Merge tag 'trace-v4.17-rc1-3' of git://git.kernel.org/pub/scm/linux/kernel/git/rosted...
[sfrench/cifs-2.6.git] / drivers / gpu / drm / vc4 / vc4_validate_shaders.c
1 /*
2  * Copyright © 2014 Broadcom
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23
24 /**
25  * DOC: Shader validator for VC4.
26  *
27  * Since the VC4 has no IOMMU between it and system memory, a user
28  * with access to execute shaders could escalate privilege by
29  * overwriting system memory (using the VPM write address register in
30  * the general-purpose DMA mode) or reading system memory it shouldn't
31  * (reading it as a texture, uniform data, or direct-addressed TMU
32  * lookup).
33  *
34  * The shader validator walks over a shader's BO, ensuring that its
35  * accesses are appropriately bounded, and recording where texture
36  * accesses are made so that we can do relocations for them in the
37  * uniform stream.
38  *
39  * Shader BO are immutable for their lifetimes (enforced by not
40  * allowing mmaps, GEM prime export, or rendering to from a CL), so
41  * this validation is only performed at BO creation time.
42  */
43
44 #include "vc4_drv.h"
45 #include "vc4_qpu_defines.h"
46
47 #define LIVE_REG_COUNT (32 + 32 + 4)
48
49 struct 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
100 static uint32_t
101 waddr_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
115 static uint32_t
116 raddr_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
133 static bool
134 live_reg_is_upper_half(uint32_t lri)
135 {
136         return  (lri >= 16 && lri < 32) ||
137                 (lri >= 32 + 16 && lri < 32 + 32);
138 }
139
140 static bool
141 is_tmu_submit(uint32_t waddr)
142 {
143         return (waddr == QPU_W_TMU0_S ||
144                 waddr == QPU_W_TMU1_S);
145 }
146
147 static bool
148 is_tmu_write(uint32_t waddr)
149 {
150         return (waddr >= QPU_W_TMU0_S &&
151                 waddr <= QPU_W_TMU1_B);
152 }
153
154 static bool
155 record_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
182 static bool
183 check_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
287 static 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
306 static bool
307 validate_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
385 static bool
386 check_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
477 static void
478 track_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
552 static bool
553 check_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
574 static bool
575 check_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
599 static bool
600 check_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  */
634 static bool
635 vc4_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  */
722 static void
723 reset_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
737 static bool
738 texturing_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
744 static bool
745 vc4_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
778 struct vc4_validated_shader_info *
779 vc4_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
942 fail:
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 }