/** * DOC: Shader validator for VC4. * * Since the VC4 has no IOMMU between it and system memory, a user * with access to execute shaders could escalate privilege by * overwriting system memory (using the VPM write address register in * the general-purpose DMA mode) or reading system memory it shouldn't * (reading it as a texture, uniform data, or direct-addressed TMU * lookup). * * The shader validator walks over a shader's BO, ensuring that its * accesses are appropriately bounded, and recording where texture * accesses are made so that we can do relocations for them in the * uniform stream. * * Shader BO are immutable for their lifetimes (enforced by not * allowing mmaps, GEM prime export, or rendering to from a CL), so * this validation is only performed at BO creation time.
*/
#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];
/* For registers that were last written to by a MIN instruction with * one argument being a uniform, the address of the uniform. * Otherwise, ~0. * * This is used for the validation of direct address memory reads.
*/
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.
*/ unsignedlong *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;
/* Set when we find an instruction writing the top half of the * register files. If we allowed writing the unusable regs in * a threaded shader, then the other shader running on our * QPU's clamp validation would be invalid.
*/ bool all_registers_used;
};
if (sig == QPU_SIG_SMALL_IMM) {
DRM_DEBUG("direct TMU read used small immediate\n"); returnfalse;
}
/* Make sure that this texture load is an add of the base * address of the UBO to a clamped offset within the UBO.
*/ if (is_mul ||
QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
DRM_DEBUG("direct TMU load wasn't an add\n"); returnfalse;
}
/* 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.
*/
clamp_reg = raddr_add_a_to_live_reg_index(inst); if (clamp_reg == ~0) {
DRM_DEBUG("direct TMU load wasn't clamped\n"); returnfalse;
}
/* Store the clamp value's offset in p1 (see reloc_tex() in * vc4_validate.c).
*/
validation_state->tmu_setup[tmu].p_offset[1] =
clamp_offset;
if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
!(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
DRM_DEBUG("direct TMU load didn't add to a uniform\n"); returnfalse;
}
validation_state->tmu_setup[tmu].is_direct = true;
} else { if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
raddr_b == QPU_R_UNIF)) {
DRM_DEBUG("uniform read in the same instruction as " "texture setup.\n"); returnfalse;
}
}
if (validation_state->tmu_write_count[tmu] >= 4) {
DRM_DEBUG("TMU%d got too many parameters before dispatch\n",
tmu); returnfalse;
}
validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
validated_shader->uniforms_size;
validation_state->tmu_write_count[tmu]++; /* Since direct uses a RADDR uniform reference, it will get counted in * check_instruction_reads()
*/ if (!is_direct) { if (validation_state->needs_uniform_address_update) {
DRM_DEBUG("Texturing with undefined uniform address\n"); returnfalse;
}
validated_shader->uniforms_size += 4;
}
if (submit) { if (!record_texture_sample(validated_shader,
validation_state, tmu)) { returnfalse;
}
staticbool
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.
*/ switch (QPU_GET_FIELD(inst, QPU_SIG)) { case QPU_SIG_NONE: case QPU_SIG_SCOREBOARD_UNLOCK: case QPU_SIG_COLOR_LOAD: case QPU_SIG_LOAD_TMU0: case QPU_SIG_LOAD_TMU1: break; default:
DRM_DEBUG("uniforms address change must be " "normal math\n"); returnfalse;
}
if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
DRM_DEBUG("Uniform address reset must be an ADD.\n"); returnfalse;
}
if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
DRM_DEBUG("Uniform address reset must be unconditional.\n"); returnfalse;
}
if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
!(inst & QPU_PM)) {
DRM_DEBUG("No packing allowed on uniforms reset\n"); returnfalse;
}
if (add_lri == -1) {
DRM_DEBUG("First argument of uniform address write must be " "an immediate value.\n"); returnfalse;
}
if (validation_state->live_immediates[add_lri] != expected_offset) {
DRM_DEBUG("Resetting uniforms with offset %db instead of %db\n",
validation_state->live_immediates[add_lri],
expected_offset); returnfalse;
}
if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
!(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
DRM_DEBUG("Second argument of uniform address write must be " "a uniform.\n"); returnfalse;
}
case QPU_W_TLB_COLOR_MS: case QPU_W_TLB_COLOR_ALL: case QPU_W_TLB_Z: /* These only interact with the tile buffer, not main memory, * so they're safe.
*/ returntrue;
case QPU_W_TMU0_S: case QPU_W_TMU0_T: case QPU_W_TMU0_R: case QPU_W_TMU0_B: case QPU_W_TMU1_S: case QPU_W_TMU1_T: case QPU_W_TMU1_R: case QPU_W_TMU1_B: return check_tmu_write(validated_shader, validation_state,
is_mul);
case QPU_W_HOST_INT: case QPU_W_TMU_NOSWAP: case QPU_W_TLB_ALPHA_MASK: case QPU_W_MUTEX_RELEASE: /* XXX: I haven't thought about these, so don't support them * for now.
*/
DRM_DEBUG("Unsupported waddr %d\n", waddr); returnfalse;
case QPU_W_VPM_ADDR:
DRM_DEBUG("General VPM DMA unsupported\n"); returnfalse;
case QPU_W_VPM: case QPU_W_VPMVCD_SETUP: /* We allow VPM setup in general, even including VPM DMA * configuration setup, because the (unsafe) DMA can only be * triggered by QPU_W_VPM_ADDR writes.
*/ returntrue;
/* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0), * before we clear previous live state.
*/
lri_add_a = raddr_add_a_to_live_reg_index(inst);
add_a_is_min_0 = (lri_add_a != ~0 &&
validation_state->live_max_clamp_regs[lri_add_a]);
/* Clear live state for registers written by our instruction. */
lri_add = waddr_to_live_reg_index(waddr_add, ws);
lri_mul = waddr_to_live_reg_index(waddr_mul, !ws); if (lri_mul != ~0) {
validation_state->live_max_clamp_regs[lri_mul] = false;
validation_state->live_min_clamp_offsets[lri_mul] = ~0;
} if (lri_add != ~0) {
validation_state->live_max_clamp_regs[lri_add] = false;
validation_state->live_min_clamp_offsets[lri_add] = ~0;
} else { /* Nothing further to do for live tracking, since only ADDs * generate new live clamp registers.
*/ return;
}
/* Now, handle remaining live clamp tracking for the ADD operation. */
if (cond_add != QPU_COND_ALWAYS) return;
if (op_add == QPU_A_MAX) { /* Track live clamps of a value to a minimum of 0 (in either * arg).
*/ if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
(add_a != QPU_MUX_B && add_b != QPU_MUX_B)) { return;
}
validation_state->live_max_clamp_regs[lri_add] = true;
} elseif (op_add == QPU_A_MIN) { /* Track live clamps of a value clamped to a minimum of 0 and * a maximum of some uniform's offset.
*/ if (!add_a_is_min_0) return;
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_DEBUG("branch instruction at %d wrote a register.\n",
validation_state->ip); returnfalse;
}
if (raddr_a == QPU_R_UNIF ||
(raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) { /* This can't overflow the uint32_t, because we're reading 8 * bytes of instruction to increment by 4 here, so we'd * already be OOM.
*/
validated_shader->uniforms_size += 4;
if (validation_state->needs_uniform_address_update) {
DRM_DEBUG("Uniform read with undefined uniform " "address\n"); returnfalse;
}
}
/* Make sure that all branches are absolute and point within the shader, and * note their targets for later.
*/ staticbool
vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
{
uint32_t max_branch_target = 0; int ip; 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) { /* There are two delay slots after program end is * signaled that are still executed, then we're * finished. validation_state->max_ip is the * instruction after the last valid instruction in the * program.
*/
validation_state->max_ip = ip + 3; continue;
}
if (sig != QPU_SIG_BRANCH) continue;
if (ip - last_branch < 4) {
DRM_DEBUG("Branch at %d during delay slots\n", ip); returnfalse;
}
last_branch = ip;
if (inst & QPU_BRANCH_REG) {
DRM_DEBUG("branching from register relative " "not supported\n"); returnfalse;
}
if (!(inst & QPU_BRANCH_REL)) {
DRM_DEBUG("relative branching required\n"); returnfalse;
}
/* 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_DEBUG("branch target not aligned\n"); returnfalse;
}
branch_target_ip = after_delay_ip + (branch_imm >> 3); if (branch_target_ip >= validation_state->max_ip) {
DRM_DEBUG("Branch at %d outside of shader (ip %d/%d)\n",
ip, branch_target_ip,
validation_state->max_ip); returnfalse;
}
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_DEBUG("Branch at %d continues past shader end " "(%d/%d)\n",
ip, after_delay_ip, validation_state->max_ip); returnfalse;
}
set_bit(after_delay_ip, validation_state->branch_targets);
max_branch_target = max(max_branch_target, after_delay_ip);
}
if (max_branch_target > validation_state->max_ip - 3) {
DRM_DEBUG("Branch landed after QPU_SIG_PROG_END"); returnfalse;
}
returntrue;
}
/* Resets any known state for the shader, used when we may be branched to from * multiple locations in the program (or at shader start).
*/ staticvoid
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;
}
}
staticbool
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)) returntrue;
if (texturing_in_progress(validation_state)) {
DRM_DEBUG("Branch target landed during TMU setup\n"); returnfalse;
}
/* 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;
validation_state.branch_targets =
kcalloc(BITS_TO_LONGS(validation_state.max_ip), sizeof(unsignedlong), GFP_KERNEL); if (!validation_state.branch_targets) goto fail;
validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL); if (!validated_shader) goto fail;
if (!vc4_validate_branches(&validation_state)) goto fail;
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;
if (ip == last_thread_switch_ip + 3) { /* Reset r0-r3 live clamp data */ int i;
for (i = 64; 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;
}
}
switch (sig) { case QPU_SIG_NONE: case QPU_SIG_WAIT_FOR_SCOREBOARD: case QPU_SIG_SCOREBOARD_UNLOCK: case QPU_SIG_COLOR_LOAD: case QPU_SIG_LOAD_TMU0: case QPU_SIG_LOAD_TMU1: case QPU_SIG_PROG_END: case QPU_SIG_SMALL_IMM: case QPU_SIG_THREAD_SWITCH: case QPU_SIG_LAST_THREAD_SWITCH: if (!check_instruction_writes(validated_shader,
&validation_state)) {
DRM_DEBUG("Bad write at ip %d\n", ip); goto fail;
}
if (!check_instruction_reads(validated_shader,
&validation_state)) goto fail;
if (sig == QPU_SIG_THREAD_SWITCH ||
sig == QPU_SIG_LAST_THREAD_SWITCH) {
validated_shader->is_threaded = true;
if (ip < last_thread_switch_ip + 3) {
DRM_DEBUG("Thread switch too soon after " "last switch at ip %d\n", ip); goto fail;
}
last_thread_switch_ip = ip;
}
break;
case QPU_SIG_LOAD_IMM: if (!check_instruction_writes(validated_shader,
&validation_state)) {
DRM_DEBUG("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;
if (ip < last_thread_switch_ip + 3) {
DRM_DEBUG("Branch in thread switch at ip %d",
ip); goto fail;
}
break; default:
DRM_DEBUG("Unsupported QPU signal %d at " "instruction %d\n", sig, ip); goto fail;
}
/* 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 (ip == validation_state.max_ip) {
DRM_DEBUG("shader failed to terminate before " "shader BO end at %zd\n",
shader_obj->base.size); goto fail;
}
/* Might corrupt other thread */ if (validated_shader->is_threaded &&
validation_state.all_registers_used) {
DRM_DEBUG("Shader uses threading, but uses the upper " "half of the registers, too\n"); 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.
*/
validated_shader->uniforms_src_size =
(validated_shader->uniforms_size +
4 * validated_shader->num_texture_samples);
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