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authorJonathan Gray <jsg@cvs.openbsd.org>2016-12-11 08:40:05 +0000
committerJonathan Gray <jsg@cvs.openbsd.org>2016-12-11 08:40:05 +0000
commit21ab4c9f31674b113c24177398ed39f29b7cd8e6 (patch)
tree8be392d7a792d9663c2586396be77bfd506f5164 /lib/mesa/src/gallium/drivers/vc4/kernel
parenta8f0a7916e26e550dd2a26e7188835c481978004 (diff)
Import Mesa 13.0.2
Diffstat (limited to 'lib/mesa/src/gallium/drivers/vc4/kernel')
-rw-r--r--lib/mesa/src/gallium/drivers/vc4/kernel/vc4_drv.h5
-rw-r--r--lib/mesa/src/gallium/drivers/vc4/kernel/vc4_gem.c9
-rw-r--r--lib/mesa/src/gallium/drivers/vc4/kernel/vc4_render_cl.c5
-rw-r--r--lib/mesa/src/gallium/drivers/vc4/kernel/vc4_validate.c13
-rw-r--r--lib/mesa/src/gallium/drivers/vc4/kernel/vc4_validate_shaders.c449
5 files changed, 436 insertions, 45 deletions
diff --git a/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_drv.h b/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_drv.h
index ffc973735..90f45397d 100644
--- a/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_drv.h
+++ b/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_drv.h
@@ -81,6 +81,8 @@ struct vc4_exec_info {
struct drm_gem_cma_object *tile_bo;
uint32_t tile_alloc_offset;
+ uint32_t tile_width, tile_height;
+
/**
* Computed addresses pointing into exec_bo where we start the
* bin thread (ct0) and render thread (ct1).
@@ -145,6 +147,9 @@ struct vc4_validated_shader_info
uint32_t uniforms_src_size;
uint32_t num_texture_samples;
struct vc4_texture_sample_info *texture_samples;
+
+ uint32_t num_uniform_addr_offsets;
+ uint32_t *uniform_addr_offsets;
};
/* vc4_validate.c */
diff --git a/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_gem.c b/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_gem.c
index 93f9ec7ed..12350b8d3 100644
--- a/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_gem.c
+++ b/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_gem.c
@@ -139,8 +139,17 @@ fail:
int
vc4_cl_validate(struct drm_device *dev, struct vc4_exec_info *exec)
{
+ struct drm_vc4_submit_cl *args = exec->args;
int ret = 0;
+ if (args->color_write.bits & VC4_RENDER_CONFIG_MS_MODE_4X) {
+ exec->tile_width = 32;
+ exec->tile_height = 32;
+ } else {
+ exec->tile_width = 64;
+ exec->tile_height = 64;
+ }
+
if (exec->args->bin_cl_size != 0) {
ret = vc4_get_bcl(dev, exec);
if (ret)
diff --git a/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_render_cl.c b/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_render_cl.c
index d9c68423f..b926d35a6 100644
--- a/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_render_cl.c
+++ b/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_render_cl.c
@@ -95,7 +95,7 @@ static uint32_t vc4_full_res_offset(struct vc4_exec_info *exec,
uint8_t x, uint8_t y)
{
return bo->paddr + surf->offset + VC4_TILE_BUFFER_SIZE *
- (DIV_ROUND_UP(exec->args->width, 32) * y + x);
+ (DIV_ROUND_UP(exec->args->width, exec->tile_width) * y + x);
}
/*
@@ -369,7 +369,8 @@ static int vc4_full_res_bounds_check(struct vc4_exec_info *exec,
struct drm_vc4_submit_rcl_surface *surf)
{
struct drm_vc4_submit_cl *args = exec->args;
- u32 render_tiles_stride = DIV_ROUND_UP(exec->args->width, 32);
+ u32 render_tiles_stride = DIV_ROUND_UP(exec->args->width,
+ exec->tile_width);
if (surf->offset > obj->base.size) {
DRM_ERROR("surface offset %d > BO size %zd\n",
diff --git a/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_validate.c b/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_validate.c
index c9e3934ab..4ef01108b 100644
--- a/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_validate.c
+++ b/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_validate.c
@@ -800,7 +800,7 @@ validate_gl_shader_rec(struct drm_device *dev,
uint32_t src_offset = *(uint32_t *)(pkt_u + o);
uint32_t *texture_handles_u;
void *uniform_data_u;
- uint32_t tex;
+ uint32_t tex, uni;
*(uint32_t *)(pkt_v + o) = bo[i]->paddr + src_offset;
@@ -838,6 +838,17 @@ validate_gl_shader_rec(struct drm_device *dev,
}
}
+ /* Fill in the uniform slots that need this shader's
+ * start-of-uniforms address (used for resetting the uniform
+ * stream in the presence of control flow).
+ */
+ for (uni = 0;
+ uni < validated_shader->num_uniform_addr_offsets;
+ uni++) {
+ uint32_t o = validated_shader->uniform_addr_offsets[uni];
+ ((uint32_t *)exec->uniforms_v)[o] = exec->uniforms_p;
+ }
+
*(uint32_t *)(pkt_v + o + 4) = exec->uniforms_p;
exec->uniforms_u += validated_shader->uniforms_src_size;
diff --git a/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_validate_shaders.c b/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_validate_shaders.c
index 868a0ad1a..82717ca55 100644
--- a/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_validate_shaders.c
+++ b/lib/mesa/src/gallium/drivers/vc4/kernel/vc4_validate_shaders.c
@@ -40,7 +40,17 @@
#include "vc4_qpu.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];
@@ -50,8 +60,30 @@ struct vc4_shader_validation_state {
*
* This is used for the validation of direct address memory reads.
*/
- uint32_t live_min_clamp_offsets[32 + 32 + 4];
- bool live_max_clamp_regs[32 + 32 + 4];
+ uint32_t live_min_clamp_offsets[LIVE_REG_COUNT];
+ bool live_max_clamp_regs[LIVE_REG_COUNT];
+ uint32_t live_immediates[LIVE_REG_COUNT];
+
+ /* Bitfield of which IPs are used as branch targets.
+ *
+ * Used for validation that the uniform stream is updated at the right
+ * points and clearing the texturing/clamping state.
+ */
+ unsigned long *branch_targets;
+
+ /* Set when entering a basic block, and cleared when the uniform
+ * address update is found. This is used to make sure that we don't
+ * read uniforms when the address is undefined.
+ */
+ bool needs_uniform_address_update;
+
+ /* Set when we find a backwards branch. If the branch is backwards,
+ * the taraget is probably doing an address reset to read uniforms,
+ * and so we need to be sure that a uniforms address is present in the
+ * stream, even if the shader didn't need to read uniforms in later
+ * basic blocks.
+ */
+ bool needs_uniform_address_for_loop;
};
static uint32_t
@@ -130,11 +162,11 @@ record_texture_sample(struct vc4_validated_shader_info *validated_shader,
}
static bool
-check_tmu_write(uint64_t inst,
- struct vc4_validated_shader_info *validated_shader,
+check_tmu_write(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state,
bool is_mul)
{
+ uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t waddr = (is_mul ?
QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
QPU_GET_FIELD(inst, QPU_WADDR_ADD));
@@ -163,7 +195,7 @@ check_tmu_write(uint64_t inst,
return false;
}
- /* We assert that the the clamped address is the first
+ /* We assert that the clamped address is the first
* argument, and the UBO base address is the second argument.
* This is arbitrary, but simpler than supporting flipping the
* two either way.
@@ -213,8 +245,14 @@ check_tmu_write(uint64_t inst,
/* Since direct uses a RADDR uniform reference, it will get counted in
* check_instruction_reads()
*/
- if (!is_direct)
+ if (!is_direct) {
+ if (validation_state->needs_uniform_address_update) {
+ DRM_ERROR("Texturing with undefined uniform address\n");
+ return false;
+ }
+
validated_shader->uniforms_size += 4;
+ }
if (submit) {
if (!record_texture_sample(validated_shader,
@@ -228,23 +266,138 @@ check_tmu_write(uint64_t inst,
return true;
}
+static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
+{
+ uint32_t o = validated_shader->num_uniform_addr_offsets;
+ uint32_t num_uniforms = validated_shader->uniforms_size / 4;
+
+ validated_shader->uniform_addr_offsets =
+ krealloc(validated_shader->uniform_addr_offsets,
+ (o + 1) *
+ sizeof(*validated_shader->uniform_addr_offsets),
+ GFP_KERNEL);
+ if (!validated_shader->uniform_addr_offsets)
+ return false;
+
+ validated_shader->uniform_addr_offsets[o] = num_uniforms;
+ validated_shader->num_uniform_addr_offsets++;
+
+ return true;
+}
+
static bool
-check_reg_write(uint64_t inst,
- struct vc4_validated_shader_info *validated_shader,
+validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader,
+ struct vc4_shader_validation_state *validation_state,
+ bool is_mul)
+{
+ uint64_t inst = validation_state->shader[validation_state->ip];
+ u32 add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
+ u32 raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
+ u32 raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
+ u32 add_lri = raddr_add_a_to_live_reg_index(inst);
+ /* We want our reset to be pointing at whatever uniform follows the
+ * uniforms base address.
+ */
+ u32 expected_offset = validated_shader->uniforms_size + 4;
+
+ /* We only support absolute uniform address changes, and we
+ * require that they be in the current basic block before any
+ * of its uniform reads.
+ *
+ * One could potentially emit more efficient QPU code, by
+ * noticing that (say) an if statement does uniform control
+ * flow for all threads and that the if reads the same number
+ * of uniforms on each side. However, this scheme is easy to
+ * validate so it's all we allow for now.
+ */
+
+ if (QPU_GET_FIELD(inst, QPU_SIG) != QPU_SIG_NONE) {
+ DRM_ERROR("uniforms address change must be "
+ "normal math\n");
+ return false;
+ }
+
+ if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
+ DRM_ERROR("Uniform address reset must be an ADD.\n");
+ return false;
+ }
+
+ if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
+ DRM_ERROR("Uniform address reset must be unconditional.\n");
+ return false;
+ }
+
+ if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
+ !(inst & QPU_PM)) {
+ DRM_ERROR("No packing allowed on uniforms reset\n");
+ return false;
+ }
+
+ if (add_lri == -1) {
+ DRM_ERROR("First argument of uniform address write must be "
+ "an immediate value.\n");
+ return false;
+ }
+
+ if (validation_state->live_immediates[add_lri] != expected_offset) {
+ DRM_ERROR("Resetting uniforms with offset %db instead of %db\n",
+ validation_state->live_immediates[add_lri],
+ expected_offset);
+ return false;
+ }
+
+ if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
+ !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
+ DRM_ERROR("Second argument of uniform address write must be "
+ "a uniform.\n");
+ return false;
+ }
+
+ validation_state->needs_uniform_address_update = false;
+ validation_state->needs_uniform_address_for_loop = false;
+ return require_uniform_address_uniform(validated_shader);
+}
+
+static bool
+check_reg_write(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state,
bool is_mul)
{
+ uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t waddr = (is_mul ?
QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
QPU_GET_FIELD(inst, QPU_WADDR_ADD));
+ uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
+ bool ws = inst & QPU_WS;
+ bool is_b = is_mul ^ ws;
+ u32 lri = waddr_to_live_reg_index(waddr, is_b);
+
+ if (lri != -1) {
+ uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
+ uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL);
+
+ if (sig == QPU_SIG_LOAD_IMM &&
+ QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP &&
+ ((is_mul && cond_mul == QPU_COND_ALWAYS) ||
+ (!is_mul && cond_add == QPU_COND_ALWAYS))) {
+ validation_state->live_immediates[lri] =
+ QPU_GET_FIELD(inst, QPU_LOAD_IMM);
+ } else {
+ validation_state->live_immediates[lri] = ~0;
+ }
+ }
switch (waddr) {
case QPU_W_UNIFORMS_ADDRESS:
- /* XXX: We'll probably need to support this for reladdr, but
- * it's definitely a security-related one.
- */
- DRM_ERROR("uniforms address load unsupported\n");
- return false;
+ if (is_b) {
+ DRM_ERROR("relative uniforms address change "
+ "unsupported\n");
+ return false;
+ }
+
+ return validate_uniform_address_write(validated_shader,
+ validation_state,
+ is_mul);
case QPU_W_TLB_COLOR_MS:
case QPU_W_TLB_COLOR_ALL:
@@ -262,7 +415,7 @@ check_reg_write(uint64_t inst,
case QPU_W_TMU1_T:
case QPU_W_TMU1_R:
case QPU_W_TMU1_B:
- return check_tmu_write(inst, validated_shader, validation_state,
+ return check_tmu_write(validated_shader, validation_state,
is_mul);
case QPU_W_HOST_INT:
@@ -295,10 +448,10 @@ check_reg_write(uint64_t inst,
}
static void
-track_live_clamps(uint64_t inst,
- struct vc4_validated_shader_info *validated_shader,
+track_live_clamps(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state)
{
+ uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
@@ -370,10 +523,10 @@ track_live_clamps(uint64_t inst,
}
static bool
-check_instruction_writes(uint64_t inst,
- struct vc4_validated_shader_info *validated_shader,
+check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
struct vc4_shader_validation_state *validation_state)
{
+ uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
bool ok;
@@ -383,20 +536,44 @@ check_instruction_writes(uint64_t inst,
return false;
}
- ok = (check_reg_write(inst, validated_shader, validation_state,
- false) &&
- check_reg_write(inst, validated_shader, validation_state,
- true));
+ ok = (check_reg_write(validated_shader, validation_state, false) &&
+ check_reg_write(validated_shader, validation_state, true));
- track_live_clamps(inst, validated_shader, validation_state);
+ track_live_clamps(validated_shader, validation_state);
return ok;
}
static bool
-check_instruction_reads(uint64_t inst,
- struct vc4_validated_shader_info *validated_shader)
+check_branch(uint64_t inst,
+ struct vc4_validated_shader_info *validated_shader,
+ struct vc4_shader_validation_state *validation_state,
+ int ip)
+{
+ int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
+ uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
+ uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
+
+ if ((int)branch_imm < 0)
+ validation_state->needs_uniform_address_for_loop = true;
+
+ /* We don't want to have to worry about validation of this, and
+ * there's no need for it.
+ */
+ if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) {
+ DRM_ERROR("branch instruction at %d wrote a register.\n",
+ validation_state->ip);
+ return false;
+ }
+
+ return true;
+}
+
+static bool
+check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
+ struct vc4_shader_validation_state *validation_state)
{
+ uint64_t inst = validation_state->shader[validation_state->ip];
uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
@@ -408,40 +585,204 @@ check_instruction_reads(uint64_t inst,
* already be OOM.
*/
validated_shader->uniforms_size += 4;
+
+ if (validation_state->needs_uniform_address_update) {
+ DRM_ERROR("Uniform read with undefined uniform "
+ "address\n");
+ return false;
+ }
}
return true;
}
+/* Make sure that all branches are absolute and point within the shader, and
+ * note their targets for later.
+ */
+static bool
+vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
+{
+ uint32_t max_branch_target = 0;
+ bool found_shader_end = false;
+ int ip;
+ int shader_end_ip = 0;
+ int last_branch = -2;
+
+ for (ip = 0; ip < validation_state->max_ip; ip++) {
+ uint64_t inst = validation_state->shader[ip];
+ int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
+ uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
+ uint32_t after_delay_ip = ip + 4;
+ uint32_t branch_target_ip;
+
+ if (sig == QPU_SIG_PROG_END) {
+ shader_end_ip = ip;
+ found_shader_end = true;
+ continue;
+ }
+
+ if (sig != QPU_SIG_BRANCH)
+ continue;
+
+ if (ip - last_branch < 4) {
+ DRM_ERROR("Branch at %d during delay slots\n", ip);
+ return false;
+ }
+ last_branch = ip;
+
+ if (inst & QPU_BRANCH_REG) {
+ DRM_ERROR("branching from register relative "
+ "not supported\n");
+ return false;
+ }
+
+ if (!(inst & QPU_BRANCH_REL)) {
+ DRM_ERROR("relative branching required\n");
+ return false;
+ }
+
+ /* The actual branch target is the instruction after the delay
+ * slots, plus whatever byte offset is in the low 32 bits of
+ * the instruction. Make sure we're not branching beyond the
+ * end of the shader object.
+ */
+ if (branch_imm % sizeof(inst) != 0) {
+ DRM_ERROR("branch target not aligned\n");
+ return false;
+ };
+
+ branch_target_ip = after_delay_ip + (branch_imm >> 3);
+ if (branch_target_ip >= validation_state->max_ip) {
+ DRM_ERROR("Branch at %d outside of shader (ip %d/%d)\n",
+ ip, branch_target_ip,
+ validation_state->max_ip);
+ return false;
+ }
+ set_bit(branch_target_ip, validation_state->branch_targets);
+
+ /* Make sure that the non-branching path is also not outside
+ * the shader.
+ */
+ if (after_delay_ip >= validation_state->max_ip) {
+ DRM_ERROR("Branch at %d continues past shader end "
+ "(%d/%d)\n",
+ ip, after_delay_ip, validation_state->max_ip);
+ return false;
+ }
+ set_bit(after_delay_ip, validation_state->branch_targets);
+ max_branch_target = max(max_branch_target, after_delay_ip);
+
+ /* There are two delay slots after program end is signaled
+ * that are still executed, then we're finished.
+ */
+ if (found_shader_end && ip == shader_end_ip + 2)
+ break;
+ }
+
+ if (max_branch_target > shader_end_ip) {
+ DRM_ERROR("Branch landed after QPU_SIG_PROG_END");
+ return false;
+ }
+
+ return true;
+}
+
+/* Resets any known state for the shader, used when we may be branched to from
+ * multiple locations in the program (or at shader start).
+ */
+static void
+reset_validation_state(struct vc4_shader_validation_state *validation_state)
+{
+ int i;
+
+ for (i = 0; i < 8; i++)
+ validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0;
+
+ for (i = 0; i < LIVE_REG_COUNT; i++) {
+ validation_state->live_min_clamp_offsets[i] = ~0;
+ validation_state->live_max_clamp_regs[i] = false;
+ validation_state->live_immediates[i] = ~0;
+ }
+}
+
+static bool
+texturing_in_progress(struct vc4_shader_validation_state *validation_state)
+{
+ return (validation_state->tmu_write_count[0] != 0 ||
+ validation_state->tmu_write_count[1] != 0);
+}
+
+static bool
+vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state)
+{
+ uint32_t ip = validation_state->ip;
+
+ if (!test_bit(ip, validation_state->branch_targets))
+ return true;
+
+ if (texturing_in_progress(validation_state)) {
+ DRM_ERROR("Branch target landed during TMU setup\n");
+ return false;
+ }
+
+ /* Reset our live values tracking, since this instruction may have
+ * multiple predecessors.
+ *
+ * One could potentially do analysis to determine that, for
+ * example, all predecessors have a live max clamp in the same
+ * register, but we don't bother with that.
+ */
+ reset_validation_state(validation_state);
+
+ /* Since we've entered a basic block from potentially multiple
+ * predecessors, we need the uniforms address to be updated before any
+ * unforms are read. We require that after any branch point, the next
+ * uniform to be loaded is a uniform address offset. That uniform's
+ * offset will be marked by the uniform address register write
+ * validation, or a one-off the end-of-program check.
+ */
+ validation_state->needs_uniform_address_update = true;
+
+ return true;
+}
+
struct vc4_validated_shader_info *
vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
{
bool found_shader_end = false;
int shader_end_ip = 0;
- uint32_t ip, max_ip;
- uint64_t *shader;
- struct vc4_validated_shader_info *validated_shader;
+ uint32_t ip;
+ struct vc4_validated_shader_info *validated_shader = NULL;
struct vc4_shader_validation_state validation_state;
- int i;
memset(&validation_state, 0, sizeof(validation_state));
+ validation_state.shader = shader_obj->vaddr;
+ validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
- for (i = 0; i < 8; i++)
- validation_state.tmu_setup[i / 4].p_offset[i % 4] = ~0;
- for (i = 0; i < ARRAY_SIZE(validation_state.live_min_clamp_offsets); i++)
- validation_state.live_min_clamp_offsets[i] = ~0;
+ reset_validation_state(&validation_state);
- shader = shader_obj->vaddr;
- max_ip = shader_obj->base.size / sizeof(uint64_t);
+ validation_state.branch_targets =
+ kcalloc(BITS_TO_LONGS(validation_state.max_ip),
+ sizeof(unsigned long), GFP_KERNEL);
+ if (!validation_state.branch_targets)
+ goto fail;
validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
if (!validated_shader)
- return NULL;
+ goto fail;
+
+ if (!vc4_validate_branches(&validation_state))
+ goto fail;
- for (ip = 0; ip < max_ip; ip++) {
- uint64_t inst = shader[ip];
+ for (ip = 0; ip < validation_state.max_ip; ip++) {
+ uint64_t inst = validation_state.shader[ip];
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
+ validation_state.ip = ip;
+
+ if (!vc4_handle_branch_target(&validation_state))
+ goto fail;
+
switch (sig) {
case QPU_SIG_NONE:
case QPU_SIG_WAIT_FOR_SCOREBOARD:
@@ -451,13 +792,14 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
case QPU_SIG_LOAD_TMU1:
case QPU_SIG_PROG_END:
case QPU_SIG_SMALL_IMM:
- if (!check_instruction_writes(inst, validated_shader,
+ if (!check_instruction_writes(validated_shader,
&validation_state)) {
DRM_ERROR("Bad write at ip %d\n", ip);
goto fail;
}
- if (!check_instruction_reads(inst, validated_shader))
+ if (!check_instruction_reads(validated_shader,
+ &validation_state))
goto fail;
if (sig == QPU_SIG_PROG_END) {
@@ -468,13 +810,18 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
break;
case QPU_SIG_LOAD_IMM:
- if (!check_instruction_writes(inst, validated_shader,
+ if (!check_instruction_writes(validated_shader,
&validation_state)) {
DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip);
goto fail;
}
break;
+ case QPU_SIG_BRANCH:
+ if (!check_branch(inst, validated_shader,
+ &validation_state, ip))
+ goto fail;
+ break;
default:
DRM_ERROR("Unsupported QPU signal %d at "
"instruction %d\n", sig, ip);
@@ -488,13 +835,28 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
break;
}
- if (ip == max_ip) {
+ if (ip == validation_state.max_ip) {
DRM_ERROR("shader failed to terminate before "
"shader BO end at %zd\n",
shader_obj->base.size);
goto fail;
}
+ /* If we did a backwards branch and we haven't emitted a uniforms
+ * reset since then, we still need the uniforms stream to have the
+ * uniforms address available so that the backwards branch can do its
+ * uniforms reset.
+ *
+ * We could potentially prove that the backwards branch doesn't
+ * contain any uses of uniforms until program exit, but that doesn't
+ * seem to be worth the trouble.
+ */
+ if (validation_state.needs_uniform_address_for_loop) {
+ if (!require_uniform_address_uniform(validated_shader))
+ goto fail;
+ validated_shader->uniforms_size += 4;
+ }
+
/* Again, no chance of integer overflow here because the worst case
* scenario is 8 bytes of uniforms plus handles per 8-byte
* instruction.
@@ -503,9 +865,12 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
(validated_shader->uniforms_size +
4 * validated_shader->num_texture_samples);
+ kfree(validation_state.branch_targets);
+
return validated_shader;
fail:
+ kfree(validation_state.branch_targets);
if (validated_shader) {
kfree(validated_shader->texture_samples);
kfree(validated_shader);