cachepc-linux

Fork of AMDESE/linux with modifications for CachePC side-channel attack
git clone https://git.sinitax.com/sinitax/cachepc-linux
Log | Files | Refs | README | LICENSE | sfeed.txt

vc4_validate_shaders.c (27928B)


      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_cma_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}