Linux-libre 4.11.5-gnu
[librecmc/linux-libre.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         /* Set when we find an instruction writing the top half of the
88          * register files.  If we allowed writing the unusable regs in
89          * a threaded shader, then the other shader running on our
90          * QPU's clamp validation would be invalid.
91          */
92         bool all_registers_used;
93 };
94
95 static uint32_t
96 waddr_to_live_reg_index(uint32_t waddr, bool is_b)
97 {
98         if (waddr < 32) {
99                 if (is_b)
100                         return 32 + waddr;
101                 else
102                         return waddr;
103         } else if (waddr <= QPU_W_ACC3) {
104                 return 64 + waddr - QPU_W_ACC0;
105         } else {
106                 return ~0;
107         }
108 }
109
110 static uint32_t
111 raddr_add_a_to_live_reg_index(uint64_t inst)
112 {
113         uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
114         uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
115         uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
116         uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
117
118         if (add_a == QPU_MUX_A)
119                 return raddr_a;
120         else if (add_a == QPU_MUX_B && sig != QPU_SIG_SMALL_IMM)
121                 return 32 + raddr_b;
122         else if (add_a <= QPU_MUX_R3)
123                 return 64 + add_a;
124         else
125                 return ~0;
126 }
127
128 static bool
129 live_reg_is_upper_half(uint32_t lri)
130 {
131         return  (lri >= 16 && lri < 32) ||
132                 (lri >= 32 + 16 && lri < 32 + 32);
133 }
134
135 static bool
136 is_tmu_submit(uint32_t waddr)
137 {
138         return (waddr == QPU_W_TMU0_S ||
139                 waddr == QPU_W_TMU1_S);
140 }
141
142 static bool
143 is_tmu_write(uint32_t waddr)
144 {
145         return (waddr >= QPU_W_TMU0_S &&
146                 waddr <= QPU_W_TMU1_B);
147 }
148
149 static bool
150 record_texture_sample(struct vc4_validated_shader_info *validated_shader,
151                       struct vc4_shader_validation_state *validation_state,
152                       int tmu)
153 {
154         uint32_t s = validated_shader->num_texture_samples;
155         int i;
156         struct vc4_texture_sample_info *temp_samples;
157
158         temp_samples = krealloc(validated_shader->texture_samples,
159                                 (s + 1) * sizeof(*temp_samples),
160                                 GFP_KERNEL);
161         if (!temp_samples)
162                 return false;
163
164         memcpy(&temp_samples[s],
165                &validation_state->tmu_setup[tmu],
166                sizeof(*temp_samples));
167
168         validated_shader->num_texture_samples = s + 1;
169         validated_shader->texture_samples = temp_samples;
170
171         for (i = 0; i < 4; i++)
172                 validation_state->tmu_setup[tmu].p_offset[i] = ~0;
173
174         return true;
175 }
176
177 static bool
178 check_tmu_write(struct vc4_validated_shader_info *validated_shader,
179                 struct vc4_shader_validation_state *validation_state,
180                 bool is_mul)
181 {
182         uint64_t inst = validation_state->shader[validation_state->ip];
183         uint32_t waddr = (is_mul ?
184                           QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
185                           QPU_GET_FIELD(inst, QPU_WADDR_ADD));
186         uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
187         uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
188         int tmu = waddr > QPU_W_TMU0_B;
189         bool submit = is_tmu_submit(waddr);
190         bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0;
191         uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
192
193         if (is_direct) {
194                 uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
195                 uint32_t clamp_reg, clamp_offset;
196
197                 if (sig == QPU_SIG_SMALL_IMM) {
198                         DRM_ERROR("direct TMU read used small immediate\n");
199                         return false;
200                 }
201
202                 /* Make sure that this texture load is an add of the base
203                  * address of the UBO to a clamped offset within the UBO.
204                  */
205                 if (is_mul ||
206                     QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
207                         DRM_ERROR("direct TMU load wasn't an add\n");
208                         return false;
209                 }
210
211                 /* We assert that the clamped address is the first
212                  * argument, and the UBO base address is the second argument.
213                  * This is arbitrary, but simpler than supporting flipping the
214                  * two either way.
215                  */
216                 clamp_reg = raddr_add_a_to_live_reg_index(inst);
217                 if (clamp_reg == ~0) {
218                         DRM_ERROR("direct TMU load wasn't clamped\n");
219                         return false;
220                 }
221
222                 clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg];
223                 if (clamp_offset == ~0) {
224                         DRM_ERROR("direct TMU load wasn't clamped\n");
225                         return false;
226                 }
227
228                 /* Store the clamp value's offset in p1 (see reloc_tex() in
229                  * vc4_validate.c).
230                  */
231                 validation_state->tmu_setup[tmu].p_offset[1] =
232                         clamp_offset;
233
234                 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
235                     !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
236                         DRM_ERROR("direct TMU load didn't add to a uniform\n");
237                         return false;
238                 }
239
240                 validation_state->tmu_setup[tmu].is_direct = true;
241         } else {
242                 if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
243                                               raddr_b == QPU_R_UNIF)) {
244                         DRM_ERROR("uniform read in the same instruction as "
245                                   "texture setup.\n");
246                         return false;
247                 }
248         }
249
250         if (validation_state->tmu_write_count[tmu] >= 4) {
251                 DRM_ERROR("TMU%d got too many parameters before dispatch\n",
252                           tmu);
253                 return false;
254         }
255         validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
256                 validated_shader->uniforms_size;
257         validation_state->tmu_write_count[tmu]++;
258         /* Since direct uses a RADDR uniform reference, it will get counted in
259          * check_instruction_reads()
260          */
261         if (!is_direct) {
262                 if (validation_state->needs_uniform_address_update) {
263                         DRM_ERROR("Texturing with undefined uniform address\n");
264                         return false;
265                 }
266
267                 validated_shader->uniforms_size += 4;
268         }
269
270         if (submit) {
271                 if (!record_texture_sample(validated_shader,
272                                            validation_state, tmu)) {
273                         return false;
274                 }
275
276                 validation_state->tmu_write_count[tmu] = 0;
277         }
278
279         return true;
280 }
281
282 static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
283 {
284         uint32_t o = validated_shader->num_uniform_addr_offsets;
285         uint32_t num_uniforms = validated_shader->uniforms_size / 4;
286
287         validated_shader->uniform_addr_offsets =
288                 krealloc(validated_shader->uniform_addr_offsets,
289                          (o + 1) *
290                          sizeof(*validated_shader->uniform_addr_offsets),
291                          GFP_KERNEL);
292         if (!validated_shader->uniform_addr_offsets)
293                 return false;
294
295         validated_shader->uniform_addr_offsets[o] = num_uniforms;
296         validated_shader->num_uniform_addr_offsets++;
297
298         return true;
299 }
300
301 static bool
302 validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader,
303                                struct vc4_shader_validation_state *validation_state,
304                                bool is_mul)
305 {
306         uint64_t inst = validation_state->shader[validation_state->ip];
307         u32 add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
308         u32 raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
309         u32 raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
310         u32 add_lri = raddr_add_a_to_live_reg_index(inst);
311         /* We want our reset to be pointing at whatever uniform follows the
312          * uniforms base address.
313          */
314         u32 expected_offset = validated_shader->uniforms_size + 4;
315
316         /* We only support absolute uniform address changes, and we
317          * require that they be in the current basic block before any
318          * of its uniform reads.
319          *
320          * One could potentially emit more efficient QPU code, by
321          * noticing that (say) an if statement does uniform control
322          * flow for all threads and that the if reads the same number
323          * of uniforms on each side.  However, this scheme is easy to
324          * validate so it's all we allow for now.
325          */
326         switch (QPU_GET_FIELD(inst, QPU_SIG)) {
327         case QPU_SIG_NONE:
328         case QPU_SIG_SCOREBOARD_UNLOCK:
329         case QPU_SIG_COLOR_LOAD:
330         case QPU_SIG_LOAD_TMU0:
331         case QPU_SIG_LOAD_TMU1:
332                 break;
333         default:
334                 DRM_ERROR("uniforms address change must be "
335                           "normal math\n");
336                 return false;
337         }
338
339         if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
340                 DRM_ERROR("Uniform address reset must be an ADD.\n");
341                 return false;
342         }
343
344         if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
345                 DRM_ERROR("Uniform address reset must be unconditional.\n");
346                 return false;
347         }
348
349         if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
350             !(inst & QPU_PM)) {
351                 DRM_ERROR("No packing allowed on uniforms reset\n");
352                 return false;
353         }
354
355         if (add_lri == -1) {
356                 DRM_ERROR("First argument of uniform address write must be "
357                           "an immediate value.\n");
358                 return false;
359         }
360
361         if (validation_state->live_immediates[add_lri] != expected_offset) {
362                 DRM_ERROR("Resetting uniforms with offset %db instead of %db\n",
363                           validation_state->live_immediates[add_lri],
364                           expected_offset);
365                 return false;
366         }
367
368         if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
369             !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
370                 DRM_ERROR("Second argument of uniform address write must be "
371                           "a uniform.\n");
372                 return false;
373         }
374
375         validation_state->needs_uniform_address_update = false;
376         validation_state->needs_uniform_address_for_loop = false;
377         return require_uniform_address_uniform(validated_shader);
378 }
379
380 static bool
381 check_reg_write(struct vc4_validated_shader_info *validated_shader,
382                 struct vc4_shader_validation_state *validation_state,
383                 bool is_mul)
384 {
385         uint64_t inst = validation_state->shader[validation_state->ip];
386         uint32_t waddr = (is_mul ?
387                           QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
388                           QPU_GET_FIELD(inst, QPU_WADDR_ADD));
389         uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
390         bool ws = inst & QPU_WS;
391         bool is_b = is_mul ^ ws;
392         u32 lri = waddr_to_live_reg_index(waddr, is_b);
393
394         if (lri != -1) {
395                 uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
396                 uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL);
397
398                 if (sig == QPU_SIG_LOAD_IMM &&
399                     QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP &&
400                     ((is_mul && cond_mul == QPU_COND_ALWAYS) ||
401                      (!is_mul && cond_add == QPU_COND_ALWAYS))) {
402                         validation_state->live_immediates[lri] =
403                                 QPU_GET_FIELD(inst, QPU_LOAD_IMM);
404                 } else {
405                         validation_state->live_immediates[lri] = ~0;
406                 }
407
408                 if (live_reg_is_upper_half(lri))
409                         validation_state->all_registers_used = true;
410         }
411
412         switch (waddr) {
413         case QPU_W_UNIFORMS_ADDRESS:
414                 if (is_b) {
415                         DRM_ERROR("relative uniforms address change "
416                                   "unsupported\n");
417                         return false;
418                 }
419
420                 return validate_uniform_address_write(validated_shader,
421                                                       validation_state,
422                                                       is_mul);
423
424         case QPU_W_TLB_COLOR_MS:
425         case QPU_W_TLB_COLOR_ALL:
426         case QPU_W_TLB_Z:
427                 /* These only interact with the tile buffer, not main memory,
428                  * so they're safe.
429                  */
430                 return true;
431
432         case QPU_W_TMU0_S:
433         case QPU_W_TMU0_T:
434         case QPU_W_TMU0_R:
435         case QPU_W_TMU0_B:
436         case QPU_W_TMU1_S:
437         case QPU_W_TMU1_T:
438         case QPU_W_TMU1_R:
439         case QPU_W_TMU1_B:
440                 return check_tmu_write(validated_shader, validation_state,
441                                        is_mul);
442
443         case QPU_W_HOST_INT:
444         case QPU_W_TMU_NOSWAP:
445         case QPU_W_TLB_ALPHA_MASK:
446         case QPU_W_MUTEX_RELEASE:
447                 /* XXX: I haven't thought about these, so don't support them
448                  * for now.
449                  */
450                 DRM_ERROR("Unsupported waddr %d\n", waddr);
451                 return false;
452
453         case QPU_W_VPM_ADDR:
454                 DRM_ERROR("General VPM DMA unsupported\n");
455                 return false;
456
457         case QPU_W_VPM:
458         case QPU_W_VPMVCD_SETUP:
459                 /* We allow VPM setup in general, even including VPM DMA
460                  * configuration setup, because the (unsafe) DMA can only be
461                  * triggered by QPU_W_VPM_ADDR writes.
462                  */
463                 return true;
464
465         case QPU_W_TLB_STENCIL_SETUP:
466                 return true;
467         }
468
469         return true;
470 }
471
472 static void
473 track_live_clamps(struct vc4_validated_shader_info *validated_shader,
474                   struct vc4_shader_validation_state *validation_state)
475 {
476         uint64_t inst = validation_state->shader[validation_state->ip];
477         uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
478         uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
479         uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
480         uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
481         uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
482         uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
483         uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
484         uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
485         uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
486         bool ws = inst & QPU_WS;
487         uint32_t lri_add_a, lri_add, lri_mul;
488         bool add_a_is_min_0;
489
490         /* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
491          * before we clear previous live state.
492          */
493         lri_add_a = raddr_add_a_to_live_reg_index(inst);
494         add_a_is_min_0 = (lri_add_a != ~0 &&
495                           validation_state->live_max_clamp_regs[lri_add_a]);
496
497         /* Clear live state for registers written by our instruction. */
498         lri_add = waddr_to_live_reg_index(waddr_add, ws);
499         lri_mul = waddr_to_live_reg_index(waddr_mul, !ws);
500         if (lri_mul != ~0) {
501                 validation_state->live_max_clamp_regs[lri_mul] = false;
502                 validation_state->live_min_clamp_offsets[lri_mul] = ~0;
503         }
504         if (lri_add != ~0) {
505                 validation_state->live_max_clamp_regs[lri_add] = false;
506                 validation_state->live_min_clamp_offsets[lri_add] = ~0;
507         } else {
508                 /* Nothing further to do for live tracking, since only ADDs
509                  * generate new live clamp registers.
510                  */
511                 return;
512         }
513
514         /* Now, handle remaining live clamp tracking for the ADD operation. */
515
516         if (cond_add != QPU_COND_ALWAYS)
517                 return;
518
519         if (op_add == QPU_A_MAX) {
520                 /* Track live clamps of a value to a minimum of 0 (in either
521                  * arg).
522                  */
523                 if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
524                     (add_a != QPU_MUX_B && add_b != QPU_MUX_B)) {
525                         return;
526                 }
527
528                 validation_state->live_max_clamp_regs[lri_add] = true;
529         } else if (op_add == QPU_A_MIN) {
530                 /* Track live clamps of a value clamped to a minimum of 0 and
531                  * a maximum of some uniform's offset.
532                  */
533                 if (!add_a_is_min_0)
534                         return;
535
536                 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
537                     !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
538                       sig != QPU_SIG_SMALL_IMM)) {
539                         return;
540                 }
541
542                 validation_state->live_min_clamp_offsets[lri_add] =
543                         validated_shader->uniforms_size;
544         }
545 }
546
547 static bool
548 check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
549                          struct vc4_shader_validation_state *validation_state)
550 {
551         uint64_t inst = validation_state->shader[validation_state->ip];
552         uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
553         uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
554         bool ok;
555
556         if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
557                 DRM_ERROR("ADD and MUL both set up textures\n");
558                 return false;
559         }
560
561         ok = (check_reg_write(validated_shader, validation_state, false) &&
562               check_reg_write(validated_shader, validation_state, true));
563
564         track_live_clamps(validated_shader, validation_state);
565
566         return ok;
567 }
568
569 static bool
570 check_branch(uint64_t inst,
571              struct vc4_validated_shader_info *validated_shader,
572              struct vc4_shader_validation_state *validation_state,
573              int ip)
574 {
575         int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
576         uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
577         uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
578
579         if ((int)branch_imm < 0)
580                 validation_state->needs_uniform_address_for_loop = true;
581
582         /* We don't want to have to worry about validation of this, and
583          * there's no need for it.
584          */
585         if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) {
586                 DRM_ERROR("branch instruction at %d wrote a register.\n",
587                           validation_state->ip);
588                 return false;
589         }
590
591         return true;
592 }
593
594 static bool
595 check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
596                         struct vc4_shader_validation_state *validation_state)
597 {
598         uint64_t inst = validation_state->shader[validation_state->ip];
599         uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
600         uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
601         uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
602
603         if (raddr_a == QPU_R_UNIF ||
604             (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
605                 /* This can't overflow the uint32_t, because we're reading 8
606                  * bytes of instruction to increment by 4 here, so we'd
607                  * already be OOM.
608                  */
609                 validated_shader->uniforms_size += 4;
610
611                 if (validation_state->needs_uniform_address_update) {
612                         DRM_ERROR("Uniform read with undefined uniform "
613                                   "address\n");
614                         return false;
615                 }
616         }
617
618         if ((raddr_a >= 16 && raddr_a < 32) ||
619             (raddr_b >= 16 && raddr_b < 32 && sig != QPU_SIG_SMALL_IMM)) {
620                 validation_state->all_registers_used = true;
621         }
622
623         return true;
624 }
625
626 /* Make sure that all branches are absolute and point within the shader, and
627  * note their targets for later.
628  */
629 static bool
630 vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
631 {
632         uint32_t max_branch_target = 0;
633         int ip;
634         int last_branch = -2;
635
636         for (ip = 0; ip < validation_state->max_ip; ip++) {
637                 uint64_t inst = validation_state->shader[ip];
638                 int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
639                 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
640                 uint32_t after_delay_ip = ip + 4;
641                 uint32_t branch_target_ip;
642
643                 if (sig == QPU_SIG_PROG_END) {
644                         /* There are two delay slots after program end is
645                          * signaled that are still executed, then we're
646                          * finished.  validation_state->max_ip is the
647                          * instruction after the last valid instruction in the
648                          * program.
649                          */
650                         validation_state->max_ip = ip + 3;
651                         continue;
652                 }
653
654                 if (sig != QPU_SIG_BRANCH)
655                         continue;
656
657                 if (ip - last_branch < 4) {
658                         DRM_ERROR("Branch at %d during delay slots\n", ip);
659                         return false;
660                 }
661                 last_branch = ip;
662
663                 if (inst & QPU_BRANCH_REG) {
664                         DRM_ERROR("branching from register relative "
665                                   "not supported\n");
666                         return false;
667                 }
668
669                 if (!(inst & QPU_BRANCH_REL)) {
670                         DRM_ERROR("relative branching required\n");
671                         return false;
672                 }
673
674                 /* The actual branch target is the instruction after the delay
675                  * slots, plus whatever byte offset is in the low 32 bits of
676                  * the instruction.  Make sure we're not branching beyond the
677                  * end of the shader object.
678                  */
679                 if (branch_imm % sizeof(inst) != 0) {
680                         DRM_ERROR("branch target not aligned\n");
681                         return false;
682                 }
683
684                 branch_target_ip = after_delay_ip + (branch_imm >> 3);
685                 if (branch_target_ip >= validation_state->max_ip) {
686                         DRM_ERROR("Branch at %d outside of shader (ip %d/%d)\n",
687                                   ip, branch_target_ip,
688                                   validation_state->max_ip);
689                         return false;
690                 }
691                 set_bit(branch_target_ip, validation_state->branch_targets);
692
693                 /* Make sure that the non-branching path is also not outside
694                  * the shader.
695                  */
696                 if (after_delay_ip >= validation_state->max_ip) {
697                         DRM_ERROR("Branch at %d continues past shader end "
698                                   "(%d/%d)\n",
699                                   ip, after_delay_ip, validation_state->max_ip);
700                         return false;
701                 }
702                 set_bit(after_delay_ip, validation_state->branch_targets);
703                 max_branch_target = max(max_branch_target, after_delay_ip);
704         }
705
706         if (max_branch_target > validation_state->max_ip - 3) {
707                 DRM_ERROR("Branch landed after QPU_SIG_PROG_END");
708                 return false;
709         }
710
711         return true;
712 }
713
714 /* Resets any known state for the shader, used when we may be branched to from
715  * multiple locations in the program (or at shader start).
716  */
717 static void
718 reset_validation_state(struct vc4_shader_validation_state *validation_state)
719 {
720         int i;
721
722         for (i = 0; i < 8; i++)
723                 validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0;
724
725         for (i = 0; i < LIVE_REG_COUNT; i++) {
726                 validation_state->live_min_clamp_offsets[i] = ~0;
727                 validation_state->live_max_clamp_regs[i] = false;
728                 validation_state->live_immediates[i] = ~0;
729         }
730 }
731
732 static bool
733 texturing_in_progress(struct vc4_shader_validation_state *validation_state)
734 {
735         return (validation_state->tmu_write_count[0] != 0 ||
736                 validation_state->tmu_write_count[1] != 0);
737 }
738
739 static bool
740 vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state)
741 {
742         uint32_t ip = validation_state->ip;
743
744         if (!test_bit(ip, validation_state->branch_targets))
745                 return true;
746
747         if (texturing_in_progress(validation_state)) {
748                 DRM_ERROR("Branch target landed during TMU setup\n");
749                 return false;
750         }
751
752         /* Reset our live values tracking, since this instruction may have
753          * multiple predecessors.
754          *
755          * One could potentially do analysis to determine that, for
756          * example, all predecessors have a live max clamp in the same
757          * register, but we don't bother with that.
758          */
759         reset_validation_state(validation_state);
760
761         /* Since we've entered a basic block from potentially multiple
762          * predecessors, we need the uniforms address to be updated before any
763          * unforms are read.  We require that after any branch point, the next
764          * uniform to be loaded is a uniform address offset.  That uniform's
765          * offset will be marked by the uniform address register write
766          * validation, or a one-off the end-of-program check.
767          */
768         validation_state->needs_uniform_address_update = true;
769
770         return true;
771 }
772
773 struct vc4_validated_shader_info *
774 vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
775 {
776         bool found_shader_end = false;
777         int shader_end_ip = 0;
778         uint32_t last_thread_switch_ip = -3;
779         uint32_t ip;
780         struct vc4_validated_shader_info *validated_shader = NULL;
781         struct vc4_shader_validation_state validation_state;
782
783         memset(&validation_state, 0, sizeof(validation_state));
784         validation_state.shader = shader_obj->vaddr;
785         validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
786
787         reset_validation_state(&validation_state);
788
789         validation_state.branch_targets =
790                 kcalloc(BITS_TO_LONGS(validation_state.max_ip),
791                         sizeof(unsigned long), GFP_KERNEL);
792         if (!validation_state.branch_targets)
793                 goto fail;
794
795         validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
796         if (!validated_shader)
797                 goto fail;
798
799         if (!vc4_validate_branches(&validation_state))
800                 goto fail;
801
802         for (ip = 0; ip < validation_state.max_ip; ip++) {
803                 uint64_t inst = validation_state.shader[ip];
804                 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
805
806                 validation_state.ip = ip;
807
808                 if (!vc4_handle_branch_target(&validation_state))
809                         goto fail;
810
811                 if (ip == last_thread_switch_ip + 3) {
812                         /* Reset r0-r3 live clamp data */
813                         int i;
814
815                         for (i = 64; i < LIVE_REG_COUNT; i++) {
816                                 validation_state.live_min_clamp_offsets[i] = ~0;
817                                 validation_state.live_max_clamp_regs[i] = false;
818                                 validation_state.live_immediates[i] = ~0;
819                         }
820                 }
821
822                 switch (sig) {
823                 case QPU_SIG_NONE:
824                 case QPU_SIG_WAIT_FOR_SCOREBOARD:
825                 case QPU_SIG_SCOREBOARD_UNLOCK:
826                 case QPU_SIG_COLOR_LOAD:
827                 case QPU_SIG_LOAD_TMU0:
828                 case QPU_SIG_LOAD_TMU1:
829                 case QPU_SIG_PROG_END:
830                 case QPU_SIG_SMALL_IMM:
831                 case QPU_SIG_THREAD_SWITCH:
832                 case QPU_SIG_LAST_THREAD_SWITCH:
833                         if (!check_instruction_writes(validated_shader,
834                                                       &validation_state)) {
835                                 DRM_ERROR("Bad write at ip %d\n", ip);
836                                 goto fail;
837                         }
838
839                         if (!check_instruction_reads(validated_shader,
840                                                      &validation_state))
841                                 goto fail;
842
843                         if (sig == QPU_SIG_PROG_END) {
844                                 found_shader_end = true;
845                                 shader_end_ip = ip;
846                         }
847
848                         if (sig == QPU_SIG_THREAD_SWITCH ||
849                             sig == QPU_SIG_LAST_THREAD_SWITCH) {
850                                 validated_shader->is_threaded = true;
851
852                                 if (ip < last_thread_switch_ip + 3) {
853                                         DRM_ERROR("Thread switch too soon after "
854                                                   "last switch at ip %d\n", ip);
855                                         goto fail;
856                                 }
857                                 last_thread_switch_ip = ip;
858                         }
859
860                         break;
861
862                 case QPU_SIG_LOAD_IMM:
863                         if (!check_instruction_writes(validated_shader,
864                                                       &validation_state)) {
865                                 DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip);
866                                 goto fail;
867                         }
868                         break;
869
870                 case QPU_SIG_BRANCH:
871                         if (!check_branch(inst, validated_shader,
872                                           &validation_state, ip))
873                                 goto fail;
874
875                         if (ip < last_thread_switch_ip + 3) {
876                                 DRM_ERROR("Branch in thread switch at ip %d",
877                                           ip);
878                                 goto fail;
879                         }
880
881                         break;
882                 default:
883                         DRM_ERROR("Unsupported QPU signal %d at "
884                                   "instruction %d\n", sig, ip);
885                         goto fail;
886                 }
887
888                 /* There are two delay slots after program end is signaled
889                  * that are still executed, then we're finished.
890                  */
891                 if (found_shader_end && ip == shader_end_ip + 2)
892                         break;
893         }
894
895         if (ip == validation_state.max_ip) {
896                 DRM_ERROR("shader failed to terminate before "
897                           "shader BO end at %zd\n",
898                           shader_obj->base.size);
899                 goto fail;
900         }
901
902         /* Might corrupt other thread */
903         if (validated_shader->is_threaded &&
904             validation_state.all_registers_used) {
905                 DRM_ERROR("Shader uses threading, but uses the upper "
906                           "half of the registers, too\n");
907                 goto fail;
908         }
909
910         /* If we did a backwards branch and we haven't emitted a uniforms
911          * reset since then, we still need the uniforms stream to have the
912          * uniforms address available so that the backwards branch can do its
913          * uniforms reset.
914          *
915          * We could potentially prove that the backwards branch doesn't
916          * contain any uses of uniforms until program exit, but that doesn't
917          * seem to be worth the trouble.
918          */
919         if (validation_state.needs_uniform_address_for_loop) {
920                 if (!require_uniform_address_uniform(validated_shader))
921                         goto fail;
922                 validated_shader->uniforms_size += 4;
923         }
924
925         /* Again, no chance of integer overflow here because the worst case
926          * scenario is 8 bytes of uniforms plus handles per 8-byte
927          * instruction.
928          */
929         validated_shader->uniforms_src_size =
930                 (validated_shader->uniforms_size +
931                  4 * validated_shader->num_texture_samples);
932
933         kfree(validation_state.branch_targets);
934
935         return validated_shader;
936
937 fail:
938         kfree(validation_state.branch_targets);
939         if (validated_shader) {
940                 kfree(validated_shader->texture_samples);
941                 kfree(validated_shader);
942         }
943         return NULL;
944 }