Commit 2d635fde authored by Dave Airlie's avatar Dave Airlie

Merge tag 'drm-vc4-next-2016-07-15' of https://github.com/anholt/linux into drm-next

This pull request brings in vc4 shader validation for branching,
allowing GLSL shaders with non-unrolled loops.

* tag 'drm-vc4-next-2016-07-15' of https://github.com/anholt/linux:
  drm/vc4: Fix a "the the" typo in a comment.
  drm/vc4: Fix definition of QPU_R_MS_REV_FLAGS
  drm/vc4: Add a getparam to signal support for branches.
  drm/vc4: Add support for branching in shader validation.
  drm/vc4: Add a bitmap of branch targets during shader validation.
  drm/vc4: Move validation's current/max ip into the validation struct.
  drm/vc4: Add a getparam ioctl for getting the V3D identity regs.
parents ec2174fe a20d5fa6
......@@ -14,6 +14,7 @@
#include <linux/module.h>
#include <linux/of_platform.h>
#include <linux/platform_device.h>
#include <linux/pm_runtime.h>
#include "drm_fb_cma_helper.h"
#include "uapi/drm/vc4_drm.h"
......@@ -43,6 +44,49 @@ void __iomem *vc4_ioremap_regs(struct platform_device *dev, int index)
return map;
}
static int vc4_get_param_ioctl(struct drm_device *dev, void *data,
struct drm_file *file_priv)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
struct drm_vc4_get_param *args = data;
int ret;
if (args->pad != 0)
return -EINVAL;
switch (args->param) {
case DRM_VC4_PARAM_V3D_IDENT0:
ret = pm_runtime_get_sync(&vc4->v3d->pdev->dev);
if (ret)
return ret;
args->value = V3D_READ(V3D_IDENT0);
pm_runtime_put(&vc4->v3d->pdev->dev);
break;
case DRM_VC4_PARAM_V3D_IDENT1:
ret = pm_runtime_get_sync(&vc4->v3d->pdev->dev);
if (ret)
return ret;
args->value = V3D_READ(V3D_IDENT1);
pm_runtime_put(&vc4->v3d->pdev->dev);
break;
case DRM_VC4_PARAM_V3D_IDENT2:
ret = pm_runtime_get_sync(&vc4->v3d->pdev->dev);
if (ret)
return ret;
args->value = V3D_READ(V3D_IDENT2);
pm_runtime_put(&vc4->v3d->pdev->dev);
break;
case DRM_VC4_PARAM_SUPPORTS_BRANCHES:
args->value = true;
break;
default:
DRM_DEBUG("Unknown parameter %d\n", args->param);
return -EINVAL;
}
return 0;
}
static void vc4_lastclose(struct drm_device *dev)
{
struct vc4_dev *vc4 = to_vc4_dev(dev);
......@@ -74,6 +118,7 @@ static const struct drm_ioctl_desc vc4_drm_ioctls[] = {
DRM_IOCTL_DEF_DRV(VC4_CREATE_SHADER_BO, vc4_create_shader_bo_ioctl, DRM_RENDER_ALLOW),
DRM_IOCTL_DEF_DRV(VC4_GET_HANG_STATE, vc4_get_hang_state_ioctl,
DRM_ROOT_ONLY),
DRM_IOCTL_DEF_DRV(VC4_GET_PARAM, vc4_get_param_ioctl, DRM_RENDER_ALLOW),
};
static struct drm_driver vc4_drm_driver = {
......
......@@ -355,6 +355,9 @@ struct vc4_validated_shader_info {
uint32_t uniforms_src_size;
uint32_t num_texture_samples;
struct vc4_texture_sample_info *texture_samples;
uint32_t num_uniform_addr_offsets;
uint32_t *uniform_addr_offsets;
};
/**
......
......@@ -70,7 +70,7 @@ enum qpu_raddr {
QPU_R_ELEM_QPU = 38,
QPU_R_NOP,
QPU_R_XY_PIXEL_COORD = 41,
QPU_R_MS_REV_FLAGS = 41,
QPU_R_MS_REV_FLAGS = 42,
QPU_R_VPM = 48,
QPU_R_VPM_LD_BUSY,
QPU_R_VPM_LD_WAIT,
......@@ -230,6 +230,15 @@ enum qpu_unpack_r4 {
#define QPU_COND_MUL_SHIFT 46
#define QPU_COND_MUL_MASK QPU_MASK(48, 46)
#define QPU_BRANCH_COND_SHIFT 52
#define QPU_BRANCH_COND_MASK QPU_MASK(55, 52)
#define QPU_BRANCH_REL ((uint64_t)1 << 51)
#define QPU_BRANCH_REG ((uint64_t)1 << 50)
#define QPU_BRANCH_RADDR_A_SHIFT 45
#define QPU_BRANCH_RADDR_A_MASK QPU_MASK(49, 45)
#define QPU_SF ((uint64_t)1 << 45)
#define QPU_WADDR_ADD_SHIFT 38
......@@ -261,4 +270,10 @@ enum qpu_unpack_r4 {
#define QPU_OP_ADD_SHIFT 24
#define QPU_OP_ADD_MASK QPU_MASK(28, 24)
#define QPU_LOAD_IMM_SHIFT 0
#define QPU_LOAD_IMM_MASK QPU_MASK(31, 0)
#define QPU_BRANCH_TARGET_SHIFT 0
#define QPU_BRANCH_TARGET_MASK QPU_MASK(31, 0)
#endif /* VC4_QPU_DEFINES_H */
......@@ -802,7 +802,7 @@ validate_gl_shader_rec(struct drm_device *dev,
uint32_t src_offset = *(uint32_t *)(pkt_u + o);
uint32_t *texture_handles_u;
void *uniform_data_u;
uint32_t tex;
uint32_t tex, uni;
*(uint32_t *)(pkt_v + o) = bo[i]->paddr + src_offset;
......@@ -840,6 +840,17 @@ validate_gl_shader_rec(struct drm_device *dev,
}
}
/* Fill in the uniform slots that need this shader's
* start-of-uniforms address (used for resetting the uniform
* stream in the presence of control flow).
*/
for (uni = 0;
uni < validated_shader->num_uniform_addr_offsets;
uni++) {
uint32_t o = validated_shader->uniform_addr_offsets[uni];
((uint32_t *)exec->uniforms_v)[o] = exec->uniforms_p;
}
*(uint32_t *)(pkt_v + o + 4) = exec->uniforms_p;
exec->uniforms_u += validated_shader->uniforms_src_size;
......
......@@ -39,7 +39,17 @@
#include "vc4_drv.h"
#include "vc4_qpu_defines.h"
#define LIVE_REG_COUNT (32 + 32 + 4)
struct vc4_shader_validation_state {
/* Current IP being validated. */
uint32_t ip;
/* IP at the end of the BO, do not read shader[max_ip] */
uint32_t max_ip;
uint64_t *shader;
struct vc4_texture_sample_info tmu_setup[2];
int tmu_write_count[2];
......@@ -49,8 +59,30 @@ struct vc4_shader_validation_state {
*
* This is used for the validation of direct address memory reads.
*/
uint32_t live_min_clamp_offsets[32 + 32 + 4];
bool live_max_clamp_regs[32 + 32 + 4];
uint32_t live_min_clamp_offsets[LIVE_REG_COUNT];
bool live_max_clamp_regs[LIVE_REG_COUNT];
uint32_t live_immediates[LIVE_REG_COUNT];
/* Bitfield of which IPs are used as branch targets.
*
* Used for validation that the uniform stream is updated at the right
* points and clearing the texturing/clamping state.
*/
unsigned long *branch_targets;
/* Set when entering a basic block, and cleared when the uniform
* address update is found. This is used to make sure that we don't
* read uniforms when the address is undefined.
*/
bool needs_uniform_address_update;
/* Set when we find a backwards branch. If the branch is backwards,
* the taraget is probably doing an address reset to read uniforms,
* and so we need to be sure that a uniforms address is present in the
* stream, even if the shader didn't need to read uniforms in later
* basic blocks.
*/
bool needs_uniform_address_for_loop;
};
static uint32_t
......@@ -129,11 +161,11 @@ record_texture_sample(struct vc4_validated_shader_info *validated_shader,
}
static bool
check_tmu_write(uint64_t inst,
struct vc4_validated_shader_info *validated_shader,
check_tmu_write(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state,
bool is_mul)
{
uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t waddr = (is_mul ?
QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
QPU_GET_FIELD(inst, QPU_WADDR_ADD));
......@@ -162,7 +194,7 @@ check_tmu_write(uint64_t inst,
return false;
}
/* We assert that the the clamped address is the first
/* We assert that the clamped address is the first
* argument, and the UBO base address is the second argument.
* This is arbitrary, but simpler than supporting flipping the
* two either way.
......@@ -212,8 +244,14 @@ check_tmu_write(uint64_t inst,
/* Since direct uses a RADDR uniform reference, it will get counted in
* check_instruction_reads()
*/
if (!is_direct)
if (!is_direct) {
if (validation_state->needs_uniform_address_update) {
DRM_ERROR("Texturing with undefined uniform address\n");
return false;
}
validated_shader->uniforms_size += 4;
}
if (submit) {
if (!record_texture_sample(validated_shader,
......@@ -227,23 +265,138 @@ check_tmu_write(uint64_t inst,
return true;
}
static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
{
uint32_t o = validated_shader->num_uniform_addr_offsets;
uint32_t num_uniforms = validated_shader->uniforms_size / 4;
validated_shader->uniform_addr_offsets =
krealloc(validated_shader->uniform_addr_offsets,
(o + 1) *
sizeof(*validated_shader->uniform_addr_offsets),
GFP_KERNEL);
if (!validated_shader->uniform_addr_offsets)
return false;
validated_shader->uniform_addr_offsets[o] = num_uniforms;
validated_shader->num_uniform_addr_offsets++;
return true;
}
static bool
check_reg_write(uint64_t inst,
struct vc4_validated_shader_info *validated_shader,
validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state,
bool is_mul)
{
uint64_t inst = validation_state->shader[validation_state->ip];
u32 add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
u32 raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
u32 raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
u32 add_lri = raddr_add_a_to_live_reg_index(inst);
/* We want our reset to be pointing at whatever uniform follows the
* uniforms base address.
*/
u32 expected_offset = validated_shader->uniforms_size + 4;
/* We only support absolute uniform address changes, and we
* require that they be in the current basic block before any
* of its uniform reads.
*
* One could potentially emit more efficient QPU code, by
* noticing that (say) an if statement does uniform control
* flow for all threads and that the if reads the same number
* of uniforms on each side. However, this scheme is easy to
* validate so it's all we allow for now.
*/
if (QPU_GET_FIELD(inst, QPU_SIG) != QPU_SIG_NONE) {
DRM_ERROR("uniforms address change must be "
"normal math\n");
return false;
}
if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
DRM_ERROR("Uniform address reset must be an ADD.\n");
return false;
}
if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
DRM_ERROR("Uniform address reset must be unconditional.\n");
return false;
}
if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
!(inst & QPU_PM)) {
DRM_ERROR("No packing allowed on uniforms reset\n");
return false;
}
if (add_lri == -1) {
DRM_ERROR("First argument of uniform address write must be "
"an immediate value.\n");
return false;
}
if (validation_state->live_immediates[add_lri] != expected_offset) {
DRM_ERROR("Resetting uniforms with offset %db instead of %db\n",
validation_state->live_immediates[add_lri],
expected_offset);
return false;
}
if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
!(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
DRM_ERROR("Second argument of uniform address write must be "
"a uniform.\n");
return false;
}
validation_state->needs_uniform_address_update = false;
validation_state->needs_uniform_address_for_loop = false;
return require_uniform_address_uniform(validated_shader);
}
static bool
check_reg_write(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state,
bool is_mul)
{
uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t waddr = (is_mul ?
QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
QPU_GET_FIELD(inst, QPU_WADDR_ADD));
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
bool ws = inst & QPU_WS;
bool is_b = is_mul ^ ws;
u32 lri = waddr_to_live_reg_index(waddr, is_b);
if (lri != -1) {
uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL);
if (sig == QPU_SIG_LOAD_IMM &&
QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP &&
((is_mul && cond_mul == QPU_COND_ALWAYS) ||
(!is_mul && cond_add == QPU_COND_ALWAYS))) {
validation_state->live_immediates[lri] =
QPU_GET_FIELD(inst, QPU_LOAD_IMM);
} else {
validation_state->live_immediates[lri] = ~0;
}
}
switch (waddr) {
case QPU_W_UNIFORMS_ADDRESS:
/* XXX: We'll probably need to support this for reladdr, but
* it's definitely a security-related one.
*/
DRM_ERROR("uniforms address load unsupported\n");
return false;
if (is_b) {
DRM_ERROR("relative uniforms address change "
"unsupported\n");
return false;
}
return validate_uniform_address_write(validated_shader,
validation_state,
is_mul);
case QPU_W_TLB_COLOR_MS:
case QPU_W_TLB_COLOR_ALL:
......@@ -261,7 +414,7 @@ check_reg_write(uint64_t inst,
case QPU_W_TMU1_T:
case QPU_W_TMU1_R:
case QPU_W_TMU1_B:
return check_tmu_write(inst, validated_shader, validation_state,
return check_tmu_write(validated_shader, validation_state,
is_mul);
case QPU_W_HOST_INT:
......@@ -294,10 +447,10 @@ check_reg_write(uint64_t inst,
}
static void
track_live_clamps(uint64_t inst,
struct vc4_validated_shader_info *validated_shader,
track_live_clamps(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state)
{
uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
......@@ -369,10 +522,10 @@ track_live_clamps(uint64_t inst,
}
static bool
check_instruction_writes(uint64_t inst,
struct vc4_validated_shader_info *validated_shader,
check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state)
{
uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
bool ok;
......@@ -382,20 +535,44 @@ check_instruction_writes(uint64_t inst,
return false;
}
ok = (check_reg_write(inst, validated_shader, validation_state,
false) &&
check_reg_write(inst, validated_shader, validation_state,
true));
ok = (check_reg_write(validated_shader, validation_state, false) &&
check_reg_write(validated_shader, validation_state, true));
track_live_clamps(inst, validated_shader, validation_state);
track_live_clamps(validated_shader, validation_state);
return ok;
}
static bool
check_instruction_reads(uint64_t inst,
struct vc4_validated_shader_info *validated_shader)
check_branch(uint64_t inst,
struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state,
int ip)
{
int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
if ((int)branch_imm < 0)
validation_state->needs_uniform_address_for_loop = true;
/* We don't want to have to worry about validation of this, and
* there's no need for it.
*/
if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) {
DRM_ERROR("branch instruction at %d wrote a register.\n",
validation_state->ip);
return false;
}
return true;
}
static bool
check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state)
{
uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
......@@ -407,40 +584,204 @@ check_instruction_reads(uint64_t inst,
* already be OOM.
*/
validated_shader->uniforms_size += 4;
if (validation_state->needs_uniform_address_update) {
DRM_ERROR("Uniform read with undefined uniform "
"address\n");
return false;
}
}
return true;
}
/* Make sure that all branches are absolute and point within the shader, and
* note their targets for later.
*/
static bool
vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
{
uint32_t max_branch_target = 0;
bool found_shader_end = false;
int ip;
int shader_end_ip = 0;
int last_branch = -2;
for (ip = 0; ip < validation_state->max_ip; ip++) {
uint64_t inst = validation_state->shader[ip];
int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
uint32_t after_delay_ip = ip + 4;
uint32_t branch_target_ip;
if (sig == QPU_SIG_PROG_END) {
shader_end_ip = ip;
found_shader_end = true;
continue;
}
if (sig != QPU_SIG_BRANCH)
continue;
if (ip - last_branch < 4) {
DRM_ERROR("Branch at %d during delay slots\n", ip);
return false;
}
last_branch = ip;
if (inst & QPU_BRANCH_REG) {
DRM_ERROR("branching from register relative "
"not supported\n");
return false;
}
if (!(inst & QPU_BRANCH_REL)) {
DRM_ERROR("relative branching required\n");
return false;
}
/* The actual branch target is the instruction after the delay
* slots, plus whatever byte offset is in the low 32 bits of
* the instruction. Make sure we're not branching beyond the
* end of the shader object.
*/
if (branch_imm % sizeof(inst) != 0) {
DRM_ERROR("branch target not aligned\n");
return false;
}
branch_target_ip = after_delay_ip + (branch_imm >> 3);
if (branch_target_ip >= validation_state->max_ip) {
DRM_ERROR("Branch at %d outside of shader (ip %d/%d)\n",
ip, branch_target_ip,
validation_state->max_ip);
return false;
}
set_bit(branch_target_ip, validation_state->branch_targets);
/* Make sure that the non-branching path is also not outside
* the shader.
*/
if (after_delay_ip >= validation_state->max_ip) {
DRM_ERROR("Branch at %d continues past shader end "
"(%d/%d)\n",
ip, after_delay_ip, validation_state->max_ip);
return false;
}
set_bit(after_delay_ip, validation_state->branch_targets);
max_branch_target = max(max_branch_target, after_delay_ip);
/* There are two delay slots after program end is signaled
* that are still executed, then we're finished.
*/
if (found_shader_end && ip == shader_end_ip + 2)
break;
}
if (max_branch_target > shader_end_ip) {
DRM_ERROR("Branch landed after QPU_SIG_PROG_END");
return false;
}
return true;
}
/* Resets any known state for the shader, used when we may be branched to from
* multiple locations in the program (or at shader start).
*/
static void
reset_validation_state(struct vc4_shader_validation_state *validation_state)
{
int i;
for (i = 0; i < 8; i++)
validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0;
for (i = 0; i < LIVE_REG_COUNT; i++) {
validation_state->live_min_clamp_offsets[i] = ~0;
validation_state->live_max_clamp_regs[i] = false;
validation_state->live_immediates[i] = ~0;
}
}
static bool
texturing_in_progress(struct vc4_shader_validation_state *validation_state)
{
return (validation_state->tmu_write_count[0] != 0 ||
validation_state->tmu_write_count[1] != 0);
}
static bool
vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state)
{
uint32_t ip = validation_state->ip;
if (!test_bit(ip, validation_state->branch_targets))
return true;
if (texturing_in_progress(validation_state)) {
DRM_ERROR("Branch target landed during TMU setup\n");
return false;
}
/* Reset our live values tracking, since this instruction may have
* multiple predecessors.
*
* One could potentially do analysis to determine that, for
* example, all predecessors have a live max clamp in the same
* register, but we don't bother with that.
*/
reset_validation_state(validation_state);
/* Since we've entered a basic block from potentially multiple
* predecessors, we need the uniforms address to be updated before any
* unforms are read. We require that after any branch point, the next
* uniform to be loaded is a uniform address offset. That uniform's
* offset will be marked by the uniform address register write
* validation, or a one-off the end-of-program check.
*/
validation_state->needs_uniform_address_update = true;
return true;
}
struct vc4_validated_shader_info *
vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
{
bool found_shader_end = false;
int shader_end_ip = 0;
uint32_t ip, max_ip;
uint64_t *shader;
struct vc4_validated_shader_info *validated_shader;
uint32_t ip;
struct vc4_validated_shader_info *validated_shader = NULL;
struct vc4_shader_validation_state validation_state;
int i;
memset(&validation_state, 0, sizeof(validation_state));
validation_state.shader = shader_obj->vaddr;
validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
for (i = 0; i < 8; i++)
validation_state.tmu_setup[i / 4].p_offset[i % 4] = ~0;
for (i = 0; i < ARRAY_SIZE(validation_state.live_min_clamp_offsets); i++)
validation_state.live_min_clamp_offsets[i] = ~0;
reset_validation_state(&validation_state);
shader = shader_obj->vaddr;
max_ip = shader_obj->base.size / sizeof(uint64_t);
validation_state.branch_targets =
kcalloc(BITS_TO_LONGS(validation_state.max_ip),
sizeof(unsigned long), GFP_KERNEL);
if (!validation_state.branch_targets)
goto fail;
validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
if (!validated_shader)
return NULL;
goto fail;
if (!vc4_validate_branches(&validation_state))
goto fail;
for (ip = 0; ip < max_ip; ip++) {
uint64_t inst = shader[ip];
for (ip = 0; ip < validation_state.max_ip; ip++) {
uint64_t inst = validation_state.shader[ip];
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
validation_state.ip = ip;
if (!vc4_handle_branch_target(&validation_state))
goto fail;
switch (sig) {
case QPU_SIG_NONE:
case QPU_SIG_WAIT_FOR_SCOREBOARD:
......@@ -450,13 +791,14 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
case QPU_SIG_LOAD_TMU1:
case QPU_SIG_PROG_END:
case QPU_SIG_SMALL_IMM:
if (!check_instruction_writes(inst, validated_shader,
if (!check_instruction_writes(validated_shader,
&validation_state)) {
DRM_ERROR("Bad write at ip %d\n", ip);
goto fail;
}
if (!check_instruction_reads(inst, validated_shader))
if (!check_instruction_reads(validated_shader,
&validation_state))
goto fail;
if (sig == QPU_SIG_PROG_END) {
......@@ -467,13 +809,18 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
break;
case QPU_SIG_LOAD_IMM:
if (!check_instruction_writes(inst, validated_shader,
if (!check_instruction_writes(validated_shader,
&validation_state)) {
DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip);
goto fail;
}
break;
case QPU_SIG_BRANCH:
if (!check_branch(inst, validated_shader,
&validation_state, ip))
goto fail;
break;
default:
DRM_ERROR("Unsupported QPU signal %d at "
"instruction %d\n", sig, ip);
......@@ -487,13 +834,28 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
break;
}
if (ip == max_ip) {
if (ip == validation_state.max_ip) {
DRM_ERROR("shader failed to terminate before "
"shader BO end at %zd\n",
shader_obj->base.size);
goto fail;
}
/* If we did a backwards branch and we haven't emitted a uniforms
* reset since then, we still need the uniforms stream to have the
* uniforms address available so that the backwards branch can do its
* uniforms reset.
*
* We could potentially prove that the backwards branch doesn't
* contain any uses of uniforms until program exit, but that doesn't
* seem to be worth the trouble.
*/
if (validation_state.needs_uniform_address_for_loop) {
if (!require_uniform_address_uniform(validated_shader))
goto fail;
validated_shader->uniforms_size += 4;
}
/* Again, no chance of integer overflow here because the worst case
* scenario is 8 bytes of uniforms plus handles per 8-byte
* instruction.
......@@ -502,9 +864,12 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
(validated_shader->uniforms_size +
4 * validated_shader->num_texture_samples);
kfree(validation_state.branch_targets);
return validated_shader;
fail:
kfree(validation_state.branch_targets);
if (validated_shader) {
kfree(validated_shader->texture_samples);
kfree(validated_shader);
......
......@@ -37,6 +37,7 @@ extern "C" {
#define DRM_VC4_MMAP_BO 0x04
#define DRM_VC4_CREATE_SHADER_BO 0x05
#define DRM_VC4_GET_HANG_STATE 0x06
#define DRM_VC4_GET_PARAM 0x07
#define DRM_IOCTL_VC4_SUBMIT_CL DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
#define DRM_IOCTL_VC4_WAIT_SEQNO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
......@@ -45,6 +46,7 @@ extern "C" {
#define DRM_IOCTL_VC4_MMAP_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
#define DRM_IOCTL_VC4_CREATE_SHADER_BO DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
#define DRM_IOCTL_VC4_GET_HANG_STATE DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
#define DRM_IOCTL_VC4_GET_PARAM DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
struct drm_vc4_submit_rcl_surface {
__u32 hindex; /* Handle index, or ~0 if not present. */
......@@ -280,6 +282,17 @@ struct drm_vc4_get_hang_state {
__u32 pad[16];
};
#define DRM_VC4_PARAM_V3D_IDENT0 0
#define DRM_VC4_PARAM_V3D_IDENT1 1
#define DRM_VC4_PARAM_V3D_IDENT2 2
#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
struct drm_vc4_get_param {
__u32 param;
__u32 pad;
__u64 value;
};
#if defined(__cplusplus)
}
#endif
......
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