1/*
2 * Copyright �� 2014 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24/**
25 * DOC: Shader validator for VC4.
26 *
27 * Since the VC4 has no IOMMU between it and system memory, a user
28 * with access to execute shaders could escalate privilege by
29 * overwriting system memory (using the VPM write address register in
30 * the general-purpose DMA mode) or reading system memory it shouldn't
31 * (reading it as a texture, uniform data, or direct-addressed TMU
32 * lookup).
33 *
34 * The shader validator walks over a shader's BO, ensuring that its
35 * accesses are appropriately bounded, and recording where texture
36 * accesses are made so that we can do relocations for them in the
37 * uniform stream.
38 *
39 * Shader BO are immutable for their lifetimes (enforced by not
40 * allowing mmaps, GEM prime export, or rendering to from a CL), so
41 * this validation is only performed at BO creation time.
42 */
43
44#include "vc4_drv.h"
45#include "vc4_qpu_defines.h"
46
47#define LIVE_REG_COUNT (32 + 32 + 4)
48
49struct vc4_shader_validation_state {
50	/* Current IP being validated. */
51	uint32_t ip;
52
53	/* IP at the end of the BO, do not read shader[max_ip] */
54	uint32_t max_ip;
55
56	uint64_t *shader;
57
58	struct vc4_texture_sample_info tmu_setup[2];
59	int tmu_write_count[2];
60
61	/* For registers that were last written to by a MIN instruction with
62	 * one argument being a uniform, the address of the uniform.
63	 * Otherwise, ~0.
64	 *
65	 * This is used for the validation of direct address memory reads.
66	 */
67	uint32_t live_min_clamp_offsets[LIVE_REG_COUNT];
68	bool live_max_clamp_regs[LIVE_REG_COUNT];
69	uint32_t live_immediates[LIVE_REG_COUNT];
70
71	/* Bitfield of which IPs are used as branch targets.
72	 *
73	 * Used for validation that the uniform stream is updated at the right
74	 * points and clearing the texturing/clamping state.
75	 */
76	unsigned long *branch_targets;
77
78	/* Set when entering a basic block, and cleared when the uniform
79	 * address update is found.  This is used to make sure that we don't
80	 * read uniforms when the address is undefined.
81	 */
82	bool needs_uniform_address_update;
83
84	/* Set when we find a backwards branch.  If the branch is backwards,
85	 * the taraget is probably doing an address reset to read uniforms,
86	 * and so we need to be sure that a uniforms address is present in the
87	 * stream, even if the shader didn't need to read uniforms in later
88	 * basic blocks.
89	 */
90	bool needs_uniform_address_for_loop;
91
92	/* Set when we find an instruction writing the top half of the
93	 * register files.  If we allowed writing the unusable regs in
94	 * a threaded shader, then the other shader running on our
95	 * QPU's clamp validation would be invalid.
96	 */
97	bool all_registers_used;
98};
99
100static uint32_t
101waddr_to_live_reg_index(uint32_t waddr, bool is_b)
102{
103	if (waddr < 32) {
104		if (is_b)
105			return 32 + waddr;
106		else
107			return waddr;
108	} else if (waddr <= QPU_W_ACC3) {
109		return 64 + waddr - QPU_W_ACC0;
110	} else {
111		return ~0;
112	}
113}
114
115static uint32_t
116raddr_add_a_to_live_reg_index(uint64_t inst)
117{
118	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
119	uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
120	uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
121	uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
122
123	if (add_a == QPU_MUX_A)
124		return raddr_a;
125	else if (add_a == QPU_MUX_B && sig != QPU_SIG_SMALL_IMM)
126		return 32 + raddr_b;
127	else if (add_a <= QPU_MUX_R3)
128		return 64 + add_a;
129	else
130		return ~0;
131}
132
133static bool
134live_reg_is_upper_half(uint32_t lri)
135{
136	return	(lri >= 16 && lri < 32) ||
137		(lri >= 32 + 16 && lri < 32 + 32);
138}
139
140static bool
141is_tmu_submit(uint32_t waddr)
142{
143	return (waddr == QPU_W_TMU0_S ||
144		waddr == QPU_W_TMU1_S);
145}
146
147static bool
148is_tmu_write(uint32_t waddr)
149{
150	return (waddr >= QPU_W_TMU0_S &&
151		waddr <= QPU_W_TMU1_B);
152}
153
154static bool
155record_texture_sample(struct vc4_validated_shader_info *validated_shader,
156		      struct vc4_shader_validation_state *validation_state,
157		      int tmu)
158{
159	uint32_t s = validated_shader->num_texture_samples;
160	int i;
161	struct vc4_texture_sample_info *temp_samples;
162
163	temp_samples = krealloc(validated_shader->texture_samples,
164				(s + 1) * sizeof(*temp_samples),
165				GFP_KERNEL);
166	if (!temp_samples)
167		return false;
168
169	memcpy(&temp_samples[s],
170	       &validation_state->tmu_setup[tmu],
171	       sizeof(*temp_samples));
172
173	validated_shader->num_texture_samples = s + 1;
174	validated_shader->texture_samples = temp_samples;
175
176	for (i = 0; i < 4; i++)
177		validation_state->tmu_setup[tmu].p_offset[i] = ~0;
178
179	return true;
180}
181
182static bool
183check_tmu_write(struct vc4_validated_shader_info *validated_shader,
184		struct vc4_shader_validation_state *validation_state,
185		bool is_mul)
186{
187	uint64_t inst = validation_state->shader[validation_state->ip];
188	uint32_t waddr = (is_mul ?
189			  QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
190			  QPU_GET_FIELD(inst, QPU_WADDR_ADD));
191	uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
192	uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
193	int tmu = waddr > QPU_W_TMU0_B;
194	bool submit = is_tmu_submit(waddr);
195	bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0;
196	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
197
198	if (is_direct) {
199		uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
200		uint32_t clamp_reg, clamp_offset;
201
202		if (sig == QPU_SIG_SMALL_IMM) {
203			DRM_DEBUG("direct TMU read used small immediate\n");
204			return false;
205		}
206
207		/* Make sure that this texture load is an add of the base
208		 * address of the UBO to a clamped offset within the UBO.
209		 */
210		if (is_mul ||
211		    QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
212			DRM_DEBUG("direct TMU load wasn't an add\n");
213			return false;
214		}
215
216		/* We assert that the clamped address is the first
217		 * argument, and the UBO base address is the second argument.
218		 * This is arbitrary, but simpler than supporting flipping the
219		 * two either way.
220		 */
221		clamp_reg = raddr_add_a_to_live_reg_index(inst);
222		if (clamp_reg == ~0) {
223			DRM_DEBUG("direct TMU load wasn't clamped\n");
224			return false;
225		}
226
227		clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg];
228		if (clamp_offset == ~0) {
229			DRM_DEBUG("direct TMU load wasn't clamped\n");
230			return false;
231		}
232
233		/* Store the clamp value's offset in p1 (see reloc_tex() in
234		 * vc4_validate.c).
235		 */
236		validation_state->tmu_setup[tmu].p_offset[1] =
237			clamp_offset;
238
239		if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
240		    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
241			DRM_DEBUG("direct TMU load didn't add to a uniform\n");
242			return false;
243		}
244
245		validation_state->tmu_setup[tmu].is_direct = true;
246	} else {
247		if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
248					      raddr_b == QPU_R_UNIF)) {
249			DRM_DEBUG("uniform read in the same instruction as "
250				  "texture setup.\n");
251			return false;
252		}
253	}
254
255	if (validation_state->tmu_write_count[tmu] >= 4) {
256		DRM_DEBUG("TMU%d got too many parameters before dispatch\n",
257			  tmu);
258		return false;
259	}
260	validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
261		validated_shader->uniforms_size;
262	validation_state->tmu_write_count[tmu]++;
263	/* Since direct uses a RADDR uniform reference, it will get counted in
264	 * check_instruction_reads()
265	 */
266	if (!is_direct) {
267		if (validation_state->needs_uniform_address_update) {
268			DRM_DEBUG("Texturing with undefined uniform address\n");
269			return false;
270		}
271
272		validated_shader->uniforms_size += 4;
273	}
274
275	if (submit) {
276		if (!record_texture_sample(validated_shader,
277					   validation_state, tmu)) {
278			return false;
279		}
280
281		validation_state->tmu_write_count[tmu] = 0;
282	}
283
284	return true;
285}
286
287static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
288{
289	uint32_t o = validated_shader->num_uniform_addr_offsets;
290	uint32_t num_uniforms = validated_shader->uniforms_size / 4;
291
292	validated_shader->uniform_addr_offsets =
293		krealloc(validated_shader->uniform_addr_offsets,
294			 (o + 1) *
295			 sizeof(*validated_shader->uniform_addr_offsets),
296			 GFP_KERNEL);
297	if (!validated_shader->uniform_addr_offsets)
298		return false;
299
300	validated_shader->uniform_addr_offsets[o] = num_uniforms;
301	validated_shader->num_uniform_addr_offsets++;
302
303	return true;
304}
305
306static bool
307validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader,
308			       struct vc4_shader_validation_state *validation_state,
309			       bool is_mul)
310{
311	uint64_t inst = validation_state->shader[validation_state->ip];
312	u32 add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
313	u32 raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
314	u32 raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
315	u32 add_lri = raddr_add_a_to_live_reg_index(inst);
316	/* We want our reset to be pointing at whatever uniform follows the
317	 * uniforms base address.
318	 */
319	u32 expected_offset = validated_shader->uniforms_size + 4;
320
321	/* We only support absolute uniform address changes, and we
322	 * require that they be in the current basic block before any
323	 * of its uniform reads.
324	 *
325	 * One could potentially emit more efficient QPU code, by
326	 * noticing that (say) an if statement does uniform control
327	 * flow for all threads and that the if reads the same number
328	 * of uniforms on each side.  However, this scheme is easy to
329	 * validate so it's all we allow for now.
330	 */
331	switch (QPU_GET_FIELD(inst, QPU_SIG)) {
332	case QPU_SIG_NONE:
333	case QPU_SIG_SCOREBOARD_UNLOCK:
334	case QPU_SIG_COLOR_LOAD:
335	case QPU_SIG_LOAD_TMU0:
336	case QPU_SIG_LOAD_TMU1:
337		break;
338	default:
339		DRM_DEBUG("uniforms address change must be "
340			  "normal math\n");
341		return false;
342	}
343
344	if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
345		DRM_DEBUG("Uniform address reset must be an ADD.\n");
346		return false;
347	}
348
349	if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
350		DRM_DEBUG("Uniform address reset must be unconditional.\n");
351		return false;
352	}
353
354	if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
355	    !(inst & QPU_PM)) {
356		DRM_DEBUG("No packing allowed on uniforms reset\n");
357		return false;
358	}
359
360	if (add_lri == -1) {
361		DRM_DEBUG("First argument of uniform address write must be "
362			  "an immediate value.\n");
363		return false;
364	}
365
366	if (validation_state->live_immediates[add_lri] != expected_offset) {
367		DRM_DEBUG("Resetting uniforms with offset %db instead of %db\n",
368			  validation_state->live_immediates[add_lri],
369			  expected_offset);
370		return false;
371	}
372
373	if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
374	    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
375		DRM_DEBUG("Second argument of uniform address write must be "
376			  "a uniform.\n");
377		return false;
378	}
379
380	validation_state->needs_uniform_address_update = false;
381	validation_state->needs_uniform_address_for_loop = false;
382	return require_uniform_address_uniform(validated_shader);
383}
384
385static bool
386check_reg_write(struct vc4_validated_shader_info *validated_shader,
387		struct vc4_shader_validation_state *validation_state,
388		bool is_mul)
389{
390	uint64_t inst = validation_state->shader[validation_state->ip];
391	uint32_t waddr = (is_mul ?
392			  QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
393			  QPU_GET_FIELD(inst, QPU_WADDR_ADD));
394	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
395	bool ws = inst & QPU_WS;
396	bool is_b = is_mul ^ ws;
397	u32 lri = waddr_to_live_reg_index(waddr, is_b);
398
399	if (lri != -1) {
400		uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
401		uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL);
402
403		if (sig == QPU_SIG_LOAD_IMM &&
404		    QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP &&
405		    ((is_mul && cond_mul == QPU_COND_ALWAYS) ||
406		     (!is_mul && cond_add == QPU_COND_ALWAYS))) {
407			validation_state->live_immediates[lri] =
408				QPU_GET_FIELD(inst, QPU_LOAD_IMM);
409		} else {
410			validation_state->live_immediates[lri] = ~0;
411		}
412
413		if (live_reg_is_upper_half(lri))
414			validation_state->all_registers_used = true;
415	}
416
417	switch (waddr) {
418	case QPU_W_UNIFORMS_ADDRESS:
419		if (is_b) {
420			DRM_DEBUG("relative uniforms address change "
421				  "unsupported\n");
422			return false;
423		}
424
425		return validate_uniform_address_write(validated_shader,
426						      validation_state,
427						      is_mul);
428
429	case QPU_W_TLB_COLOR_MS:
430	case QPU_W_TLB_COLOR_ALL:
431	case QPU_W_TLB_Z:
432		/* These only interact with the tile buffer, not main memory,
433		 * so they're safe.
434		 */
435		return true;
436
437	case QPU_W_TMU0_S:
438	case QPU_W_TMU0_T:
439	case QPU_W_TMU0_R:
440	case QPU_W_TMU0_B:
441	case QPU_W_TMU1_S:
442	case QPU_W_TMU1_T:
443	case QPU_W_TMU1_R:
444	case QPU_W_TMU1_B:
445		return check_tmu_write(validated_shader, validation_state,
446				       is_mul);
447
448	case QPU_W_HOST_INT:
449	case QPU_W_TMU_NOSWAP:
450	case QPU_W_TLB_ALPHA_MASK:
451	case QPU_W_MUTEX_RELEASE:
452		/* XXX: I haven't thought about these, so don't support them
453		 * for now.
454		 */
455		DRM_DEBUG("Unsupported waddr %d\n", waddr);
456		return false;
457
458	case QPU_W_VPM_ADDR:
459		DRM_DEBUG("General VPM DMA unsupported\n");
460		return false;
461
462	case QPU_W_VPM:
463	case QPU_W_VPMVCD_SETUP:
464		/* We allow VPM setup in general, even including VPM DMA
465		 * configuration setup, because the (unsafe) DMA can only be
466		 * triggered by QPU_W_VPM_ADDR writes.
467		 */
468		return true;
469
470	case QPU_W_TLB_STENCIL_SETUP:
471		return true;
472	}
473
474	return true;
475}
476
477static void
478track_live_clamps(struct vc4_validated_shader_info *validated_shader,
479		  struct vc4_shader_validation_state *validation_state)
480{
481	uint64_t inst = validation_state->shader[validation_state->ip];
482	uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
483	uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
484	uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
485	uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
486	uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
487	uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
488	uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
489	uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
490	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
491	bool ws = inst & QPU_WS;
492	uint32_t lri_add_a, lri_add, lri_mul;
493	bool add_a_is_min_0;
494
495	/* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
496	 * before we clear previous live state.
497	 */
498	lri_add_a = raddr_add_a_to_live_reg_index(inst);
499	add_a_is_min_0 = (lri_add_a != ~0 &&
500			  validation_state->live_max_clamp_regs[lri_add_a]);
501
502	/* Clear live state for registers written by our instruction. */
503	lri_add = waddr_to_live_reg_index(waddr_add, ws);
504	lri_mul = waddr_to_live_reg_index(waddr_mul, !ws);
505	if (lri_mul != ~0) {
506		validation_state->live_max_clamp_regs[lri_mul] = false;
507		validation_state->live_min_clamp_offsets[lri_mul] = ~0;
508	}
509	if (lri_add != ~0) {
510		validation_state->live_max_clamp_regs[lri_add] = false;
511		validation_state->live_min_clamp_offsets[lri_add] = ~0;
512	} else {
513		/* Nothing further to do for live tracking, since only ADDs
514		 * generate new live clamp registers.
515		 */
516		return;
517	}
518
519	/* Now, handle remaining live clamp tracking for the ADD operation. */
520
521	if (cond_add != QPU_COND_ALWAYS)
522		return;
523
524	if (op_add == QPU_A_MAX) {
525		/* Track live clamps of a value to a minimum of 0 (in either
526		 * arg).
527		 */
528		if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
529		    (add_a != QPU_MUX_B && add_b != QPU_MUX_B)) {
530			return;
531		}
532
533		validation_state->live_max_clamp_regs[lri_add] = true;
534	} else if (op_add == QPU_A_MIN) {
535		/* Track live clamps of a value clamped to a minimum of 0 and
536		 * a maximum of some uniform's offset.
537		 */
538		if (!add_a_is_min_0)
539			return;
540
541		if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
542		    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
543		      sig != QPU_SIG_SMALL_IMM)) {
544			return;
545		}
546
547		validation_state->live_min_clamp_offsets[lri_add] =
548			validated_shader->uniforms_size;
549	}
550}
551
552static bool
553check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
554			 struct vc4_shader_validation_state *validation_state)
555{
556	uint64_t inst = validation_state->shader[validation_state->ip];
557	uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
558	uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
559	bool ok;
560
561	if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
562		DRM_DEBUG("ADD and MUL both set up textures\n");
563		return false;
564	}
565
566	ok = (check_reg_write(validated_shader, validation_state, false) &&
567	      check_reg_write(validated_shader, validation_state, true));
568
569	track_live_clamps(validated_shader, validation_state);
570
571	return ok;
572}
573
574static bool
575check_branch(uint64_t inst,
576	     struct vc4_validated_shader_info *validated_shader,
577	     struct vc4_shader_validation_state *validation_state,
578	     int ip)
579{
580	int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
581	uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
582	uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
583
584	if ((int)branch_imm < 0)
585		validation_state->needs_uniform_address_for_loop = true;
586
587	/* We don't want to have to worry about validation of this, and
588	 * there's no need for it.
589	 */
590	if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) {
591		DRM_DEBUG("branch instruction at %d wrote a register.\n",
592			  validation_state->ip);
593		return false;
594	}
595
596	return true;
597}
598
599static bool
600check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
601			struct vc4_shader_validation_state *validation_state)
602{
603	uint64_t inst = validation_state->shader[validation_state->ip];
604	uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
605	uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
606	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
607
608	if (raddr_a == QPU_R_UNIF ||
609	    (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
610		/* This can't overflow the uint32_t, because we're reading 8
611		 * bytes of instruction to increment by 4 here, so we'd
612		 * already be OOM.
613		 */
614		validated_shader->uniforms_size += 4;
615
616		if (validation_state->needs_uniform_address_update) {
617			DRM_DEBUG("Uniform read with undefined uniform "
618				  "address\n");
619			return false;
620		}
621	}
622
623	if ((raddr_a >= 16 && raddr_a < 32) ||
624	    (raddr_b >= 16 && raddr_b < 32 && sig != QPU_SIG_SMALL_IMM)) {
625		validation_state->all_registers_used = true;
626	}
627
628	return true;
629}
630
631/* Make sure that all branches are absolute and point within the shader, and
632 * note their targets for later.
633 */
634static bool
635vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
636{
637	uint32_t max_branch_target = 0;
638	int ip;
639	int last_branch = -2;
640
641	for (ip = 0; ip < validation_state->max_ip; ip++) {
642		uint64_t inst = validation_state->shader[ip];
643		int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
644		uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
645		uint32_t after_delay_ip = ip + 4;
646		uint32_t branch_target_ip;
647
648		if (sig == QPU_SIG_PROG_END) {
649			/* There are two delay slots after program end is
650			 * signaled that are still executed, then we're
651			 * finished.  validation_state->max_ip is the
652			 * instruction after the last valid instruction in the
653			 * program.
654			 */
655			validation_state->max_ip = ip + 3;
656			continue;
657		}
658
659		if (sig != QPU_SIG_BRANCH)
660			continue;
661
662		if (ip - last_branch < 4) {
663			DRM_DEBUG("Branch at %d during delay slots\n", ip);
664			return false;
665		}
666		last_branch = ip;
667
668		if (inst & QPU_BRANCH_REG) {
669			DRM_DEBUG("branching from register relative "
670				  "not supported\n");
671			return false;
672		}
673
674		if (!(inst & QPU_BRANCH_REL)) {
675			DRM_DEBUG("relative branching required\n");
676			return false;
677		}
678
679		/* The actual branch target is the instruction after the delay
680		 * slots, plus whatever byte offset is in the low 32 bits of
681		 * the instruction.  Make sure we're not branching beyond the
682		 * end of the shader object.
683		 */
684		if (branch_imm % sizeof(inst) != 0) {
685			DRM_DEBUG("branch target not aligned\n");
686			return false;
687		}
688
689		branch_target_ip = after_delay_ip + (branch_imm >> 3);
690		if (branch_target_ip >= validation_state->max_ip) {
691			DRM_DEBUG("Branch at %d outside of shader (ip %d/%d)\n",
692				  ip, branch_target_ip,
693				  validation_state->max_ip);
694			return false;
695		}
696		set_bit(branch_target_ip, validation_state->branch_targets);
697
698		/* Make sure that the non-branching path is also not outside
699		 * the shader.
700		 */
701		if (after_delay_ip >= validation_state->max_ip) {
702			DRM_DEBUG("Branch at %d continues past shader end "
703				  "(%d/%d)\n",
704				  ip, after_delay_ip, validation_state->max_ip);
705			return false;
706		}
707		set_bit(after_delay_ip, validation_state->branch_targets);
708		max_branch_target = max(max_branch_target, after_delay_ip);
709	}
710
711	if (max_branch_target > validation_state->max_ip - 3) {
712		DRM_DEBUG("Branch landed after QPU_SIG_PROG_END");
713		return false;
714	}
715
716	return true;
717}
718
719/* Resets any known state for the shader, used when we may be branched to from
720 * multiple locations in the program (or at shader start).
721 */
722static void
723reset_validation_state(struct vc4_shader_validation_state *validation_state)
724{
725	int i;
726
727	for (i = 0; i < 8; i++)
728		validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0;
729
730	for (i = 0; i < LIVE_REG_COUNT; i++) {
731		validation_state->live_min_clamp_offsets[i] = ~0;
732		validation_state->live_max_clamp_regs[i] = false;
733		validation_state->live_immediates[i] = ~0;
734	}
735}
736
737static bool
738texturing_in_progress(struct vc4_shader_validation_state *validation_state)
739{
740	return (validation_state->tmu_write_count[0] != 0 ||
741		validation_state->tmu_write_count[1] != 0);
742}
743
744static bool
745vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state)
746{
747	uint32_t ip = validation_state->ip;
748
749	if (!test_bit(ip, validation_state->branch_targets))
750		return true;
751
752	if (texturing_in_progress(validation_state)) {
753		DRM_DEBUG("Branch target landed during TMU setup\n");
754		return false;
755	}
756
757	/* Reset our live values tracking, since this instruction may have
758	 * multiple predecessors.
759	 *
760	 * One could potentially do analysis to determine that, for
761	 * example, all predecessors have a live max clamp in the same
762	 * register, but we don't bother with that.
763	 */
764	reset_validation_state(validation_state);
765
766	/* Since we've entered a basic block from potentially multiple
767	 * predecessors, we need the uniforms address to be updated before any
768	 * unforms are read.  We require that after any branch point, the next
769	 * uniform to be loaded is a uniform address offset.  That uniform's
770	 * offset will be marked by the uniform address register write
771	 * validation, or a one-off the end-of-program check.
772	 */
773	validation_state->needs_uniform_address_update = true;
774
775	return true;
776}
777
778struct vc4_validated_shader_info *
779vc4_validate_shader(struct drm_gem_dma_object *shader_obj)
780{
781	struct vc4_dev *vc4 = to_vc4_dev(shader_obj->base.dev);
782	bool found_shader_end = false;
783	int shader_end_ip = 0;
784	uint32_t last_thread_switch_ip = -3;
785	uint32_t ip;
786	struct vc4_validated_shader_info *validated_shader = NULL;
787	struct vc4_shader_validation_state validation_state;
788
789	if (WARN_ON_ONCE(vc4->is_vc5))
790		return NULL;
791
792	memset(&validation_state, 0, sizeof(validation_state));
793	validation_state.shader = shader_obj->vaddr;
794	validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
795
796	reset_validation_state(&validation_state);
797
798	validation_state.branch_targets =
799		kcalloc(BITS_TO_LONGS(validation_state.max_ip),
800			sizeof(unsigned long), GFP_KERNEL);
801	if (!validation_state.branch_targets)
802		goto fail;
803
804	validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
805	if (!validated_shader)
806		goto fail;
807
808	if (!vc4_validate_branches(&validation_state))
809		goto fail;
810
811	for (ip = 0; ip < validation_state.max_ip; ip++) {
812		uint64_t inst = validation_state.shader[ip];
813		uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
814
815		validation_state.ip = ip;
816
817		if (!vc4_handle_branch_target(&validation_state))
818			goto fail;
819
820		if (ip == last_thread_switch_ip + 3) {
821			/* Reset r0-r3 live clamp data */
822			int i;
823
824			for (i = 64; i < LIVE_REG_COUNT; i++) {
825				validation_state.live_min_clamp_offsets[i] = ~0;
826				validation_state.live_max_clamp_regs[i] = false;
827				validation_state.live_immediates[i] = ~0;
828			}
829		}
830
831		switch (sig) {
832		case QPU_SIG_NONE:
833		case QPU_SIG_WAIT_FOR_SCOREBOARD:
834		case QPU_SIG_SCOREBOARD_UNLOCK:
835		case QPU_SIG_COLOR_LOAD:
836		case QPU_SIG_LOAD_TMU0:
837		case QPU_SIG_LOAD_TMU1:
838		case QPU_SIG_PROG_END:
839		case QPU_SIG_SMALL_IMM:
840		case QPU_SIG_THREAD_SWITCH:
841		case QPU_SIG_LAST_THREAD_SWITCH:
842			if (!check_instruction_writes(validated_shader,
843						      &validation_state)) {
844				DRM_DEBUG("Bad write at ip %d\n", ip);
845				goto fail;
846			}
847
848			if (!check_instruction_reads(validated_shader,
849						     &validation_state))
850				goto fail;
851
852			if (sig == QPU_SIG_PROG_END) {
853				found_shader_end = true;
854				shader_end_ip = ip;
855			}
856
857			if (sig == QPU_SIG_THREAD_SWITCH ||
858			    sig == QPU_SIG_LAST_THREAD_SWITCH) {
859				validated_shader->is_threaded = true;
860
861				if (ip < last_thread_switch_ip + 3) {
862					DRM_DEBUG("Thread switch too soon after "
863						  "last switch at ip %d\n", ip);
864					goto fail;
865				}
866				last_thread_switch_ip = ip;
867			}
868
869			break;
870
871		case QPU_SIG_LOAD_IMM:
872			if (!check_instruction_writes(validated_shader,
873						      &validation_state)) {
874				DRM_DEBUG("Bad LOAD_IMM write at ip %d\n", ip);
875				goto fail;
876			}
877			break;
878
879		case QPU_SIG_BRANCH:
880			if (!check_branch(inst, validated_shader,
881					  &validation_state, ip))
882				goto fail;
883
884			if (ip < last_thread_switch_ip + 3) {
885				DRM_DEBUG("Branch in thread switch at ip %d",
886					  ip);
887				goto fail;
888			}
889
890			break;
891		default:
892			DRM_DEBUG("Unsupported QPU signal %d at "
893				  "instruction %d\n", sig, ip);
894			goto fail;
895		}
896
897		/* There are two delay slots after program end is signaled
898		 * that are still executed, then we're finished.
899		 */
900		if (found_shader_end && ip == shader_end_ip + 2)
901			break;
902	}
903
904	if (ip == validation_state.max_ip) {
905		DRM_DEBUG("shader failed to terminate before "
906			  "shader BO end at %zd\n",
907			  shader_obj->base.size);
908		goto fail;
909	}
910
911	/* Might corrupt other thread */
912	if (validated_shader->is_threaded &&
913	    validation_state.all_registers_used) {
914		DRM_DEBUG("Shader uses threading, but uses the upper "
915			  "half of the registers, too\n");
916		goto fail;
917	}
918
919	/* If we did a backwards branch and we haven't emitted a uniforms
920	 * reset since then, we still need the uniforms stream to have the
921	 * uniforms address available so that the backwards branch can do its
922	 * uniforms reset.
923	 *
924	 * We could potentially prove that the backwards branch doesn't
925	 * contain any uses of uniforms until program exit, but that doesn't
926	 * seem to be worth the trouble.
927	 */
928	if (validation_state.needs_uniform_address_for_loop) {
929		if (!require_uniform_address_uniform(validated_shader))
930			goto fail;
931		validated_shader->uniforms_size += 4;
932	}
933
934	/* Again, no chance of integer overflow here because the worst case
935	 * scenario is 8 bytes of uniforms plus handles per 8-byte
936	 * instruction.
937	 */
938	validated_shader->uniforms_src_size =
939		(validated_shader->uniforms_size +
940		 4 * validated_shader->num_texture_samples);
941
942	kfree(validation_state.branch_targets);
943
944	return validated_shader;
945
946fail:
947	kfree(validation_state.branch_targets);
948	if (validated_shader) {
949		kfree(validated_shader->uniform_addr_offsets);
950		kfree(validated_shader->texture_samples);
951		kfree(validated_shader);
952	}
953	return NULL;
954}
955