Merge branch 'device-properties'
[cascardo/linux.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  * 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
44 struct 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
88 static uint32_t
89 waddr_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
103 static uint32_t
104 raddr_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
121 static bool
122 is_tmu_submit(uint32_t waddr)
123 {
124         return (waddr == QPU_W_TMU0_S ||
125                 waddr == QPU_W_TMU1_S);
126 }
127
128 static bool
129 is_tmu_write(uint32_t waddr)
130 {
131         return (waddr >= QPU_W_TMU0_S &&
132                 waddr <= QPU_W_TMU1_B);
133 }
134
135 static bool
136 record_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
163 static bool
164 check_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
268 static 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
287 static bool
288 validate_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
366 static bool
367 check_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
455 static void
456 track_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
530 static bool
531 check_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
552 static bool
553 check_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
577 static bool
578 check_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  */
607 static bool
608 vc4_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  */
698 static void
699 reset_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
713 static bool
714 texturing_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
720 static bool
721 vc4_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
754 struct vc4_validated_shader_info *
755 vc4_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
877 fail:
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 }