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 * Since the VC4 has no IOMMU between it and system memory, a user
  28 * with access to execute shaders could escalate privilege by
  29 * overwriting system memory (using the VPM write address register in
  30 * the general-purpose DMA mode) or reading system memory it shouldn't
  31 * (reading it as a texture, uniform data, or direct-addressed TMU
  32 * lookup).
  33 *
  34 * The shader validator walks over a shader's BO, ensuring that its
  35 * accesses are appropriately bounded, and recording where texture
  36 * accesses are made so that we can do relocations for them in the
  37 * uniform stream.
  38 *
  39 * Shader BO are immutable for their lifetimes (enforced by not
  40 * allowing mmaps, GEM prime export, or rendering to from a CL), so
  41 * this validation is only performed at BO creation time.
  42 */
  43
  44#include "vc4_drv.h"
  45#include "vc4_qpu_defines.h"
  46
  47#define LIVE_REG_COUNT (32 + 32 + 4)
  48
  49struct vc4_shader_validation_state {
  50        /* Current IP being validated. */
  51        uint32_t ip;
  52
  53        /* IP at the end of the BO, do not read shader[max_ip] */
  54        uint32_t max_ip;
  55
  56        uint64_t *shader;
  57
  58        struct vc4_texture_sample_info tmu_setup[2];
  59        int tmu_write_count[2];
  60
  61        /* For registers that were last written to by a MIN instruction with
  62         * one argument being a uniform, the address of the uniform.
  63         * Otherwise, ~0.
  64         *
  65         * This is used for the validation of direct address memory reads.
  66         */
  67        uint32_t live_min_clamp_offsets[LIVE_REG_COUNT];
  68        bool live_max_clamp_regs[LIVE_REG_COUNT];
  69        uint32_t live_immediates[LIVE_REG_COUNT];
  70
  71        /* Bitfield of which IPs are used as branch targets.
  72         *
  73         * Used for validation that the uniform stream is updated at the right
  74         * points and clearing the texturing/clamping state.
  75         */
  76        unsigned long *branch_targets;
  77
  78        /* Set when entering a basic block, and cleared when the uniform
  79         * address update is found.  This is used to make sure that we don't
  80         * read uniforms when the address is undefined.
  81         */
  82        bool needs_uniform_address_update;
  83
  84        /* Set when we find a backwards branch.  If the branch is backwards,
  85         * the taraget is probably doing an address reset to read uniforms,
  86         * and so we need to be sure that a uniforms address is present in the
  87         * stream, even if the shader didn't need to read uniforms in later
  88         * basic blocks.
  89         */
  90        bool needs_uniform_address_for_loop;
  91
  92        /* Set when we find an instruction writing the top half of the
  93         * register files.  If we allowed writing the unusable regs in
  94         * a threaded shader, then the other shader running on our
  95         * QPU's clamp validation would be invalid.
  96         */
  97        bool all_registers_used;
  98};
  99
 100static uint32_t
 101waddr_to_live_reg_index(uint32_t waddr, bool is_b)
 102{
 103        if (waddr < 32) {
 104                if (is_b)
 105                        return 32 + waddr;
 106                else
 107                        return waddr;
 108        } else if (waddr <= QPU_W_ACC3) {
 109                return 64 + waddr - QPU_W_ACC0;
 110        } else {
 111                return ~0;
 112        }
 113}
 114
 115static uint32_t
 116raddr_add_a_to_live_reg_index(uint64_t inst)
 117{
 118        uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 119        uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
 120        uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 121        uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 122
 123        if (add_a == QPU_MUX_A)
 124                return raddr_a;
 125        else if (add_a == QPU_MUX_B && sig != QPU_SIG_SMALL_IMM)
 126                return 32 + raddr_b;
 127        else if (add_a <= QPU_MUX_R3)
 128                return 64 + add_a;
 129        else
 130                return ~0;
 131}
 132
 133static bool
 134live_reg_is_upper_half(uint32_t lri)
 135{
 136        return  (lri >= 16 && lri < 32) ||
 137                (lri >= 32 + 16 && lri < 32 + 32);
 138}
 139
 140static bool
 141is_tmu_submit(uint32_t waddr)
 142{
 143        return (waddr == QPU_W_TMU0_S ||
 144                waddr == QPU_W_TMU1_S);
 145}
 146
 147static bool
 148is_tmu_write(uint32_t waddr)
 149{
 150        return (waddr >= QPU_W_TMU0_S &&
 151                waddr <= QPU_W_TMU1_B);
 152}
 153
 154static bool
 155record_texture_sample(struct vc4_validated_shader_info *validated_shader,
 156                      struct vc4_shader_validation_state *validation_state,
 157                      int tmu)
 158{
 159        uint32_t s = validated_shader->num_texture_samples;
 160        int i;
 161        struct vc4_texture_sample_info *temp_samples;
 162
 163        temp_samples = krealloc(validated_shader->texture_samples,
 164                                (s + 1) * sizeof(*temp_samples),
 165                                GFP_KERNEL);
 166        if (!temp_samples)
 167                return false;
 168
 169        memcpy(&temp_samples[s],
 170               &validation_state->tmu_setup[tmu],
 171               sizeof(*temp_samples));
 172
 173        validated_shader->num_texture_samples = s + 1;
 174        validated_shader->texture_samples = temp_samples;
 175
 176        for (i = 0; i < 4; i++)
 177                validation_state->tmu_setup[tmu].p_offset[i] = ~0;
 178
 179        return true;
 180}
 181
 182static bool
 183check_tmu_write(struct vc4_validated_shader_info *validated_shader,
 184                struct vc4_shader_validation_state *validation_state,
 185                bool is_mul)
 186{
 187        uint64_t inst = validation_state->shader[validation_state->ip];
 188        uint32_t waddr = (is_mul ?
 189                          QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
 190                          QPU_GET_FIELD(inst, QPU_WADDR_ADD));
 191        uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 192        uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 193        int tmu = waddr > QPU_W_TMU0_B;
 194        bool submit = is_tmu_submit(waddr);
 195        bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0;
 196        uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 197
 198        if (is_direct) {
 199                uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
 200                uint32_t clamp_reg, clamp_offset;
 201
 202                if (sig == QPU_SIG_SMALL_IMM) {
 203                        DRM_DEBUG("direct TMU read used small immediate\n");
 204                        return false;
 205                }
 206
 207                /* Make sure that this texture load is an add of the base
 208                 * address of the UBO to a clamped offset within the UBO.
 209                 */
 210                if (is_mul ||
 211                    QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
 212                        DRM_DEBUG("direct TMU load wasn't an add\n");
 213                        return false;
 214                }
 215
 216                /* We assert that the clamped address is the first
 217                 * argument, and the UBO base address is the second argument.
 218                 * This is arbitrary, but simpler than supporting flipping the
 219                 * two either way.
 220                 */
 221                clamp_reg = raddr_add_a_to_live_reg_index(inst);
 222                if (clamp_reg == ~0) {
 223                        DRM_DEBUG("direct TMU load wasn't clamped\n");
 224                        return false;
 225                }
 226
 227                clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg];
 228                if (clamp_offset == ~0) {
 229                        DRM_DEBUG("direct TMU load wasn't clamped\n");
 230                        return false;
 231                }
 232
 233                /* Store the clamp value's offset in p1 (see reloc_tex() in
 234                 * vc4_validate.c).
 235                 */
 236                validation_state->tmu_setup[tmu].p_offset[1] =
 237                        clamp_offset;
 238
 239                if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
 240                    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
 241                        DRM_DEBUG("direct TMU load didn't add to a uniform\n");
 242                        return false;
 243                }
 244
 245                validation_state->tmu_setup[tmu].is_direct = true;
 246        } else {
 247                if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
 248                                              raddr_b == QPU_R_UNIF)) {
 249                        DRM_DEBUG("uniform read in the same instruction as "
 250                                  "texture setup.\n");
 251                        return false;
 252                }
 253        }
 254
 255        if (validation_state->tmu_write_count[tmu] >= 4) {
 256                DRM_DEBUG("TMU%d got too many parameters before dispatch\n",
 257                          tmu);
 258                return false;
 259        }
 260        validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
 261                validated_shader->uniforms_size;
 262        validation_state->tmu_write_count[tmu]++;
 263        /* Since direct uses a RADDR uniform reference, it will get counted in
 264         * check_instruction_reads()
 265         */
 266        if (!is_direct) {
 267                if (validation_state->needs_uniform_address_update) {
 268                        DRM_DEBUG("Texturing with undefined uniform address\n");
 269                        return false;
 270                }
 271
 272                validated_shader->uniforms_size += 4;
 273        }
 274
 275        if (submit) {
 276                if (!record_texture_sample(validated_shader,
 277                                           validation_state, tmu)) {
 278                        return false;
 279                }
 280
 281                validation_state->tmu_write_count[tmu] = 0;
 282        }
 283
 284        return true;
 285}
 286
 287static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
 288{
 289        uint32_t o = validated_shader->num_uniform_addr_offsets;
 290        uint32_t num_uniforms = validated_shader->uniforms_size / 4;
 291
 292        validated_shader->uniform_addr_offsets =
 293                krealloc(validated_shader->uniform_addr_offsets,
 294                         (o + 1) *
 295                         sizeof(*validated_shader->uniform_addr_offsets),
 296                         GFP_KERNEL);
 297        if (!validated_shader->uniform_addr_offsets)
 298                return false;
 299
 300        validated_shader->uniform_addr_offsets[o] = num_uniforms;
 301        validated_shader->num_uniform_addr_offsets++;
 302
 303        return true;
 304}
 305
 306static bool
 307validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader,
 308                               struct vc4_shader_validation_state *validation_state,
 309                               bool is_mul)
 310{
 311        uint64_t inst = validation_state->shader[validation_state->ip];
 312        u32 add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
 313        u32 raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 314        u32 raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 315        u32 add_lri = raddr_add_a_to_live_reg_index(inst);
 316        /* We want our reset to be pointing at whatever uniform follows the
 317         * uniforms base address.
 318         */
 319        u32 expected_offset = validated_shader->uniforms_size + 4;
 320
 321        /* We only support absolute uniform address changes, and we
 322         * require that they be in the current basic block before any
 323         * of its uniform reads.
 324         *
 325         * One could potentially emit more efficient QPU code, by
 326         * noticing that (say) an if statement does uniform control
 327         * flow for all threads and that the if reads the same number
 328         * of uniforms on each side.  However, this scheme is easy to
 329         * validate so it's all we allow for now.
 330         */
 331        switch (QPU_GET_FIELD(inst, QPU_SIG)) {
 332        case QPU_SIG_NONE:
 333        case QPU_SIG_SCOREBOARD_UNLOCK:
 334        case QPU_SIG_COLOR_LOAD:
 335        case QPU_SIG_LOAD_TMU0:
 336        case QPU_SIG_LOAD_TMU1:
 337                break;
 338        default:
 339                DRM_DEBUG("uniforms address change must be "
 340                          "normal math\n");
 341                return false;
 342        }
 343
 344        if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
 345                DRM_DEBUG("Uniform address reset must be an ADD.\n");
 346                return false;
 347        }
 348
 349        if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
 350                DRM_DEBUG("Uniform address reset must be unconditional.\n");
 351                return false;
 352        }
 353
 354        if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
 355            !(inst & QPU_PM)) {
 356                DRM_DEBUG("No packing allowed on uniforms reset\n");
 357                return false;
 358        }
 359
 360        if (add_lri == -1) {
 361                DRM_DEBUG("First argument of uniform address write must be "
 362                          "an immediate value.\n");
 363                return false;
 364        }
 365
 366        if (validation_state->live_immediates[add_lri] != expected_offset) {
 367                DRM_DEBUG("Resetting uniforms with offset %db instead of %db\n",
 368                          validation_state->live_immediates[add_lri],
 369                          expected_offset);
 370                return false;
 371        }
 372
 373        if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
 374            !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
 375                DRM_DEBUG("Second argument of uniform address write must be "
 376                          "a uniform.\n");
 377                return false;
 378        }
 379
 380        validation_state->needs_uniform_address_update = false;
 381        validation_state->needs_uniform_address_for_loop = false;
 382        return require_uniform_address_uniform(validated_shader);
 383}
 384
 385static bool
 386check_reg_write(struct vc4_validated_shader_info *validated_shader,
 387                struct vc4_shader_validation_state *validation_state,
 388                bool is_mul)
 389{
 390        uint64_t inst = validation_state->shader[validation_state->ip];
 391        uint32_t waddr = (is_mul ?
 392                          QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
 393                          QPU_GET_FIELD(inst, QPU_WADDR_ADD));
 394        uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 395        bool ws = inst & QPU_WS;
 396        bool is_b = is_mul ^ ws;
 397        u32 lri = waddr_to_live_reg_index(waddr, is_b);
 398
 399        if (lri != -1) {
 400                uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
 401                uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL);
 402
 403                if (sig == QPU_SIG_LOAD_IMM &&
 404                    QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP &&
 405                    ((is_mul && cond_mul == QPU_COND_ALWAYS) ||
 406                     (!is_mul && cond_add == QPU_COND_ALWAYS))) {
 407                        validation_state->live_immediates[lri] =
 408                                QPU_GET_FIELD(inst, QPU_LOAD_IMM);
 409                } else {
 410                        validation_state->live_immediates[lri] = ~0;
 411                }
 412
 413                if (live_reg_is_upper_half(lri))
 414                        validation_state->all_registers_used = true;
 415        }
 416
 417        switch (waddr) {
 418        case QPU_W_UNIFORMS_ADDRESS:
 419                if (is_b) {
 420                        DRM_DEBUG("relative uniforms address change "
 421                                  "unsupported\n");
 422                        return false;
 423                }
 424
 425                return validate_uniform_address_write(validated_shader,
 426                                                      validation_state,
 427                                                      is_mul);
 428
 429        case QPU_W_TLB_COLOR_MS:
 430        case QPU_W_TLB_COLOR_ALL:
 431        case QPU_W_TLB_Z:
 432                /* These only interact with the tile buffer, not main memory,
 433                 * so they're safe.
 434                 */
 435                return true;
 436
 437        case QPU_W_TMU0_S:
 438        case QPU_W_TMU0_T:
 439        case QPU_W_TMU0_R:
 440        case QPU_W_TMU0_B:
 441        case QPU_W_TMU1_S:
 442        case QPU_W_TMU1_T:
 443        case QPU_W_TMU1_R:
 444        case QPU_W_TMU1_B:
 445                return check_tmu_write(validated_shader, validation_state,
 446                                       is_mul);
 447
 448        case QPU_W_HOST_INT:
 449        case QPU_W_TMU_NOSWAP:
 450        case QPU_W_TLB_ALPHA_MASK:
 451        case QPU_W_MUTEX_RELEASE:
 452                /* XXX: I haven't thought about these, so don't support them
 453                 * for now.
 454                 */
 455                DRM_DEBUG("Unsupported waddr %d\n", waddr);
 456                return false;
 457
 458        case QPU_W_VPM_ADDR:
 459                DRM_DEBUG("General VPM DMA unsupported\n");
 460                return false;
 461
 462        case QPU_W_VPM:
 463        case QPU_W_VPMVCD_SETUP:
 464                /* We allow VPM setup in general, even including VPM DMA
 465                 * configuration setup, because the (unsafe) DMA can only be
 466                 * triggered by QPU_W_VPM_ADDR writes.
 467                 */
 468                return true;
 469
 470        case QPU_W_TLB_STENCIL_SETUP:
 471                return true;
 472        }
 473
 474        return true;
 475}
 476
 477static void
 478track_live_clamps(struct vc4_validated_shader_info *validated_shader,
 479                  struct vc4_shader_validation_state *validation_state)
 480{
 481        uint64_t inst = validation_state->shader[validation_state->ip];
 482        uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
 483        uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
 484        uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
 485        uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
 486        uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
 487        uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
 488        uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 489        uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 490        uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 491        bool ws = inst & QPU_WS;
 492        uint32_t lri_add_a, lri_add, lri_mul;
 493        bool add_a_is_min_0;
 494
 495        /* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
 496         * before we clear previous live state.
 497         */
 498        lri_add_a = raddr_add_a_to_live_reg_index(inst);
 499        add_a_is_min_0 = (lri_add_a != ~0 &&
 500                          validation_state->live_max_clamp_regs[lri_add_a]);
 501
 502        /* Clear live state for registers written by our instruction. */
 503        lri_add = waddr_to_live_reg_index(waddr_add, ws);
 504        lri_mul = waddr_to_live_reg_index(waddr_mul, !ws);
 505        if (lri_mul != ~0) {
 506                validation_state->live_max_clamp_regs[lri_mul] = false;
 507                validation_state->live_min_clamp_offsets[lri_mul] = ~0;
 508        }
 509        if (lri_add != ~0) {
 510                validation_state->live_max_clamp_regs[lri_add] = false;
 511                validation_state->live_min_clamp_offsets[lri_add] = ~0;
 512        } else {
 513                /* Nothing further to do for live tracking, since only ADDs
 514                 * generate new live clamp registers.
 515                 */
 516                return;
 517        }
 518
 519        /* Now, handle remaining live clamp tracking for the ADD operation. */
 520
 521        if (cond_add != QPU_COND_ALWAYS)
 522                return;
 523
 524        if (op_add == QPU_A_MAX) {
 525                /* Track live clamps of a value to a minimum of 0 (in either
 526                 * arg).
 527                 */
 528                if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
 529                    (add_a != QPU_MUX_B && add_b != QPU_MUX_B)) {
 530                        return;
 531                }
 532
 533                validation_state->live_max_clamp_regs[lri_add] = true;
 534        } else if (op_add == QPU_A_MIN) {
 535                /* Track live clamps of a value clamped to a minimum of 0 and
 536                 * a maximum of some uniform's offset.
 537                 */
 538                if (!add_a_is_min_0)
 539                        return;
 540
 541                if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
 542                    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
 543                      sig != QPU_SIG_SMALL_IMM)) {
 544                        return;
 545                }
 546
 547                validation_state->live_min_clamp_offsets[lri_add] =
 548                        validated_shader->uniforms_size;
 549        }
 550}
 551
 552static bool
 553check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
 554                         struct vc4_shader_validation_state *validation_state)
 555{
 556        uint64_t inst = validation_state->shader[validation_state->ip];
 557        uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
 558        uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
 559        bool ok;
 560
 561        if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
 562                DRM_DEBUG("ADD and MUL both set up textures\n");
 563                return false;
 564        }
 565
 566        ok = (check_reg_write(validated_shader, validation_state, false) &&
 567              check_reg_write(validated_shader, validation_state, true));
 568
 569        track_live_clamps(validated_shader, validation_state);
 570
 571        return ok;
 572}
 573
 574static bool
 575check_branch(uint64_t inst,
 576             struct vc4_validated_shader_info *validated_shader,
 577             struct vc4_shader_validation_state *validation_state,
 578             int ip)
 579{
 580        int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
 581        uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
 582        uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
 583
 584        if ((int)branch_imm < 0)
 585                validation_state->needs_uniform_address_for_loop = true;
 586
 587        /* We don't want to have to worry about validation of this, and
 588         * there's no need for it.
 589         */
 590        if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) {
 591                DRM_DEBUG("branch instruction at %d wrote a register.\n",
 592                          validation_state->ip);
 593                return false;
 594        }
 595
 596        return true;
 597}
 598
 599static bool
 600check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
 601                        struct vc4_shader_validation_state *validation_state)
 602{
 603        uint64_t inst = validation_state->shader[validation_state->ip];
 604        uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 605        uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 606        uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 607
 608        if (raddr_a == QPU_R_UNIF ||
 609            (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
 610                /* This can't overflow the uint32_t, because we're reading 8
 611                 * bytes of instruction to increment by 4 here, so we'd
 612                 * already be OOM.
 613                 */
 614                validated_shader->uniforms_size += 4;
 615
 616                if (validation_state->needs_uniform_address_update) {
 617                        DRM_DEBUG("Uniform read with undefined uniform "
 618                                  "address\n");
 619                        return false;
 620                }
 621        }
 622
 623        if ((raddr_a >= 16 && raddr_a < 32) ||
 624            (raddr_b >= 16 && raddr_b < 32 && sig != QPU_SIG_SMALL_IMM)) {
 625                validation_state->all_registers_used = true;
 626        }
 627
 628        return true;
 629}
 630
 631/* Make sure that all branches are absolute and point within the shader, and
 632 * note their targets for later.
 633 */
 634static bool
 635vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
 636{
 637        uint32_t max_branch_target = 0;
 638        int ip;
 639        int last_branch = -2;
 640
 641        for (ip = 0; ip < validation_state->max_ip; ip++) {
 642                uint64_t inst = validation_state->shader[ip];
 643                int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
 644                uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 645                uint32_t after_delay_ip = ip + 4;
 646                uint32_t branch_target_ip;
 647
 648                if (sig == QPU_SIG_PROG_END) {
 649                        /* There are two delay slots after program end is
 650                         * signaled that are still executed, then we're
 651                         * finished.  validation_state->max_ip is the
 652                         * instruction after the last valid instruction in the
 653                         * program.
 654                         */
 655                        validation_state->max_ip = ip + 3;
 656                        continue;
 657                }
 658
 659                if (sig != QPU_SIG_BRANCH)
 660                        continue;
 661
 662                if (ip - last_branch < 4) {
 663                        DRM_DEBUG("Branch at %d during delay slots\n", ip);
 664                        return false;
 665                }
 666                last_branch = ip;
 667
 668                if (inst & QPU_BRANCH_REG) {
 669                        DRM_DEBUG("branching from register relative "
 670                                  "not supported\n");
 671                        return false;
 672                }
 673
 674                if (!(inst & QPU_BRANCH_REL)) {
 675                        DRM_DEBUG("relative branching required\n");
 676                        return false;
 677                }
 678
 679                /* The actual branch target is the instruction after the delay
 680                 * slots, plus whatever byte offset is in the low 32 bits of
 681                 * the instruction.  Make sure we're not branching beyond the
 682                 * end of the shader object.
 683                 */
 684                if (branch_imm % sizeof(inst) != 0) {
 685                        DRM_DEBUG("branch target not aligned\n");
 686                        return false;
 687                }
 688
 689                branch_target_ip = after_delay_ip + (branch_imm >> 3);
 690                if (branch_target_ip >= validation_state->max_ip) {
 691                        DRM_DEBUG("Branch at %d outside of shader (ip %d/%d)\n",
 692                                  ip, branch_target_ip,
 693                                  validation_state->max_ip);
 694                        return false;
 695                }
 696                set_bit(branch_target_ip, validation_state->branch_targets);
 697
 698                /* Make sure that the non-branching path is also not outside
 699                 * the shader.
 700                 */
 701                if (after_delay_ip >= validation_state->max_ip) {
 702                        DRM_DEBUG("Branch at %d continues past shader end "
 703                                  "(%d/%d)\n",
 704                                  ip, after_delay_ip, validation_state->max_ip);
 705                        return false;
 706                }
 707                set_bit(after_delay_ip, validation_state->branch_targets);
 708                max_branch_target = max(max_branch_target, after_delay_ip);
 709        }
 710
 711        if (max_branch_target > validation_state->max_ip - 3) {
 712                DRM_DEBUG("Branch landed after QPU_SIG_PROG_END");
 713                return false;
 714        }
 715
 716        return true;
 717}
 718
 719/* Resets any known state for the shader, used when we may be branched to from
 720 * multiple locations in the program (or at shader start).
 721 */
 722static void
 723reset_validation_state(struct vc4_shader_validation_state *validation_state)
 724{
 725        int i;
 726
 727        for (i = 0; i < 8; i++)
 728                validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0;
 729
 730        for (i = 0; i < LIVE_REG_COUNT; i++) {
 731                validation_state->live_min_clamp_offsets[i] = ~0;
 732                validation_state->live_max_clamp_regs[i] = false;
 733                validation_state->live_immediates[i] = ~0;
 734        }
 735}
 736
 737static bool
 738texturing_in_progress(struct vc4_shader_validation_state *validation_state)
 739{
 740        return (validation_state->tmu_write_count[0] != 0 ||
 741                validation_state->tmu_write_count[1] != 0);
 742}
 743
 744static bool
 745vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state)
 746{
 747        uint32_t ip = validation_state->ip;
 748
 749        if (!test_bit(ip, validation_state->branch_targets))
 750                return true;
 751
 752        if (texturing_in_progress(validation_state)) {
 753                DRM_DEBUG("Branch target landed during TMU setup\n");
 754                return false;
 755        }
 756
 757        /* Reset our live values tracking, since this instruction may have
 758         * multiple predecessors.
 759         *
 760         * One could potentially do analysis to determine that, for
 761         * example, all predecessors have a live max clamp in the same
 762         * register, but we don't bother with that.
 763         */
 764        reset_validation_state(validation_state);
 765
 766        /* Since we've entered a basic block from potentially multiple
 767         * predecessors, we need the uniforms address to be updated before any
 768         * unforms are read.  We require that after any branch point, the next
 769         * uniform to be loaded is a uniform address offset.  That uniform's
 770         * offset will be marked by the uniform address register write
 771         * validation, or a one-off the end-of-program check.
 772         */
 773        validation_state->needs_uniform_address_update = true;
 774
 775        return true;
 776}
 777
 778struct vc4_validated_shader_info *
 779vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
 780{
 781        bool found_shader_end = false;
 782        int shader_end_ip = 0;
 783        uint32_t last_thread_switch_ip = -3;
 784        uint32_t ip;
 785        struct vc4_validated_shader_info *validated_shader = NULL;
 786        struct vc4_shader_validation_state validation_state;
 787
 788        memset(&validation_state, 0, sizeof(validation_state));
 789        validation_state.shader = shader_obj->vaddr;
 790        validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
 791
 792        reset_validation_state(&validation_state);
 793
 794        validation_state.branch_targets =
 795                kcalloc(BITS_TO_LONGS(validation_state.max_ip),
 796                        sizeof(unsigned long), GFP_KERNEL);
 797        if (!validation_state.branch_targets)
 798                goto fail;
 799
 800        validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
 801        if (!validated_shader)
 802                goto fail;
 803
 804        if (!vc4_validate_branches(&validation_state))
 805                goto fail;
 806
 807        for (ip = 0; ip < validation_state.max_ip; ip++) {
 808                uint64_t inst = validation_state.shader[ip];
 809                uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 810
 811                validation_state.ip = ip;
 812
 813                if (!vc4_handle_branch_target(&validation_state))
 814                        goto fail;
 815
 816                if (ip == last_thread_switch_ip + 3) {
 817                        /* Reset r0-r3 live clamp data */
 818                        int i;
 819
 820                        for (i = 64; i < LIVE_REG_COUNT; i++) {
 821                                validation_state.live_min_clamp_offsets[i] = ~0;
 822                                validation_state.live_max_clamp_regs[i] = false;
 823                                validation_state.live_immediates[i] = ~0;
 824                        }
 825                }
 826
 827                switch (sig) {
 828                case QPU_SIG_NONE:
 829                case QPU_SIG_WAIT_FOR_SCOREBOARD:
 830                case QPU_SIG_SCOREBOARD_UNLOCK:
 831                case QPU_SIG_COLOR_LOAD:
 832                case QPU_SIG_LOAD_TMU0:
 833                case QPU_SIG_LOAD_TMU1:
 834                case QPU_SIG_PROG_END:
 835                case QPU_SIG_SMALL_IMM:
 836                case QPU_SIG_THREAD_SWITCH:
 837                case QPU_SIG_LAST_THREAD_SWITCH:
 838                        if (!check_instruction_writes(validated_shader,
 839                                                      &validation_state)) {
 840                                DRM_DEBUG("Bad write at ip %d\n", ip);
 841                                goto fail;
 842                        }
 843
 844                        if (!check_instruction_reads(validated_shader,
 845                                                     &validation_state))
 846                                goto fail;
 847
 848                        if (sig == QPU_SIG_PROG_END) {
 849                                found_shader_end = true;
 850                                shader_end_ip = ip;
 851                        }
 852
 853                        if (sig == QPU_SIG_THREAD_SWITCH ||
 854                            sig == QPU_SIG_LAST_THREAD_SWITCH) {
 855                                validated_shader->is_threaded = true;
 856
 857                                if (ip < last_thread_switch_ip + 3) {
 858                                        DRM_DEBUG("Thread switch too soon after "
 859                                                  "last switch at ip %d\n", ip);
 860                                        goto fail;
 861                                }
 862                                last_thread_switch_ip = ip;
 863                        }
 864
 865                        break;
 866
 867                case QPU_SIG_LOAD_IMM:
 868                        if (!check_instruction_writes(validated_shader,
 869                                                      &validation_state)) {
 870                                DRM_DEBUG("Bad LOAD_IMM write at ip %d\n", ip);
 871                                goto fail;
 872                        }
 873                        break;
 874
 875                case QPU_SIG_BRANCH:
 876                        if (!check_branch(inst, validated_shader,
 877                                          &validation_state, ip))
 878                                goto fail;
 879
 880                        if (ip < last_thread_switch_ip + 3) {
 881                                DRM_DEBUG("Branch in thread switch at ip %d",
 882                                          ip);
 883                                goto fail;
 884                        }
 885
 886                        break;
 887                default:
 888                        DRM_DEBUG("Unsupported QPU signal %d at "
 889                                  "instruction %d\n", sig, ip);
 890                        goto fail;
 891                }
 892
 893                /* There are two delay slots after program end is signaled
 894                 * that are still executed, then we're finished.
 895                 */
 896                if (found_shader_end && ip == shader_end_ip + 2)
 897                        break;
 898        }
 899
 900        if (ip == validation_state.max_ip) {
 901                DRM_DEBUG("shader failed to terminate before "
 902                          "shader BO end at %zd\n",
 903                          shader_obj->base.size);
 904                goto fail;
 905        }
 906
 907        /* Might corrupt other thread */
 908        if (validated_shader->is_threaded &&
 909            validation_state.all_registers_used) {
 910                DRM_DEBUG("Shader uses threading, but uses the upper "
 911                          "half of the registers, too\n");
 912                goto fail;
 913        }
 914
 915        /* If we did a backwards branch and we haven't emitted a uniforms
 916         * reset since then, we still need the uniforms stream to have the
 917         * uniforms address available so that the backwards branch can do its
 918         * uniforms reset.
 919         *
 920         * We could potentially prove that the backwards branch doesn't
 921         * contain any uses of uniforms until program exit, but that doesn't
 922         * seem to be worth the trouble.
 923         */
 924        if (validation_state.needs_uniform_address_for_loop) {
 925                if (!require_uniform_address_uniform(validated_shader))
 926                        goto fail;
 927                validated_shader->uniforms_size += 4;
 928        }
 929
 930        /* Again, no chance of integer overflow here because the worst case
 931         * scenario is 8 bytes of uniforms plus handles per 8-byte
 932         * instruction.
 933         */
 934        validated_shader->uniforms_src_size =
 935                (validated_shader->uniforms_size +
 936                 4 * validated_shader->num_texture_samples);
 937
 938        kfree(validation_state.branch_targets);
 939
 940        return validated_shader;
 941
 942fail:
 943        kfree(validation_state.branch_targets);
 944        if (validated_shader) {
 945                kfree(validated_shader->uniform_addr_offsets);
 946                kfree(validated_shader->texture_samples);
 947                kfree(validated_shader);
 948        }
 949        return NULL;
 950}
 951