linux/drivers/gpu/drm/vc4/vc4_validate_shaders.c
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   1/*
   2 * Copyright © 2014 Broadcom
   3 *
   4 * Permission is hereby granted, free of charge, to any person obtaining a
   5 * copy of this software and associated documentation files (the "Software"),
   6 * to deal in the Software without restriction, including without limitation
   7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
   8 * and/or sell copies of the Software, and to permit persons to whom the
   9 * Software is furnished to do so, subject to the following conditions:
  10 *
  11 * The above copyright notice and this permission notice (including the next
  12 * paragraph) shall be included in all copies or substantial portions of the
  13 * Software.
  14 *
  15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  21 * IN THE SOFTWARE.
  22 */
  23
  24/**
  25 * DOC: Shader validator for VC4.
  26 *
  27 * The VC4 has no IOMMU between it and system memory, so a user with
  28 * access to execute shaders could escalate privilege by overwriting
  29 * system memory (using the VPM write address register in the
  30 * general-purpose DMA mode) or reading system memory it shouldn't
  31 * (reading it as a texture, or uniform data, or vertex data).
  32 *
  33 * This walks over a shader BO, ensuring that its accesses are
  34 * appropriately bounded, and recording how many texture accesses are
  35 * made and where so that we can do relocations for them in the
  36 * uniform stream.
  37 */
  38
  39#include "vc4_drv.h"
  40#include "vc4_qpu_defines.h"
  41
  42#define LIVE_REG_COUNT (32 + 32 + 4)
  43
  44struct vc4_shader_validation_state {
  45        /* Current IP being validated. */
  46        uint32_t ip;
  47
  48        /* IP at the end of the BO, do not read shader[max_ip] */
  49        uint32_t max_ip;
  50
  51        uint64_t *shader;
  52
  53        struct vc4_texture_sample_info tmu_setup[2];
  54        int tmu_write_count[2];
  55
  56        /* For registers that were last written to by a MIN instruction with
  57         * one argument being a uniform, the address of the uniform.
  58         * Otherwise, ~0.
  59         *
  60         * This is used for the validation of direct address memory reads.
  61         */
  62        uint32_t live_min_clamp_offsets[LIVE_REG_COUNT];
  63        bool live_max_clamp_regs[LIVE_REG_COUNT];
  64        uint32_t live_immediates[LIVE_REG_COUNT];
  65
  66        /* Bitfield of which IPs are used as branch targets.
  67         *
  68         * Used for validation that the uniform stream is updated at the right
  69         * points and clearing the texturing/clamping state.
  70         */
  71        unsigned long *branch_targets;
  72
  73        /* Set when entering a basic block, and cleared when the uniform
  74         * address update is found.  This is used to make sure that we don't
  75         * read uniforms when the address is undefined.
  76         */
  77        bool needs_uniform_address_update;
  78
  79        /* Set when we find a backwards branch.  If the branch is backwards,
  80         * the taraget is probably doing an address reset to read uniforms,
  81         * and so we need to be sure that a uniforms address is present in the
  82         * stream, even if the shader didn't need to read uniforms in later
  83         * basic blocks.
  84         */
  85        bool needs_uniform_address_for_loop;
  86};
  87
  88static uint32_t
  89waddr_to_live_reg_index(uint32_t waddr, bool is_b)
  90{
  91        if (waddr < 32) {
  92                if (is_b)
  93                        return 32 + waddr;
  94                else
  95                        return waddr;
  96        } else if (waddr <= QPU_W_ACC3) {
  97                return 64 + waddr - QPU_W_ACC0;
  98        } else {
  99                return ~0;
 100        }
 101}
 102
 103static uint32_t
 104raddr_add_a_to_live_reg_index(uint64_t inst)
 105{
 106        uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 107        uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
 108        uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 109        uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 110
 111        if (add_a == QPU_MUX_A)
 112                return raddr_a;
 113        else if (add_a == QPU_MUX_B && sig != QPU_SIG_SMALL_IMM)
 114                return 32 + raddr_b;
 115        else if (add_a <= QPU_MUX_R3)
 116                return 64 + add_a;
 117        else
 118                return ~0;
 119}
 120
 121static bool
 122is_tmu_submit(uint32_t waddr)
 123{
 124        return (waddr == QPU_W_TMU0_S ||
 125                waddr == QPU_W_TMU1_S);
 126}
 127
 128static bool
 129is_tmu_write(uint32_t waddr)
 130{
 131        return (waddr >= QPU_W_TMU0_S &&
 132                waddr <= QPU_W_TMU1_B);
 133}
 134
 135static bool
 136record_texture_sample(struct vc4_validated_shader_info *validated_shader,
 137                      struct vc4_shader_validation_state *validation_state,
 138                      int tmu)
 139{
 140        uint32_t s = validated_shader->num_texture_samples;
 141        int i;
 142        struct vc4_texture_sample_info *temp_samples;
 143
 144        temp_samples = krealloc(validated_shader->texture_samples,
 145                                (s + 1) * sizeof(*temp_samples),
 146                                GFP_KERNEL);
 147        if (!temp_samples)
 148                return false;
 149
 150        memcpy(&temp_samples[s],
 151               &validation_state->tmu_setup[tmu],
 152               sizeof(*temp_samples));
 153
 154        validated_shader->num_texture_samples = s + 1;
 155        validated_shader->texture_samples = temp_samples;
 156
 157        for (i = 0; i < 4; i++)
 158                validation_state->tmu_setup[tmu].p_offset[i] = ~0;
 159
 160        return true;
 161}
 162
 163static bool
 164check_tmu_write(struct vc4_validated_shader_info *validated_shader,
 165                struct vc4_shader_validation_state *validation_state,
 166                bool is_mul)
 167{
 168        uint64_t inst = validation_state->shader[validation_state->ip];
 169        uint32_t waddr = (is_mul ?
 170                          QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
 171                          QPU_GET_FIELD(inst, QPU_WADDR_ADD));
 172        uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 173        uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 174        int tmu = waddr > QPU_W_TMU0_B;
 175        bool submit = is_tmu_submit(waddr);
 176        bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0;
 177        uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 178
 179        if (is_direct) {
 180                uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
 181                uint32_t clamp_reg, clamp_offset;
 182
 183                if (sig == QPU_SIG_SMALL_IMM) {
 184                        DRM_ERROR("direct TMU read used small immediate\n");
 185                        return false;
 186                }
 187
 188                /* Make sure that this texture load is an add of the base
 189                 * address of the UBO to a clamped offset within the UBO.
 190                 */
 191                if (is_mul ||
 192                    QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
 193                        DRM_ERROR("direct TMU load wasn't an add\n");
 194                        return false;
 195                }
 196
 197                /* We assert that the clamped address is the first
 198                 * argument, and the UBO base address is the second argument.
 199                 * This is arbitrary, but simpler than supporting flipping the
 200                 * two either way.
 201                 */
 202                clamp_reg = raddr_add_a_to_live_reg_index(inst);
 203                if (clamp_reg == ~0) {
 204                        DRM_ERROR("direct TMU load wasn't clamped\n");
 205                        return false;
 206                }
 207
 208                clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg];
 209                if (clamp_offset == ~0) {
 210                        DRM_ERROR("direct TMU load wasn't clamped\n");
 211                        return false;
 212                }
 213
 214                /* Store the clamp value's offset in p1 (see reloc_tex() in
 215                 * vc4_validate.c).
 216                 */
 217                validation_state->tmu_setup[tmu].p_offset[1] =
 218                        clamp_offset;
 219
 220                if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
 221                    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
 222                        DRM_ERROR("direct TMU load didn't add to a uniform\n");
 223                        return false;
 224                }
 225
 226                validation_state->tmu_setup[tmu].is_direct = true;
 227        } else {
 228                if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
 229                                              raddr_b == QPU_R_UNIF)) {
 230                        DRM_ERROR("uniform read in the same instruction as "
 231                                  "texture setup.\n");
 232                        return false;
 233                }
 234        }
 235
 236        if (validation_state->tmu_write_count[tmu] >= 4) {
 237                DRM_ERROR("TMU%d got too many parameters before dispatch\n",
 238                          tmu);
 239                return false;
 240        }
 241        validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
 242                validated_shader->uniforms_size;
 243        validation_state->tmu_write_count[tmu]++;
 244        /* Since direct uses a RADDR uniform reference, it will get counted in
 245         * check_instruction_reads()
 246         */
 247        if (!is_direct) {
 248                if (validation_state->needs_uniform_address_update) {
 249                        DRM_ERROR("Texturing with undefined uniform address\n");
 250                        return false;
 251                }
 252
 253                validated_shader->uniforms_size += 4;
 254        }
 255
 256        if (submit) {
 257                if (!record_texture_sample(validated_shader,
 258                                           validation_state, tmu)) {
 259                        return false;
 260                }
 261
 262                validation_state->tmu_write_count[tmu] = 0;
 263        }
 264
 265        return true;
 266}
 267
 268static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
 269{
 270        uint32_t o = validated_shader->num_uniform_addr_offsets;
 271        uint32_t num_uniforms = validated_shader->uniforms_size / 4;
 272
 273        validated_shader->uniform_addr_offsets =
 274                krealloc(validated_shader->uniform_addr_offsets,
 275                         (o + 1) *
 276                         sizeof(*validated_shader->uniform_addr_offsets),
 277                         GFP_KERNEL);
 278        if (!validated_shader->uniform_addr_offsets)
 279                return false;
 280
 281        validated_shader->uniform_addr_offsets[o] = num_uniforms;
 282        validated_shader->num_uniform_addr_offsets++;
 283
 284        return true;
 285}
 286
 287static bool
 288validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader,
 289                               struct vc4_shader_validation_state *validation_state,
 290                               bool is_mul)
 291{
 292        uint64_t inst = validation_state->shader[validation_state->ip];
 293        u32 add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
 294        u32 raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 295        u32 raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 296        u32 add_lri = raddr_add_a_to_live_reg_index(inst);
 297        /* We want our reset to be pointing at whatever uniform follows the
 298         * uniforms base address.
 299         */
 300        u32 expected_offset = validated_shader->uniforms_size + 4;
 301
 302        /* We only support absolute uniform address changes, and we
 303         * require that they be in the current basic block before any
 304         * of its uniform reads.
 305         *
 306         * One could potentially emit more efficient QPU code, by
 307         * noticing that (say) an if statement does uniform control
 308         * flow for all threads and that the if reads the same number
 309         * of uniforms on each side.  However, this scheme is easy to
 310         * validate so it's all we allow for now.
 311         */
 312        switch (QPU_GET_FIELD(inst, QPU_SIG)) {
 313        case QPU_SIG_NONE:
 314        case QPU_SIG_SCOREBOARD_UNLOCK:
 315        case QPU_SIG_COLOR_LOAD:
 316        case QPU_SIG_LOAD_TMU0:
 317        case QPU_SIG_LOAD_TMU1:
 318                break;
 319        default:
 320                DRM_ERROR("uniforms address change must be "
 321                          "normal math\n");
 322                return false;
 323        }
 324
 325        if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
 326                DRM_ERROR("Uniform address reset must be an ADD.\n");
 327                return false;
 328        }
 329
 330        if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
 331                DRM_ERROR("Uniform address reset must be unconditional.\n");
 332                return false;
 333        }
 334
 335        if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
 336            !(inst & QPU_PM)) {
 337                DRM_ERROR("No packing allowed on uniforms reset\n");
 338                return false;
 339        }
 340
 341        if (add_lri == -1) {
 342                DRM_ERROR("First argument of uniform address write must be "
 343                          "an immediate value.\n");
 344                return false;
 345        }
 346
 347        if (validation_state->live_immediates[add_lri] != expected_offset) {
 348                DRM_ERROR("Resetting uniforms with offset %db instead of %db\n",
 349                          validation_state->live_immediates[add_lri],
 350                          expected_offset);
 351                return false;
 352        }
 353
 354        if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
 355            !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
 356                DRM_ERROR("Second argument of uniform address write must be "
 357                          "a uniform.\n");
 358                return false;
 359        }
 360
 361        validation_state->needs_uniform_address_update = false;
 362        validation_state->needs_uniform_address_for_loop = false;
 363        return require_uniform_address_uniform(validated_shader);
 364}
 365
 366static bool
 367check_reg_write(struct vc4_validated_shader_info *validated_shader,
 368                struct vc4_shader_validation_state *validation_state,
 369                bool is_mul)
 370{
 371        uint64_t inst = validation_state->shader[validation_state->ip];
 372        uint32_t waddr = (is_mul ?
 373                          QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
 374                          QPU_GET_FIELD(inst, QPU_WADDR_ADD));
 375        uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 376        bool ws = inst & QPU_WS;
 377        bool is_b = is_mul ^ ws;
 378        u32 lri = waddr_to_live_reg_index(waddr, is_b);
 379
 380        if (lri != -1) {
 381                uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
 382                uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL);
 383
 384                if (sig == QPU_SIG_LOAD_IMM &&
 385                    QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP &&
 386                    ((is_mul && cond_mul == QPU_COND_ALWAYS) ||
 387                     (!is_mul && cond_add == QPU_COND_ALWAYS))) {
 388                        validation_state->live_immediates[lri] =
 389                                QPU_GET_FIELD(inst, QPU_LOAD_IMM);
 390                } else {
 391                        validation_state->live_immediates[lri] = ~0;
 392                }
 393        }
 394
 395        switch (waddr) {
 396        case QPU_W_UNIFORMS_ADDRESS:
 397                if (is_b) {
 398                        DRM_ERROR("relative uniforms address change "
 399                                  "unsupported\n");
 400                        return false;
 401                }
 402
 403                return validate_uniform_address_write(validated_shader,
 404                                                      validation_state,
 405                                                      is_mul);
 406
 407        case QPU_W_TLB_COLOR_MS:
 408        case QPU_W_TLB_COLOR_ALL:
 409        case QPU_W_TLB_Z:
 410                /* These only interact with the tile buffer, not main memory,
 411                 * so they're safe.
 412                 */
 413                return true;
 414
 415        case QPU_W_TMU0_S:
 416        case QPU_W_TMU0_T:
 417        case QPU_W_TMU0_R:
 418        case QPU_W_TMU0_B:
 419        case QPU_W_TMU1_S:
 420        case QPU_W_TMU1_T:
 421        case QPU_W_TMU1_R:
 422        case QPU_W_TMU1_B:
 423                return check_tmu_write(validated_shader, validation_state,
 424                                       is_mul);
 425
 426        case QPU_W_HOST_INT:
 427        case QPU_W_TMU_NOSWAP:
 428        case QPU_W_TLB_ALPHA_MASK:
 429        case QPU_W_MUTEX_RELEASE:
 430                /* XXX: I haven't thought about these, so don't support them
 431                 * for now.
 432                 */
 433                DRM_ERROR("Unsupported waddr %d\n", waddr);
 434                return false;
 435
 436        case QPU_W_VPM_ADDR:
 437                DRM_ERROR("General VPM DMA unsupported\n");
 438                return false;
 439
 440        case QPU_W_VPM:
 441        case QPU_W_VPMVCD_SETUP:
 442                /* We allow VPM setup in general, even including VPM DMA
 443                 * configuration setup, because the (unsafe) DMA can only be
 444                 * triggered by QPU_W_VPM_ADDR writes.
 445                 */
 446                return true;
 447
 448        case QPU_W_TLB_STENCIL_SETUP:
 449                return true;
 450        }
 451
 452        return true;
 453}
 454
 455static void
 456track_live_clamps(struct vc4_validated_shader_info *validated_shader,
 457                  struct vc4_shader_validation_state *validation_state)
 458{
 459        uint64_t inst = validation_state->shader[validation_state->ip];
 460        uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
 461        uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
 462        uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
 463        uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
 464        uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
 465        uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
 466        uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 467        uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 468        uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 469        bool ws = inst & QPU_WS;
 470        uint32_t lri_add_a, lri_add, lri_mul;
 471        bool add_a_is_min_0;
 472
 473        /* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
 474         * before we clear previous live state.
 475         */
 476        lri_add_a = raddr_add_a_to_live_reg_index(inst);
 477        add_a_is_min_0 = (lri_add_a != ~0 &&
 478                          validation_state->live_max_clamp_regs[lri_add_a]);
 479
 480        /* Clear live state for registers written by our instruction. */
 481        lri_add = waddr_to_live_reg_index(waddr_add, ws);
 482        lri_mul = waddr_to_live_reg_index(waddr_mul, !ws);
 483        if (lri_mul != ~0) {
 484                validation_state->live_max_clamp_regs[lri_mul] = false;
 485                validation_state->live_min_clamp_offsets[lri_mul] = ~0;
 486        }
 487        if (lri_add != ~0) {
 488                validation_state->live_max_clamp_regs[lri_add] = false;
 489                validation_state->live_min_clamp_offsets[lri_add] = ~0;
 490        } else {
 491                /* Nothing further to do for live tracking, since only ADDs
 492                 * generate new live clamp registers.
 493                 */
 494                return;
 495        }
 496
 497        /* Now, handle remaining live clamp tracking for the ADD operation. */
 498
 499        if (cond_add != QPU_COND_ALWAYS)
 500                return;
 501
 502        if (op_add == QPU_A_MAX) {
 503                /* Track live clamps of a value to a minimum of 0 (in either
 504                 * arg).
 505                 */
 506                if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
 507                    (add_a != QPU_MUX_B && add_b != QPU_MUX_B)) {
 508                        return;
 509                }
 510
 511                validation_state->live_max_clamp_regs[lri_add] = true;
 512        } else if (op_add == QPU_A_MIN) {
 513                /* Track live clamps of a value clamped to a minimum of 0 and
 514                 * a maximum of some uniform's offset.
 515                 */
 516                if (!add_a_is_min_0)
 517                        return;
 518
 519                if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
 520                    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
 521                      sig != QPU_SIG_SMALL_IMM)) {
 522                        return;
 523                }
 524
 525                validation_state->live_min_clamp_offsets[lri_add] =
 526                        validated_shader->uniforms_size;
 527        }
 528}
 529
 530static bool
 531check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
 532                         struct vc4_shader_validation_state *validation_state)
 533{
 534        uint64_t inst = validation_state->shader[validation_state->ip];
 535        uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
 536        uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
 537        bool ok;
 538
 539        if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
 540                DRM_ERROR("ADD and MUL both set up textures\n");
 541                return false;
 542        }
 543
 544        ok = (check_reg_write(validated_shader, validation_state, false) &&
 545              check_reg_write(validated_shader, validation_state, true));
 546
 547        track_live_clamps(validated_shader, validation_state);
 548
 549        return ok;
 550}
 551
 552static bool
 553check_branch(uint64_t inst,
 554             struct vc4_validated_shader_info *validated_shader,
 555             struct vc4_shader_validation_state *validation_state,
 556             int ip)
 557{
 558        int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
 559        uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
 560        uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
 561
 562        if ((int)branch_imm < 0)
 563                validation_state->needs_uniform_address_for_loop = true;
 564
 565        /* We don't want to have to worry about validation of this, and
 566         * there's no need for it.
 567         */
 568        if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) {
 569                DRM_ERROR("branch instruction at %d wrote a register.\n",
 570                          validation_state->ip);
 571                return false;
 572        }
 573
 574        return true;
 575}
 576
 577static bool
 578check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
 579                        struct vc4_shader_validation_state *validation_state)
 580{
 581        uint64_t inst = validation_state->shader[validation_state->ip];
 582        uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 583        uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 584        uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 585
 586        if (raddr_a == QPU_R_UNIF ||
 587            (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
 588                /* This can't overflow the uint32_t, because we're reading 8
 589                 * bytes of instruction to increment by 4 here, so we'd
 590                 * already be OOM.
 591                 */
 592                validated_shader->uniforms_size += 4;
 593
 594                if (validation_state->needs_uniform_address_update) {
 595                        DRM_ERROR("Uniform read with undefined uniform "
 596                                  "address\n");
 597                        return false;
 598                }
 599        }
 600
 601        return true;
 602}
 603
 604/* Make sure that all branches are absolute and point within the shader, and
 605 * note their targets for later.
 606 */
 607static bool
 608vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
 609{
 610        uint32_t max_branch_target = 0;
 611        bool found_shader_end = false;
 612        int ip;
 613        int shader_end_ip = 0;
 614        int last_branch = -2;
 615
 616        for (ip = 0; ip < validation_state->max_ip; ip++) {
 617                uint64_t inst = validation_state->shader[ip];
 618                int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
 619                uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 620                uint32_t after_delay_ip = ip + 4;
 621                uint32_t branch_target_ip;
 622
 623                if (sig == QPU_SIG_PROG_END) {
 624                        shader_end_ip = ip;
 625                        found_shader_end = true;
 626                        continue;
 627                }
 628
 629                if (sig != QPU_SIG_BRANCH)
 630                        continue;
 631
 632                if (ip - last_branch < 4) {
 633                        DRM_ERROR("Branch at %d during delay slots\n", ip);
 634                        return false;
 635                }
 636                last_branch = ip;
 637
 638                if (inst & QPU_BRANCH_REG) {
 639                        DRM_ERROR("branching from register relative "
 640                                  "not supported\n");
 641                        return false;
 642                }
 643
 644                if (!(inst & QPU_BRANCH_REL)) {
 645                        DRM_ERROR("relative branching required\n");
 646                        return false;
 647                }
 648
 649                /* The actual branch target is the instruction after the delay
 650                 * slots, plus whatever byte offset is in the low 32 bits of
 651                 * the instruction.  Make sure we're not branching beyond the
 652                 * end of the shader object.
 653                 */
 654                if (branch_imm % sizeof(inst) != 0) {
 655                        DRM_ERROR("branch target not aligned\n");
 656                        return false;
 657                }
 658
 659                branch_target_ip = after_delay_ip + (branch_imm >> 3);
 660                if (branch_target_ip >= validation_state->max_ip) {
 661                        DRM_ERROR("Branch at %d outside of shader (ip %d/%d)\n",
 662                                  ip, branch_target_ip,
 663                                  validation_state->max_ip);
 664                        return false;
 665                }
 666                set_bit(branch_target_ip, validation_state->branch_targets);
 667
 668                /* Make sure that the non-branching path is also not outside
 669                 * the shader.
 670                 */
 671                if (after_delay_ip >= validation_state->max_ip) {
 672                        DRM_ERROR("Branch at %d continues past shader end "
 673                                  "(%d/%d)\n",
 674                                  ip, after_delay_ip, validation_state->max_ip);
 675                        return false;
 676                }
 677                set_bit(after_delay_ip, validation_state->branch_targets);
 678                max_branch_target = max(max_branch_target, after_delay_ip);
 679
 680                /* There are two delay slots after program end is signaled
 681                 * that are still executed, then we're finished.
 682                 */
 683                if (found_shader_end && ip == shader_end_ip + 2)
 684                        break;
 685        }
 686
 687        if (max_branch_target > shader_end_ip) {
 688                DRM_ERROR("Branch landed after QPU_SIG_PROG_END");
 689                return false;
 690        }
 691
 692        return true;
 693}
 694
 695/* Resets any known state for the shader, used when we may be branched to from
 696 * multiple locations in the program (or at shader start).
 697 */
 698static void
 699reset_validation_state(struct vc4_shader_validation_state *validation_state)
 700{
 701        int i;
 702
 703        for (i = 0; i < 8; i++)
 704                validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0;
 705
 706        for (i = 0; i < LIVE_REG_COUNT; i++) {
 707                validation_state->live_min_clamp_offsets[i] = ~0;
 708                validation_state->live_max_clamp_regs[i] = false;
 709                validation_state->live_immediates[i] = ~0;
 710        }
 711}
 712
 713static bool
 714texturing_in_progress(struct vc4_shader_validation_state *validation_state)
 715{
 716        return (validation_state->tmu_write_count[0] != 0 ||
 717                validation_state->tmu_write_count[1] != 0);
 718}
 719
 720static bool
 721vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state)
 722{
 723        uint32_t ip = validation_state->ip;
 724
 725        if (!test_bit(ip, validation_state->branch_targets))
 726                return true;
 727
 728        if (texturing_in_progress(validation_state)) {
 729                DRM_ERROR("Branch target landed during TMU setup\n");
 730                return false;
 731        }
 732
 733        /* Reset our live values tracking, since this instruction may have
 734         * multiple predecessors.
 735         *
 736         * One could potentially do analysis to determine that, for
 737         * example, all predecessors have a live max clamp in the same
 738         * register, but we don't bother with that.
 739         */
 740        reset_validation_state(validation_state);
 741
 742        /* Since we've entered a basic block from potentially multiple
 743         * predecessors, we need the uniforms address to be updated before any
 744         * unforms are read.  We require that after any branch point, the next
 745         * uniform to be loaded is a uniform address offset.  That uniform's
 746         * offset will be marked by the uniform address register write
 747         * validation, or a one-off the end-of-program check.
 748         */
 749        validation_state->needs_uniform_address_update = true;
 750
 751        return true;
 752}
 753
 754struct vc4_validated_shader_info *
 755vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
 756{
 757        bool found_shader_end = false;
 758        int shader_end_ip = 0;
 759        uint32_t ip;
 760        struct vc4_validated_shader_info *validated_shader = NULL;
 761        struct vc4_shader_validation_state validation_state;
 762
 763        memset(&validation_state, 0, sizeof(validation_state));
 764        validation_state.shader = shader_obj->vaddr;
 765        validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
 766
 767        reset_validation_state(&validation_state);
 768
 769        validation_state.branch_targets =
 770                kcalloc(BITS_TO_LONGS(validation_state.max_ip),
 771                        sizeof(unsigned long), GFP_KERNEL);
 772        if (!validation_state.branch_targets)
 773                goto fail;
 774
 775        validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
 776        if (!validated_shader)
 777                goto fail;
 778
 779        if (!vc4_validate_branches(&validation_state))
 780                goto fail;
 781
 782        for (ip = 0; ip < validation_state.max_ip; ip++) {
 783                uint64_t inst = validation_state.shader[ip];
 784                uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 785
 786                validation_state.ip = ip;
 787
 788                if (!vc4_handle_branch_target(&validation_state))
 789                        goto fail;
 790
 791                switch (sig) {
 792                case QPU_SIG_NONE:
 793                case QPU_SIG_WAIT_FOR_SCOREBOARD:
 794                case QPU_SIG_SCOREBOARD_UNLOCK:
 795                case QPU_SIG_COLOR_LOAD:
 796                case QPU_SIG_LOAD_TMU0:
 797                case QPU_SIG_LOAD_TMU1:
 798                case QPU_SIG_PROG_END:
 799                case QPU_SIG_SMALL_IMM:
 800                        if (!check_instruction_writes(validated_shader,
 801                                                      &validation_state)) {
 802                                DRM_ERROR("Bad write at ip %d\n", ip);
 803                                goto fail;
 804                        }
 805
 806                        if (!check_instruction_reads(validated_shader,
 807                                                     &validation_state))
 808                                goto fail;
 809
 810                        if (sig == QPU_SIG_PROG_END) {
 811                                found_shader_end = true;
 812                                shader_end_ip = ip;
 813                        }
 814
 815                        break;
 816
 817                case QPU_SIG_LOAD_IMM:
 818                        if (!check_instruction_writes(validated_shader,
 819                                                      &validation_state)) {
 820                                DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip);
 821                                goto fail;
 822                        }
 823                        break;
 824
 825                case QPU_SIG_BRANCH:
 826                        if (!check_branch(inst, validated_shader,
 827                                          &validation_state, ip))
 828                                goto fail;
 829                        break;
 830                default:
 831                        DRM_ERROR("Unsupported QPU signal %d at "
 832                                  "instruction %d\n", sig, ip);
 833                        goto fail;
 834                }
 835
 836                /* There are two delay slots after program end is signaled
 837                 * that are still executed, then we're finished.
 838                 */
 839                if (found_shader_end && ip == shader_end_ip + 2)
 840                        break;
 841        }
 842
 843        if (ip == validation_state.max_ip) {
 844                DRM_ERROR("shader failed to terminate before "
 845                          "shader BO end at %zd\n",
 846                          shader_obj->base.size);
 847                goto fail;
 848        }
 849
 850        /* If we did a backwards branch and we haven't emitted a uniforms
 851         * reset since then, we still need the uniforms stream to have the
 852         * uniforms address available so that the backwards branch can do its
 853         * uniforms reset.
 854         *
 855         * We could potentially prove that the backwards branch doesn't
 856         * contain any uses of uniforms until program exit, but that doesn't
 857         * seem to be worth the trouble.
 858         */
 859        if (validation_state.needs_uniform_address_for_loop) {
 860                if (!require_uniform_address_uniform(validated_shader))
 861                        goto fail;
 862                validated_shader->uniforms_size += 4;
 863        }
 864
 865        /* Again, no chance of integer overflow here because the worst case
 866         * scenario is 8 bytes of uniforms plus handles per 8-byte
 867         * instruction.
 868         */
 869        validated_shader->uniforms_src_size =
 870                (validated_shader->uniforms_size +
 871                 4 * validated_shader->num_texture_samples);
 872
 873        kfree(validation_state.branch_targets);
 874
 875        return validated_shader;
 876
 877fail:
 878        kfree(validation_state.branch_targets);
 879        if (validated_shader) {
 880                kfree(validated_shader->texture_samples);
 881                kfree(validated_shader);
 882        }
 883        return NULL;
 884}
 885