linux_dsm_epyc7002/drivers/gpu/drm/vc4/vc4_validate.c
Eric Anholt 6d45c81d22 drm/vc4: Add support for branching in shader validation.
We're already checking that branch instructions are between the start
of the shader and the proper PROG_END sequence.  The other thing we
need to make branching safe is to verify that the shader doesn't read
past the end of the uniforms stream.

To do that, we require that at any basic block reading uniforms have
the following instructions:

load_imm temp, <next offset within uniform stream>
add unif_addr, temp, unif

The instructions are generated by userspace, and the kernel verifies
that the load_imm is of the expected offset, and that the add adds it
to a uniform.  We track which uniform in the stream that is, and at
draw call time fix up the uniform stream to have the address of the
start of the shader's uniforms at that location.

Signed-off-by: Eric Anholt <eric@anholt.net>
2016-07-15 15:19:50 -07:00

912 lines
25 KiB
C

/*
* Copyright © 2014 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
/**
* Command list validator for VC4.
*
* The VC4 has no IOMMU between it and system memory. So, a user with
* access to execute command lists could escalate privilege by
* overwriting system memory (drawing to it as a framebuffer) or
* reading system memory it shouldn't (reading it as a texture, or
* uniform data, or vertex data).
*
* This validates command lists to ensure that all accesses are within
* the bounds of the GEM objects referenced. It explicitly whitelists
* packets, and looks at the offsets in any address fields to make
* sure they're constrained within the BOs they reference.
*
* Note that because of the validation that's happening anyway, this
* is where GEM relocation processing happens.
*/
#include "uapi/drm/vc4_drm.h"
#include "vc4_drv.h"
#include "vc4_packet.h"
#define VALIDATE_ARGS \
struct vc4_exec_info *exec, \
void *validated, \
void *untrusted
/** Return the width in pixels of a 64-byte microtile. */
static uint32_t
utile_width(int cpp)
{
switch (cpp) {
case 1:
case 2:
return 8;
case 4:
return 4;
case 8:
return 2;
default:
DRM_ERROR("unknown cpp: %d\n", cpp);
return 1;
}
}
/** Return the height in pixels of a 64-byte microtile. */
static uint32_t
utile_height(int cpp)
{
switch (cpp) {
case 1:
return 8;
case 2:
case 4:
case 8:
return 4;
default:
DRM_ERROR("unknown cpp: %d\n", cpp);
return 1;
}
}
/**
* The texture unit decides what tiling format a particular miplevel is using
* this function, so we lay out our miptrees accordingly.
*/
static bool
size_is_lt(uint32_t width, uint32_t height, int cpp)
{
return (width <= 4 * utile_width(cpp) ||
height <= 4 * utile_height(cpp));
}
struct drm_gem_cma_object *
vc4_use_bo(struct vc4_exec_info *exec, uint32_t hindex)
{
struct drm_gem_cma_object *obj;
struct vc4_bo *bo;
if (hindex >= exec->bo_count) {
DRM_ERROR("BO index %d greater than BO count %d\n",
hindex, exec->bo_count);
return NULL;
}
obj = exec->bo[hindex];
bo = to_vc4_bo(&obj->base);
if (bo->validated_shader) {
DRM_ERROR("Trying to use shader BO as something other than "
"a shader\n");
return NULL;
}
return obj;
}
static struct drm_gem_cma_object *
vc4_use_handle(struct vc4_exec_info *exec, uint32_t gem_handles_packet_index)
{
return vc4_use_bo(exec, exec->bo_index[gem_handles_packet_index]);
}
static bool
validate_bin_pos(struct vc4_exec_info *exec, void *untrusted, uint32_t pos)
{
/* Note that the untrusted pointer passed to these functions is
* incremented past the packet byte.
*/
return (untrusted - 1 == exec->bin_u + pos);
}
static uint32_t
gl_shader_rec_size(uint32_t pointer_bits)
{
uint32_t attribute_count = pointer_bits & 7;
bool extended = pointer_bits & 8;
if (attribute_count == 0)
attribute_count = 8;
if (extended)
return 100 + attribute_count * 4;
else
return 36 + attribute_count * 8;
}
bool
vc4_check_tex_size(struct vc4_exec_info *exec, struct drm_gem_cma_object *fbo,
uint32_t offset, uint8_t tiling_format,
uint32_t width, uint32_t height, uint8_t cpp)
{
uint32_t aligned_width, aligned_height, stride, size;
uint32_t utile_w = utile_width(cpp);
uint32_t utile_h = utile_height(cpp);
/* The shaded vertex format stores signed 12.4 fixed point
* (-2048,2047) offsets from the viewport center, so we should
* never have a render target larger than 4096. The texture
* unit can only sample from 2048x2048, so it's even more
* restricted. This lets us avoid worrying about overflow in
* our math.
*/
if (width > 4096 || height > 4096) {
DRM_ERROR("Surface dimesions (%d,%d) too large", width, height);
return false;
}
switch (tiling_format) {
case VC4_TILING_FORMAT_LINEAR:
aligned_width = round_up(width, utile_w);
aligned_height = height;
break;
case VC4_TILING_FORMAT_T:
aligned_width = round_up(width, utile_w * 8);
aligned_height = round_up(height, utile_h * 8);
break;
case VC4_TILING_FORMAT_LT:
aligned_width = round_up(width, utile_w);
aligned_height = round_up(height, utile_h);
break;
default:
DRM_ERROR("buffer tiling %d unsupported\n", tiling_format);
return false;
}
stride = aligned_width * cpp;
size = stride * aligned_height;
if (size + offset < size ||
size + offset > fbo->base.size) {
DRM_ERROR("Overflow in %dx%d (%dx%d) fbo size (%d + %d > %zd)\n",
width, height,
aligned_width, aligned_height,
size, offset, fbo->base.size);
return false;
}
return true;
}
static int
validate_flush(VALIDATE_ARGS)
{
if (!validate_bin_pos(exec, untrusted, exec->args->bin_cl_size - 1)) {
DRM_ERROR("Bin CL must end with VC4_PACKET_FLUSH\n");
return -EINVAL;
}
exec->found_flush = true;
return 0;
}
static int
validate_start_tile_binning(VALIDATE_ARGS)
{
if (exec->found_start_tile_binning_packet) {
DRM_ERROR("Duplicate VC4_PACKET_START_TILE_BINNING\n");
return -EINVAL;
}
exec->found_start_tile_binning_packet = true;
if (!exec->found_tile_binning_mode_config_packet) {
DRM_ERROR("missing VC4_PACKET_TILE_BINNING_MODE_CONFIG\n");
return -EINVAL;
}
return 0;
}
static int
validate_increment_semaphore(VALIDATE_ARGS)
{
if (!validate_bin_pos(exec, untrusted, exec->args->bin_cl_size - 2)) {
DRM_ERROR("Bin CL must end with "
"VC4_PACKET_INCREMENT_SEMAPHORE\n");
return -EINVAL;
}
exec->found_increment_semaphore_packet = true;
return 0;
}
static int
validate_indexed_prim_list(VALIDATE_ARGS)
{
struct drm_gem_cma_object *ib;
uint32_t length = *(uint32_t *)(untrusted + 1);
uint32_t offset = *(uint32_t *)(untrusted + 5);
uint32_t max_index = *(uint32_t *)(untrusted + 9);
uint32_t index_size = (*(uint8_t *)(untrusted + 0) >> 4) ? 2 : 1;
struct vc4_shader_state *shader_state;
/* Check overflow condition */
if (exec->shader_state_count == 0) {
DRM_ERROR("shader state must precede primitives\n");
return -EINVAL;
}
shader_state = &exec->shader_state[exec->shader_state_count - 1];
if (max_index > shader_state->max_index)
shader_state->max_index = max_index;
ib = vc4_use_handle(exec, 0);
if (!ib)
return -EINVAL;
if (offset > ib->base.size ||
(ib->base.size - offset) / index_size < length) {
DRM_ERROR("IB access overflow (%d + %d*%d > %zd)\n",
offset, length, index_size, ib->base.size);
return -EINVAL;
}
*(uint32_t *)(validated + 5) = ib->paddr + offset;
return 0;
}
static int
validate_gl_array_primitive(VALIDATE_ARGS)
{
uint32_t length = *(uint32_t *)(untrusted + 1);
uint32_t base_index = *(uint32_t *)(untrusted + 5);
uint32_t max_index;
struct vc4_shader_state *shader_state;
/* Check overflow condition */
if (exec->shader_state_count == 0) {
DRM_ERROR("shader state must precede primitives\n");
return -EINVAL;
}
shader_state = &exec->shader_state[exec->shader_state_count - 1];
if (length + base_index < length) {
DRM_ERROR("primitive vertex count overflow\n");
return -EINVAL;
}
max_index = length + base_index - 1;
if (max_index > shader_state->max_index)
shader_state->max_index = max_index;
return 0;
}
static int
validate_gl_shader_state(VALIDATE_ARGS)
{
uint32_t i = exec->shader_state_count++;
if (i >= exec->shader_state_size) {
DRM_ERROR("More requests for shader states than declared\n");
return -EINVAL;
}
exec->shader_state[i].addr = *(uint32_t *)untrusted;
exec->shader_state[i].max_index = 0;
if (exec->shader_state[i].addr & ~0xf) {
DRM_ERROR("high bits set in GL shader rec reference\n");
return -EINVAL;
}
*(uint32_t *)validated = (exec->shader_rec_p +
exec->shader_state[i].addr);
exec->shader_rec_p +=
roundup(gl_shader_rec_size(exec->shader_state[i].addr), 16);
return 0;
}
static int
validate_tile_binning_config(VALIDATE_ARGS)
{
struct drm_device *dev = exec->exec_bo->base.dev;
struct vc4_bo *tile_bo;
uint8_t flags;
uint32_t tile_state_size, tile_alloc_size;
uint32_t tile_count;
if (exec->found_tile_binning_mode_config_packet) {
DRM_ERROR("Duplicate VC4_PACKET_TILE_BINNING_MODE_CONFIG\n");
return -EINVAL;
}
exec->found_tile_binning_mode_config_packet = true;
exec->bin_tiles_x = *(uint8_t *)(untrusted + 12);
exec->bin_tiles_y = *(uint8_t *)(untrusted + 13);
tile_count = exec->bin_tiles_x * exec->bin_tiles_y;
flags = *(uint8_t *)(untrusted + 14);
if (exec->bin_tiles_x == 0 ||
exec->bin_tiles_y == 0) {
DRM_ERROR("Tile binning config of %dx%d too small\n",
exec->bin_tiles_x, exec->bin_tiles_y);
return -EINVAL;
}
if (flags & (VC4_BIN_CONFIG_DB_NON_MS |
VC4_BIN_CONFIG_TILE_BUFFER_64BIT)) {
DRM_ERROR("unsupported binning config flags 0x%02x\n", flags);
return -EINVAL;
}
/* The tile state data array is 48 bytes per tile, and we put it at
* the start of a BO containing both it and the tile alloc.
*/
tile_state_size = 48 * tile_count;
/* Since the tile alloc array will follow us, align. */
exec->tile_alloc_offset = roundup(tile_state_size, 4096);
*(uint8_t *)(validated + 14) =
((flags & ~(VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_MASK |
VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_MASK)) |
VC4_BIN_CONFIG_AUTO_INIT_TSDA |
VC4_SET_FIELD(VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_32,
VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE) |
VC4_SET_FIELD(VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_128,
VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE));
/* Initial block size. */
tile_alloc_size = 32 * tile_count;
/*
* The initial allocation gets rounded to the next 256 bytes before
* the hardware starts fulfilling further allocations.
*/
tile_alloc_size = roundup(tile_alloc_size, 256);
/* Add space for the extra allocations. This is what gets used first,
* before overflow memory. It must have at least 4096 bytes, but we
* want to avoid overflow memory usage if possible.
*/
tile_alloc_size += 1024 * 1024;
tile_bo = vc4_bo_create(dev, exec->tile_alloc_offset + tile_alloc_size,
true);
exec->tile_bo = &tile_bo->base;
if (IS_ERR(exec->tile_bo))
return PTR_ERR(exec->tile_bo);
list_add_tail(&tile_bo->unref_head, &exec->unref_list);
/* tile alloc address. */
*(uint32_t *)(validated + 0) = (exec->tile_bo->paddr +
exec->tile_alloc_offset);
/* tile alloc size. */
*(uint32_t *)(validated + 4) = tile_alloc_size;
/* tile state address. */
*(uint32_t *)(validated + 8) = exec->tile_bo->paddr;
return 0;
}
static int
validate_gem_handles(VALIDATE_ARGS)
{
memcpy(exec->bo_index, untrusted, sizeof(exec->bo_index));
return 0;
}
#define VC4_DEFINE_PACKET(packet, func) \
[packet] = { packet ## _SIZE, #packet, func }
static const struct cmd_info {
uint16_t len;
const char *name;
int (*func)(struct vc4_exec_info *exec, void *validated,
void *untrusted);
} cmd_info[] = {
VC4_DEFINE_PACKET(VC4_PACKET_HALT, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_NOP, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_FLUSH, validate_flush),
VC4_DEFINE_PACKET(VC4_PACKET_FLUSH_ALL, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_START_TILE_BINNING,
validate_start_tile_binning),
VC4_DEFINE_PACKET(VC4_PACKET_INCREMENT_SEMAPHORE,
validate_increment_semaphore),
VC4_DEFINE_PACKET(VC4_PACKET_GL_INDEXED_PRIMITIVE,
validate_indexed_prim_list),
VC4_DEFINE_PACKET(VC4_PACKET_GL_ARRAY_PRIMITIVE,
validate_gl_array_primitive),
VC4_DEFINE_PACKET(VC4_PACKET_PRIMITIVE_LIST_FORMAT, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_GL_SHADER_STATE, validate_gl_shader_state),
VC4_DEFINE_PACKET(VC4_PACKET_CONFIGURATION_BITS, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_FLAT_SHADE_FLAGS, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_POINT_SIZE, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_LINE_WIDTH, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_RHT_X_BOUNDARY, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_DEPTH_OFFSET, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_CLIP_WINDOW, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_VIEWPORT_OFFSET, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_CLIPPER_XY_SCALING, NULL),
/* Note: The docs say this was also 105, but it was 106 in the
* initial userland code drop.
*/
VC4_DEFINE_PACKET(VC4_PACKET_CLIPPER_Z_SCALING, NULL),
VC4_DEFINE_PACKET(VC4_PACKET_TILE_BINNING_MODE_CONFIG,
validate_tile_binning_config),
VC4_DEFINE_PACKET(VC4_PACKET_GEM_HANDLES, validate_gem_handles),
};
int
vc4_validate_bin_cl(struct drm_device *dev,
void *validated,
void *unvalidated,
struct vc4_exec_info *exec)
{
uint32_t len = exec->args->bin_cl_size;
uint32_t dst_offset = 0;
uint32_t src_offset = 0;
while (src_offset < len) {
void *dst_pkt = validated + dst_offset;
void *src_pkt = unvalidated + src_offset;
u8 cmd = *(uint8_t *)src_pkt;
const struct cmd_info *info;
if (cmd >= ARRAY_SIZE(cmd_info)) {
DRM_ERROR("0x%08x: packet %d out of bounds\n",
src_offset, cmd);
return -EINVAL;
}
info = &cmd_info[cmd];
if (!info->name) {
DRM_ERROR("0x%08x: packet %d invalid\n",
src_offset, cmd);
return -EINVAL;
}
if (src_offset + info->len > len) {
DRM_ERROR("0x%08x: packet %d (%s) length 0x%08x "
"exceeds bounds (0x%08x)\n",
src_offset, cmd, info->name, info->len,
src_offset + len);
return -EINVAL;
}
if (cmd != VC4_PACKET_GEM_HANDLES)
memcpy(dst_pkt, src_pkt, info->len);
if (info->func && info->func(exec,
dst_pkt + 1,
src_pkt + 1)) {
DRM_ERROR("0x%08x: packet %d (%s) failed to validate\n",
src_offset, cmd, info->name);
return -EINVAL;
}
src_offset += info->len;
/* GEM handle loading doesn't produce HW packets. */
if (cmd != VC4_PACKET_GEM_HANDLES)
dst_offset += info->len;
/* When the CL hits halt, it'll stop reading anything else. */
if (cmd == VC4_PACKET_HALT)
break;
}
exec->ct0ea = exec->ct0ca + dst_offset;
if (!exec->found_start_tile_binning_packet) {
DRM_ERROR("Bin CL missing VC4_PACKET_START_TILE_BINNING\n");
return -EINVAL;
}
/* The bin CL must be ended with INCREMENT_SEMAPHORE and FLUSH. The
* semaphore is used to trigger the render CL to start up, and the
* FLUSH is what caps the bin lists with
* VC4_PACKET_RETURN_FROM_SUB_LIST (so they jump back to the main
* render CL when they get called to) and actually triggers the queued
* semaphore increment.
*/
if (!exec->found_increment_semaphore_packet || !exec->found_flush) {
DRM_ERROR("Bin CL missing VC4_PACKET_INCREMENT_SEMAPHORE + "
"VC4_PACKET_FLUSH\n");
return -EINVAL;
}
return 0;
}
static bool
reloc_tex(struct vc4_exec_info *exec,
void *uniform_data_u,
struct vc4_texture_sample_info *sample,
uint32_t texture_handle_index)
{
struct drm_gem_cma_object *tex;
uint32_t p0 = *(uint32_t *)(uniform_data_u + sample->p_offset[0]);
uint32_t p1 = *(uint32_t *)(uniform_data_u + sample->p_offset[1]);
uint32_t p2 = (sample->p_offset[2] != ~0 ?
*(uint32_t *)(uniform_data_u + sample->p_offset[2]) : 0);
uint32_t p3 = (sample->p_offset[3] != ~0 ?
*(uint32_t *)(uniform_data_u + sample->p_offset[3]) : 0);
uint32_t *validated_p0 = exec->uniforms_v + sample->p_offset[0];
uint32_t offset = p0 & VC4_TEX_P0_OFFSET_MASK;
uint32_t miplevels = VC4_GET_FIELD(p0, VC4_TEX_P0_MIPLVLS);
uint32_t width = VC4_GET_FIELD(p1, VC4_TEX_P1_WIDTH);
uint32_t height = VC4_GET_FIELD(p1, VC4_TEX_P1_HEIGHT);
uint32_t cpp, tiling_format, utile_w, utile_h;
uint32_t i;
uint32_t cube_map_stride = 0;
enum vc4_texture_data_type type;
tex = vc4_use_bo(exec, texture_handle_index);
if (!tex)
return false;
if (sample->is_direct) {
uint32_t remaining_size = tex->base.size - p0;
if (p0 > tex->base.size - 4) {
DRM_ERROR("UBO offset greater than UBO size\n");
goto fail;
}
if (p1 > remaining_size - 4) {
DRM_ERROR("UBO clamp would allow reads "
"outside of UBO\n");
goto fail;
}
*validated_p0 = tex->paddr + p0;
return true;
}
if (width == 0)
width = 2048;
if (height == 0)
height = 2048;
if (p0 & VC4_TEX_P0_CMMODE_MASK) {
if (VC4_GET_FIELD(p2, VC4_TEX_P2_PTYPE) ==
VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE)
cube_map_stride = p2 & VC4_TEX_P2_CMST_MASK;
if (VC4_GET_FIELD(p3, VC4_TEX_P2_PTYPE) ==
VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE) {
if (cube_map_stride) {
DRM_ERROR("Cube map stride set twice\n");
goto fail;
}
cube_map_stride = p3 & VC4_TEX_P2_CMST_MASK;
}
if (!cube_map_stride) {
DRM_ERROR("Cube map stride not set\n");
goto fail;
}
}
type = (VC4_GET_FIELD(p0, VC4_TEX_P0_TYPE) |
(VC4_GET_FIELD(p1, VC4_TEX_P1_TYPE4) << 4));
switch (type) {
case VC4_TEXTURE_TYPE_RGBA8888:
case VC4_TEXTURE_TYPE_RGBX8888:
case VC4_TEXTURE_TYPE_RGBA32R:
cpp = 4;
break;
case VC4_TEXTURE_TYPE_RGBA4444:
case VC4_TEXTURE_TYPE_RGBA5551:
case VC4_TEXTURE_TYPE_RGB565:
case VC4_TEXTURE_TYPE_LUMALPHA:
case VC4_TEXTURE_TYPE_S16F:
case VC4_TEXTURE_TYPE_S16:
cpp = 2;
break;
case VC4_TEXTURE_TYPE_LUMINANCE:
case VC4_TEXTURE_TYPE_ALPHA:
case VC4_TEXTURE_TYPE_S8:
cpp = 1;
break;
case VC4_TEXTURE_TYPE_ETC1:
case VC4_TEXTURE_TYPE_BW1:
case VC4_TEXTURE_TYPE_A4:
case VC4_TEXTURE_TYPE_A1:
case VC4_TEXTURE_TYPE_RGBA64:
case VC4_TEXTURE_TYPE_YUV422R:
default:
DRM_ERROR("Texture format %d unsupported\n", type);
goto fail;
}
utile_w = utile_width(cpp);
utile_h = utile_height(cpp);
if (type == VC4_TEXTURE_TYPE_RGBA32R) {
tiling_format = VC4_TILING_FORMAT_LINEAR;
} else {
if (size_is_lt(width, height, cpp))
tiling_format = VC4_TILING_FORMAT_LT;
else
tiling_format = VC4_TILING_FORMAT_T;
}
if (!vc4_check_tex_size(exec, tex, offset + cube_map_stride * 5,
tiling_format, width, height, cpp)) {
goto fail;
}
/* The mipmap levels are stored before the base of the texture. Make
* sure there is actually space in the BO.
*/
for (i = 1; i <= miplevels; i++) {
uint32_t level_width = max(width >> i, 1u);
uint32_t level_height = max(height >> i, 1u);
uint32_t aligned_width, aligned_height;
uint32_t level_size;
/* Once the levels get small enough, they drop from T to LT. */
if (tiling_format == VC4_TILING_FORMAT_T &&
size_is_lt(level_width, level_height, cpp)) {
tiling_format = VC4_TILING_FORMAT_LT;
}
switch (tiling_format) {
case VC4_TILING_FORMAT_T:
aligned_width = round_up(level_width, utile_w * 8);
aligned_height = round_up(level_height, utile_h * 8);
break;
case VC4_TILING_FORMAT_LT:
aligned_width = round_up(level_width, utile_w);
aligned_height = round_up(level_height, utile_h);
break;
default:
aligned_width = round_up(level_width, utile_w);
aligned_height = level_height;
break;
}
level_size = aligned_width * cpp * aligned_height;
if (offset < level_size) {
DRM_ERROR("Level %d (%dx%d -> %dx%d) size %db "
"overflowed buffer bounds (offset %d)\n",
i, level_width, level_height,
aligned_width, aligned_height,
level_size, offset);
goto fail;
}
offset -= level_size;
}
*validated_p0 = tex->paddr + p0;
return true;
fail:
DRM_INFO("Texture p0 at %d: 0x%08x\n", sample->p_offset[0], p0);
DRM_INFO("Texture p1 at %d: 0x%08x\n", sample->p_offset[1], p1);
DRM_INFO("Texture p2 at %d: 0x%08x\n", sample->p_offset[2], p2);
DRM_INFO("Texture p3 at %d: 0x%08x\n", sample->p_offset[3], p3);
return false;
}
static int
validate_gl_shader_rec(struct drm_device *dev,
struct vc4_exec_info *exec,
struct vc4_shader_state *state)
{
uint32_t *src_handles;
void *pkt_u, *pkt_v;
static const uint32_t shader_reloc_offsets[] = {
4, /* fs */
16, /* vs */
28, /* cs */
};
uint32_t shader_reloc_count = ARRAY_SIZE(shader_reloc_offsets);
struct drm_gem_cma_object *bo[shader_reloc_count + 8];
uint32_t nr_attributes, nr_relocs, packet_size;
int i;
nr_attributes = state->addr & 0x7;
if (nr_attributes == 0)
nr_attributes = 8;
packet_size = gl_shader_rec_size(state->addr);
nr_relocs = ARRAY_SIZE(shader_reloc_offsets) + nr_attributes;
if (nr_relocs * 4 > exec->shader_rec_size) {
DRM_ERROR("overflowed shader recs reading %d handles "
"from %d bytes left\n",
nr_relocs, exec->shader_rec_size);
return -EINVAL;
}
src_handles = exec->shader_rec_u;
exec->shader_rec_u += nr_relocs * 4;
exec->shader_rec_size -= nr_relocs * 4;
if (packet_size > exec->shader_rec_size) {
DRM_ERROR("overflowed shader recs copying %db packet "
"from %d bytes left\n",
packet_size, exec->shader_rec_size);
return -EINVAL;
}
pkt_u = exec->shader_rec_u;
pkt_v = exec->shader_rec_v;
memcpy(pkt_v, pkt_u, packet_size);
exec->shader_rec_u += packet_size;
/* Shader recs have to be aligned to 16 bytes (due to the attribute
* flags being in the low bytes), so round the next validated shader
* rec address up. This should be safe, since we've got so many
* relocations in a shader rec packet.
*/
BUG_ON(roundup(packet_size, 16) - packet_size > nr_relocs * 4);
exec->shader_rec_v += roundup(packet_size, 16);
exec->shader_rec_size -= packet_size;
if (!(*(uint16_t *)pkt_u & VC4_SHADER_FLAG_FS_SINGLE_THREAD)) {
DRM_ERROR("Multi-threaded fragment shaders not supported.\n");
return -EINVAL;
}
for (i = 0; i < shader_reloc_count; i++) {
if (src_handles[i] > exec->bo_count) {
DRM_ERROR("Shader handle %d too big\n", src_handles[i]);
return -EINVAL;
}
bo[i] = exec->bo[src_handles[i]];
if (!bo[i])
return -EINVAL;
}
for (i = shader_reloc_count; i < nr_relocs; i++) {
bo[i] = vc4_use_bo(exec, src_handles[i]);
if (!bo[i])
return -EINVAL;
}
for (i = 0; i < shader_reloc_count; i++) {
struct vc4_validated_shader_info *validated_shader;
uint32_t o = shader_reloc_offsets[i];
uint32_t src_offset = *(uint32_t *)(pkt_u + o);
uint32_t *texture_handles_u;
void *uniform_data_u;
uint32_t tex, uni;
*(uint32_t *)(pkt_v + o) = bo[i]->paddr + src_offset;
if (src_offset != 0) {
DRM_ERROR("Shaders must be at offset 0 of "
"the BO.\n");
return -EINVAL;
}
validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader;
if (!validated_shader)
return -EINVAL;
if (validated_shader->uniforms_src_size >
exec->uniforms_size) {
DRM_ERROR("Uniforms src buffer overflow\n");
return -EINVAL;
}
texture_handles_u = exec->uniforms_u;
uniform_data_u = (texture_handles_u +
validated_shader->num_texture_samples);
memcpy(exec->uniforms_v, uniform_data_u,
validated_shader->uniforms_size);
for (tex = 0;
tex < validated_shader->num_texture_samples;
tex++) {
if (!reloc_tex(exec,
uniform_data_u,
&validated_shader->texture_samples[tex],
texture_handles_u[tex])) {
return -EINVAL;
}
}
/* 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;
exec->uniforms_v += validated_shader->uniforms_size;
exec->uniforms_p += validated_shader->uniforms_size;
}
for (i = 0; i < nr_attributes; i++) {
struct drm_gem_cma_object *vbo =
bo[ARRAY_SIZE(shader_reloc_offsets) + i];
uint32_t o = 36 + i * 8;
uint32_t offset = *(uint32_t *)(pkt_u + o + 0);
uint32_t attr_size = *(uint8_t *)(pkt_u + o + 4) + 1;
uint32_t stride = *(uint8_t *)(pkt_u + o + 5);
uint32_t max_index;
if (state->addr & 0x8)
stride |= (*(uint32_t *)(pkt_u + 100 + i * 4)) & ~0xff;
if (vbo->base.size < offset ||
vbo->base.size - offset < attr_size) {
DRM_ERROR("BO offset overflow (%d + %d > %zu)\n",
offset, attr_size, vbo->base.size);
return -EINVAL;
}
if (stride != 0) {
max_index = ((vbo->base.size - offset - attr_size) /
stride);
if (state->max_index > max_index) {
DRM_ERROR("primitives use index %d out of "
"supplied %d\n",
state->max_index, max_index);
return -EINVAL;
}
}
*(uint32_t *)(pkt_v + o) = vbo->paddr + offset;
}
return 0;
}
int
vc4_validate_shader_recs(struct drm_device *dev,
struct vc4_exec_info *exec)
{
uint32_t i;
int ret = 0;
for (i = 0; i < exec->shader_state_count; i++) {
ret = validate_gl_shader_rec(dev, exec, &exec->shader_state[i]);
if (ret)
return ret;
}
return ret;
}