2 * Copyright © 2014 Broadcom
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:
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
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
25 * DOC: Shader validator for VC4.
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).
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
40 #include "vc4_qpu_defines.h"
42 #define LIVE_REG_COUNT (32 + 32 + 4)
44 struct vc4_shader_validation_state
{
45 /* Current IP being validated. */
48 /* IP at the end of the BO, do not read shader[max_ip] */
53 struct vc4_texture_sample_info tmu_setup
[2];
54 int tmu_write_count
[2];
56 /* For registers that were last written to by a MIN instruction with
57 * one argument being a uniform, the address of the uniform.
60 * This is used for the validation of direct address memory reads.
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
];
66 /* Bitfield of which IPs are used as branch targets.
68 * Used for validation that the uniform stream is updated at the right
69 * points and clearing the texturing/clamping state.
71 unsigned long *branch_targets
;
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.
77 bool needs_uniform_address_update
;
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
85 bool needs_uniform_address_for_loop
;
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.
92 bool all_registers_used
;
96 waddr_to_live_reg_index(uint32_t waddr
, bool is_b
)
103 } else if (waddr
<= QPU_W_ACC3
) {
104 return 64 + waddr
- QPU_W_ACC0
;
111 raddr_add_a_to_live_reg_index(uint64_t inst
)
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
);
118 if (add_a
== QPU_MUX_A
)
120 else if (add_a
== QPU_MUX_B
&& sig
!= QPU_SIG_SMALL_IMM
)
122 else if (add_a
<= QPU_MUX_R3
)
129 live_reg_is_upper_half(uint32_t lri
)
131 return (lri
>= 16 && lri
< 32) ||
132 (lri
>= 32 + 16 && lri
< 32 + 32);
136 is_tmu_submit(uint32_t waddr
)
138 return (waddr
== QPU_W_TMU0_S
||
139 waddr
== QPU_W_TMU1_S
);
143 is_tmu_write(uint32_t waddr
)
145 return (waddr
>= QPU_W_TMU0_S
&&
146 waddr
<= QPU_W_TMU1_B
);
150 record_texture_sample(struct vc4_validated_shader_info
*validated_shader
,
151 struct vc4_shader_validation_state
*validation_state
,
154 uint32_t s
= validated_shader
->num_texture_samples
;
156 struct vc4_texture_sample_info
*temp_samples
;
158 temp_samples
= krealloc(validated_shader
->texture_samples
,
159 (s
+ 1) * sizeof(*temp_samples
),
164 memcpy(&temp_samples
[s
],
165 &validation_state
->tmu_setup
[tmu
],
166 sizeof(*temp_samples
));
168 validated_shader
->num_texture_samples
= s
+ 1;
169 validated_shader
->texture_samples
= temp_samples
;
171 for (i
= 0; i
< 4; i
++)
172 validation_state
->tmu_setup
[tmu
].p_offset
[i
] = ~0;
178 check_tmu_write(struct vc4_validated_shader_info
*validated_shader
,
179 struct vc4_shader_validation_state
*validation_state
,
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
);
194 uint32_t add_b
= QPU_GET_FIELD(inst
, QPU_ADD_B
);
195 uint32_t clamp_reg
, clamp_offset
;
197 if (sig
== QPU_SIG_SMALL_IMM
) {
198 DRM_ERROR("direct TMU read used small immediate\n");
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.
206 QPU_GET_FIELD(inst
, QPU_OP_ADD
) != QPU_A_ADD
) {
207 DRM_ERROR("direct TMU load wasn't an add\n");
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
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");
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");
228 /* Store the clamp value's offset in p1 (see reloc_tex() in
231 validation_state
->tmu_setup
[tmu
].p_offset
[1] =
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");
240 validation_state
->tmu_setup
[tmu
].is_direct
= true;
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 "
250 if (validation_state
->tmu_write_count
[tmu
] >= 4) {
251 DRM_ERROR("TMU%d got too many parameters before dispatch\n",
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()
262 if (validation_state
->needs_uniform_address_update
) {
263 DRM_ERROR("Texturing with undefined uniform address\n");
267 validated_shader
->uniforms_size
+= 4;
271 if (!record_texture_sample(validated_shader
,
272 validation_state
, tmu
)) {
276 validation_state
->tmu_write_count
[tmu
] = 0;
282 static bool require_uniform_address_uniform(struct vc4_validated_shader_info
*validated_shader
)
284 uint32_t o
= validated_shader
->num_uniform_addr_offsets
;
285 uint32_t num_uniforms
= validated_shader
->uniforms_size
/ 4;
287 validated_shader
->uniform_addr_offsets
=
288 krealloc(validated_shader
->uniform_addr_offsets
,
290 sizeof(*validated_shader
->uniform_addr_offsets
),
292 if (!validated_shader
->uniform_addr_offsets
)
295 validated_shader
->uniform_addr_offsets
[o
] = num_uniforms
;
296 validated_shader
->num_uniform_addr_offsets
++;
302 validate_uniform_address_write(struct vc4_validated_shader_info
*validated_shader
,
303 struct vc4_shader_validation_state
*validation_state
,
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.
314 u32 expected_offset
= validated_shader
->uniforms_size
+ 4;
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.
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.
326 switch (QPU_GET_FIELD(inst
, QPU_SIG
)) {
328 case QPU_SIG_SCOREBOARD_UNLOCK
:
329 case QPU_SIG_COLOR_LOAD
:
330 case QPU_SIG_LOAD_TMU0
:
331 case QPU_SIG_LOAD_TMU1
:
334 DRM_ERROR("uniforms address change must be "
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");
344 if (QPU_GET_FIELD(inst
, QPU_COND_ADD
) != QPU_COND_ALWAYS
) {
345 DRM_ERROR("Uniform address reset must be unconditional.\n");
349 if (QPU_GET_FIELD(inst
, QPU_PACK
) != QPU_PACK_A_NOP
&&
351 DRM_ERROR("No packing allowed on uniforms reset\n");
356 DRM_ERROR("First argument of uniform address write must be "
357 "an immediate value.\n");
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
],
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 "
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
);
381 check_reg_write(struct vc4_validated_shader_info
*validated_shader
,
382 struct vc4_shader_validation_state
*validation_state
,
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
);
395 uint32_t cond_add
= QPU_GET_FIELD(inst
, QPU_COND_ADD
);
396 uint32_t cond_mul
= QPU_GET_FIELD(inst
, QPU_COND_MUL
);
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
);
405 validation_state
->live_immediates
[lri
] = ~0;
408 if (live_reg_is_upper_half(lri
))
409 validation_state
->all_registers_used
= true;
413 case QPU_W_UNIFORMS_ADDRESS
:
415 DRM_ERROR("relative uniforms address change "
420 return validate_uniform_address_write(validated_shader
,
424 case QPU_W_TLB_COLOR_MS
:
425 case QPU_W_TLB_COLOR_ALL
:
427 /* These only interact with the tile buffer, not main memory,
440 return check_tmu_write(validated_shader
, validation_state
,
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
450 DRM_ERROR("Unsupported waddr %d\n", waddr
);
454 DRM_ERROR("General VPM DMA unsupported\n");
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.
465 case QPU_W_TLB_STENCIL_SETUP
:
473 track_live_clamps(struct vc4_validated_shader_info
*validated_shader
,
474 struct vc4_shader_validation_state
*validation_state
)
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
;
490 /* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
491 * before we clear previous live state.
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
]);
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
);
501 validation_state
->live_max_clamp_regs
[lri_mul
] = false;
502 validation_state
->live_min_clamp_offsets
[lri_mul
] = ~0;
505 validation_state
->live_max_clamp_regs
[lri_add
] = false;
506 validation_state
->live_min_clamp_offsets
[lri_add
] = ~0;
508 /* Nothing further to do for live tracking, since only ADDs
509 * generate new live clamp registers.
514 /* Now, handle remaining live clamp tracking for the ADD operation. */
516 if (cond_add
!= QPU_COND_ALWAYS
)
519 if (op_add
== QPU_A_MAX
) {
520 /* Track live clamps of a value to a minimum of 0 (in either
523 if (sig
!= QPU_SIG_SMALL_IMM
|| raddr_b
!= 0 ||
524 (add_a
!= QPU_MUX_B
&& add_b
!= QPU_MUX_B
)) {
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.
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
)) {
542 validation_state
->live_min_clamp_offsets
[lri_add
] =
543 validated_shader
->uniforms_size
;
548 check_instruction_writes(struct vc4_validated_shader_info
*validated_shader
,
549 struct vc4_shader_validation_state
*validation_state
)
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
);
556 if (is_tmu_write(waddr_add
) && is_tmu_write(waddr_mul
)) {
557 DRM_ERROR("ADD and MUL both set up textures\n");
561 ok
= (check_reg_write(validated_shader
, validation_state
, false) &&
562 check_reg_write(validated_shader
, validation_state
, true));
564 track_live_clamps(validated_shader
, validation_state
);
570 check_branch(uint64_t inst
,
571 struct vc4_validated_shader_info
*validated_shader
,
572 struct vc4_shader_validation_state
*validation_state
,
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
);
579 if ((int)branch_imm
< 0)
580 validation_state
->needs_uniform_address_for_loop
= true;
582 /* We don't want to have to worry about validation of this, and
583 * there's no need for it.
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
);
595 check_instruction_reads(struct vc4_validated_shader_info
*validated_shader
,
596 struct vc4_shader_validation_state
*validation_state
)
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
);
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
609 validated_shader
->uniforms_size
+= 4;
611 if (validation_state
->needs_uniform_address_update
) {
612 DRM_ERROR("Uniform read with undefined uniform "
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;
626 /* Make sure that all branches are absolute and point within the shader, and
627 * note their targets for later.
630 vc4_validate_branches(struct vc4_shader_validation_state
*validation_state
)
632 uint32_t max_branch_target
= 0;
634 int last_branch
= -2;
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
;
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
650 validation_state
->max_ip
= ip
+ 3;
654 if (sig
!= QPU_SIG_BRANCH
)
657 if (ip
- last_branch
< 4) {
658 DRM_ERROR("Branch at %d during delay slots\n", ip
);
663 if (inst
& QPU_BRANCH_REG
) {
664 DRM_ERROR("branching from register relative "
669 if (!(inst
& QPU_BRANCH_REL
)) {
670 DRM_ERROR("relative branching required\n");
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.
679 if (branch_imm
% sizeof(inst
) != 0) {
680 DRM_ERROR("branch target not aligned\n");
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
);
691 set_bit(branch_target_ip
, validation_state
->branch_targets
);
693 /* Make sure that the non-branching path is also not outside
696 if (after_delay_ip
>= validation_state
->max_ip
) {
697 DRM_ERROR("Branch at %d continues past shader end "
699 ip
, after_delay_ip
, validation_state
->max_ip
);
702 set_bit(after_delay_ip
, validation_state
->branch_targets
);
703 max_branch_target
= max(max_branch_target
, after_delay_ip
);
706 if (max_branch_target
> validation_state
->max_ip
- 3) {
707 DRM_ERROR("Branch landed after QPU_SIG_PROG_END");
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).
718 reset_validation_state(struct vc4_shader_validation_state
*validation_state
)
722 for (i
= 0; i
< 8; i
++)
723 validation_state
->tmu_setup
[i
/ 4].p_offset
[i
% 4] = ~0;
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;
733 texturing_in_progress(struct vc4_shader_validation_state
*validation_state
)
735 return (validation_state
->tmu_write_count
[0] != 0 ||
736 validation_state
->tmu_write_count
[1] != 0);
740 vc4_handle_branch_target(struct vc4_shader_validation_state
*validation_state
)
742 uint32_t ip
= validation_state
->ip
;
744 if (!test_bit(ip
, validation_state
->branch_targets
))
747 if (texturing_in_progress(validation_state
)) {
748 DRM_ERROR("Branch target landed during TMU setup\n");
752 /* Reset our live values tracking, since this instruction may have
753 * multiple predecessors.
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.
759 reset_validation_state(validation_state
);
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.
768 validation_state
->needs_uniform_address_update
= true;
773 struct vc4_validated_shader_info
*
774 vc4_validate_shader(struct drm_gem_cma_object
*shader_obj
)
776 bool found_shader_end
= false;
777 int shader_end_ip
= 0;
778 uint32_t last_thread_switch_ip
= -3;
780 struct vc4_validated_shader_info
*validated_shader
= NULL
;
781 struct vc4_shader_validation_state validation_state
;
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);
787 reset_validation_state(&validation_state
);
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
)
795 validated_shader
= kcalloc(1, sizeof(*validated_shader
), GFP_KERNEL
);
796 if (!validated_shader
)
799 if (!vc4_validate_branches(&validation_state
))
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
);
806 validation_state
.ip
= ip
;
808 if (!vc4_handle_branch_target(&validation_state
))
811 if (ip
== last_thread_switch_ip
+ 3) {
812 /* Reset r0-r3 live clamp data */
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;
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
);
839 if (!check_instruction_reads(validated_shader
,
843 if (sig
== QPU_SIG_PROG_END
) {
844 found_shader_end
= true;
848 if (sig
== QPU_SIG_THREAD_SWITCH
||
849 sig
== QPU_SIG_LAST_THREAD_SWITCH
) {
850 validated_shader
->is_threaded
= true;
852 if (ip
< last_thread_switch_ip
+ 3) {
853 DRM_ERROR("Thread switch too soon after "
854 "last switch at ip %d\n", ip
);
857 last_thread_switch_ip
= ip
;
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
);
871 if (!check_branch(inst
, validated_shader
,
872 &validation_state
, ip
))
875 if (ip
< last_thread_switch_ip
+ 3) {
876 DRM_ERROR("Branch in thread switch at ip %d",
883 DRM_ERROR("Unsupported QPU signal %d at "
884 "instruction %d\n", sig
, ip
);
888 /* There are two delay slots after program end is signaled
889 * that are still executed, then we're finished.
891 if (found_shader_end
&& ip
== shader_end_ip
+ 2)
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
);
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");
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
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.
919 if (validation_state
.needs_uniform_address_for_loop
) {
920 if (!require_uniform_address_uniform(validated_shader
))
922 validated_shader
->uniforms_size
+= 4;
925 /* Again, no chance of integer overflow here because the worst case
926 * scenario is 8 bytes of uniforms plus handles per 8-byte
929 validated_shader
->uniforms_src_size
=
930 (validated_shader
->uniforms_size
+
931 4 * validated_shader
->num_texture_samples
);
933 kfree(validation_state
.branch_targets
);
935 return validated_shader
;
938 kfree(validation_state
.branch_targets
);
939 if (validated_shader
) {
940 kfree(validated_shader
->texture_samples
);
941 kfree(validated_shader
);