_t max_branch_target = 0;
|
|
int ip;
|
|
int last_branch = -2;
|
|
|
|
for (ip = 0; ip < validation_state->max_ip; ip++) {
|
|
uint64_t inst = validation_state->shader[ip];
|
|
int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
|
|
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
|
|
uint32_t after_delay_ip = ip + 4;
|
|
uint32_t branch_target_ip;
|
|
|
|
if (sig == QPU_SIG_PROG_END) {
|
|
/* There are two delay slots after program end is
|
|
* signaled that are still executed, then we're
|
|
* finished. validation_state->max_ip is the
|
|
* instruction after the last valid instruction in the
|
|
* program.
|
|
*/
|
|
validation_state->max_ip = ip + 3;
|
|
continue;
|
|
}
|
|
|
|
if (sig != QPU_SIG_BRANCH)
|
|
continue;
|
|
|
|
if (ip - last_branch < 4) {
|
|
DRM_DEBUG("Branch at %d during delay slots\n", ip);
|
|
return false;
|
|
}
|
|
last_branch = ip;
|
|
|
|
if (inst & QPU_BRANCH_REG) {
|
|
DRM_DEBUG("branching from register relative "
|
|
"not supported\n");
|
|
return false;
|
|
}
|
|
|
|
if (!(inst & QPU_BRANCH_REL)) {
|
|
DRM_DEBUG("relative branching required\n");
|
|
return false;
|
|
}
|
|
|
|
/* The actual branch target is the instruction after the delay
|
|
* slots, plus whatever byte offset is in the low 32 bits of
|
|
* the instruction. Make sure we're not branching beyond the
|
|
* end of the shader object.
|
|
*/
|
|
if (branch_imm % sizeof(inst) != 0) {
|
|
DRM_DEBUG("branch target not aligned\n");
|
|
return false;
|
|
}
|
|
|
|
branch_target_ip = after_delay_ip + (branch_imm >> 3);
|
|
if (branch_target_ip >= validation_state->max_ip) {
|
|
DRM_DEBUG("Branch at %d outside of shader (ip %d/%d)\n",
|
|
ip, branch_target_ip,
|
|
validation_state->max_ip);
|
|
return false;
|
|
}
|
|
set_bit(branch_target_ip, validation_state->branch_targets);
|
|
|
|
/* Make sure that the non-branching path is also not outside
|
|
* the shader.
|
|
*/
|
|
if (after_delay_ip >= validation_state->max_ip) {
|
|
DRM_DEBUG("Branch at %d continues past shader end "
|
|
"(%d/%d)\n",
|
|
ip, after_delay_ip, validation_state->max_ip);
|
|
return false;
|
|
}
|
|
set_bit(after_delay_ip, validation_state->branch_targets);
|
|
max_branch_target = max(max_branch_target, after_delay_ip);
|
|
}
|
|
|
|
if (max_branch_target > validation_state->max_ip - 3) {
|
|
DRM_DEBUG("Branch landed after QPU_SIG_PROG_END");
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Resets any known state for the shader, used when we may be branched to from
|
|
* multiple locations in the program (or at shader start).
|
|
*/
|
|
static void
|
|
reset_validation_state(struct vc4_shader_validation_state *validation_state)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < 8; i++)
|
|
validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0;
|
|
|
|
for (i = 0; i < LIVE_REG_COUNT; i++) {
|
|
validation_state->live_min_clamp_offsets[i] = ~0;
|
|
validation_state->live_max_clamp_regs[i] = false;
|
|
validation_state->live_immediates[i] = ~0;
|
|
}
|
|
}
|
|
|
|
static bool
|
|
texturing_in_progress(struct vc4_shader_validation_state *validation_state)
|
|
{
|
|
return (validation_state->tmu_write_count[0] != 0 ||
|
|
validation_state->tmu_write_count[1] != 0);
|
|
}
|
|
|
|
static bool
|
|
vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state)
|
|
{
|
|
uint32_t ip = validation_state->ip;
|
|
|
|
if (!test_bit(ip, validation_state->branch_targets))
|
|
return true;
|
|
|
|
if (texturing_in_progress(validation_state)) {
|
|
DRM_DEBUG("Branch target landed during TMU setup\n");
|
|
return false;
|
|
}
|
|
|
|
/* Reset our live values tracking, since this instruction may have
|
|
* multiple predecessors.
|
|
*
|
|
* One could potentially do analysis to determine that, for
|
|
* example, all predecessors have a live max clamp in the same
|
|
* register, but we don't bother with that.
|
|
*/
|
|
reset_validation_state(validation_state);
|
|
|
|
/* Since we've entered a basic block from potentially multiple
|
|
* predecessors, we need the uniforms address to be updated before any
|
|
* unforms are read. We require that after any branch point, the next
|
|
* uniform to be loaded is a uniform address offset. That uniform's
|
|
* offset will be marked by the uniform address register write
|
|
* validation, or a one-off the end-of-program check.
|
|
*/
|
|
validation_state->needs_uniform_address_update = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
struct vc4_validated_shader_info *
|
|
vc4_validate_shader(struct drm_gem_dma_object *shader_obj)
|
|
{
|
|
struct vc4_dev *vc4 = to_vc4_dev(shader_obj->base.dev);
|
|
bool found_shader_end = false;
|
|
int shader_end_ip = 0;
|
|
uint32_t last_thread_switch_ip = -3;
|
|
uint32_t ip;
|
|
struct vc4_validated_shader_info *validated_shader = NULL;
|
|
struct vc4_shader_validation_state validation_state;
|
|
|
|
if (WARN_ON_ONCE(vc4->is_vc5))
|
|
return NULL;
|
|
|
|
memset(&validation_state, 0, sizeof(validation_state));
|
|
validation_state.shader = shader_obj->vaddr;
|
|
validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
|
|
|
|
reset_validation_state(&validation_state);
|
|
|
|
validation_state.branch_targets =
|
|
kcalloc(BITS_TO_LONGS(validation_state.max_ip),
|
|
sizeof(unsigned long), GFP_KERNEL);
|
|
if (!validation_state.branch_targets)
|
|
goto fail;
|
|
|
|
validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
|
|
if (!validated_shader)
|
|
goto fail;
|
|
|
|
if (!vc4_validate_branches(&validation_state))
|
|
goto fail;
|
|
|
|
for (ip = 0; ip < validation_state.max_ip; ip++) {
|
|
uint64_t inst = validation_state.shader[ip];
|
|
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
|
|
|
|
validation_state.ip = ip;
|
|
|
|
if (!vc4_handle_branch_target(&validation_state))
|
|
goto fail;
|
|
|
|
if (ip == last_thread_switch_ip + 3) {
|
|
/* Reset r0-r3 live clamp data */
|
|
int i;
|
|
|
|
for (i = 64; i < LIVE_REG_COUNT; i++) {
|
|
validation_state.live_min_clamp_offsets[i] = ~0;
|
|
validation_state.live_max_clamp_regs[i] = false;
|
|
validation_state.live_immediates[i] = ~0;
|
|
}
|
|
}
|
|
|
|
switch (sig) {
|
|
case QPU_SIG_NONE:
|
|
case QPU_SIG_WAIT_FOR_SCOREBOARD:
|
|
case QPU_SIG_SCOREBOARD_UNLOCK:
|
|
case QPU_SIG_COLOR_LOAD:
|
|
case QPU_SIG_LOAD_TMU0:
|
|
case QPU_SIG_LOAD_TMU1:
|
|
case QPU_SIG_PROG_END:
|
|
case QPU_SIG_SMALL_IMM:
|
|
case QPU_SIG_THREAD_SWITCH:
|
|
case QPU_SIG_LAST_THREAD_SWITCH:
|
|
if (!check_instruction_writes(validated_shader,
|
|
&validation_state)) {
|
|
DRM_DEBUG("Bad write at ip %d\n", ip);
|
|
goto fail;
|
|
}
|
|
|
|
if (!check_instruction_reads(validated_shader,
|
|
&validation_state))
|
|
goto fail;
|
|
|
|
if (sig == QPU_SIG_PROG_END) {
|
|
found_shader_end = true;
|
|
shader_end_ip = ip;
|
|
}
|
|
|
|
if (sig == QPU_SIG_THREAD_SWITCH ||
|
|
sig == QPU_SIG_LAST_THREAD_SWITCH) {
|
|
validated_shader->is_threaded = true;
|
|
|
|
if (ip < last_thread_switch_ip + 3) {
|
|
DRM_DEBUG("Thread switch too soon after "
|
|
"last switch at ip %d\n", ip);
|
|
goto fail;
|
|
}
|
|
last_thread_switch_ip = ip;
|
|
}
|
|
|
|
break;
|
|
|
|
case QPU_SIG_LOAD_IMM:
|
|
if (!check_instruction_writes(validated_shader,
|
|
&validation_state)) {
|
|
DRM_DEBUG("Bad LOAD_IMM write at ip %d\n", ip);
|
|
goto fail;
|
|
}
|
|
break;
|
|
|
|
case QPU_SIG_BRANCH:
|
|
if (!check_branch(inst, validated_shader,
|
|
&validation_state, ip))
|
|
goto fail;
|
|
|
|
if (ip < last_thread_switch_ip + 3) {
|
|
DRM_DEBUG("Branch in thread switch at ip %d",
|
|
ip);
|
|
goto fail;
|
|
}
|
|
|
|
break;
|
|
default:
|
|
DRM_DEBUG("Unsupported QPU signal %d at "
|
|
"instruction %d\n", sig, ip);
|
|
goto fail;
|
|
}
|
|
|
|
/* There are two delay slots after program end is signaled
|
|
* that are still executed, then we're finished.
|
|
*/
|
|
if (found_shader_end && ip == shader_end_ip + 2)
|
|
break;
|
|
}
|
|
|
|
if (ip == validation_state.max_ip) {
|
|
DRM_DEBUG("shader failed to terminate before "
|
|
"shader BO end at %zd\n",
|
|
shader_obj->base.size);
|
|
goto fail;
|
|
}
|
|
|
|
/* Might corrupt other thread */
|
|
if (validated_shader->is_threaded &&
|
|
validation_state.all_registers_used) {
|
|
DRM_DEBUG("Shader uses threading, but uses the upper "
|
|
"half of the registers, too\n");
|
|
goto fail;
|
|
}
|
|
|
|
/* If we did a backwards branch and we haven't emitted a uniforms
|
|
* reset since then, we still need the uniforms stream to have the
|
|
* uniforms address available so that the backwards branch can do its
|
|
* uniforms reset.
|
|
*
|
|
* We could potentially prove that the backwards branch doesn't
|
|
* contain any uses of uniforms until program exit, but that doesn't
|
|
* seem to be worth the trouble.
|
|
*/
|
|
if (validation_state.needs_uniform_address_for_loop) {
|
|
if (!require_uniform_address_uniform(validated_shader))
|
|
goto fail;
|
|
validated_shader->uniforms_size += 4;
|
|
}
|
|
|
|
/* Again, no chance of integer overflow here because the worst case
|
|
* scenario is 8 bytes of uniforms plus handles per 8-byte
|
|
* instruction.
|
|
*/
|
|
validated_shader->uniforms_src_size =
|
|
(validated_shader->uniforms_size +
|
|
4 * validated_shader->num_texture_samples);
|
|
|
|
kfree(validation_state.branch_targets);
|
|
|
|
return validated_shader;
|
|
|
|
fail:
|
|
kfree(validation_state.branch_targets);
|
|
if (validated_shader) {
|
|
kfree(validated_shader->uniform_addr_offsets);
|
|
kfree(validated_shader->texture_samples);
|
|
kfree(validated_shader);
|
|
}
|
|
return NULL;
|
|
}
|