vc4: Track the current instruction into the validation_state.
[mesa.git] / src / gallium / drivers / vc4 / kernel / vc4_validate_shaders.c
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 * The VC4 has no IOMMU between it and system memory, so a user with
28 * access to execute shaders could escalate privilege by overwriting
29 * system memory (using the VPM write address register in the
30 * general-purpose DMA mode) or reading system memory it shouldn't
31 * (reading it as a texture, or uniform data, or vertex data).
32 *
33 * This walks over a shader BO, ensuring that its accesses are
34 * appropriately bounded, and recording how many texture accesses are
35 * made and where so that we can do relocations for them in the
36 * uniform stream.
37 */
38
39 #include "vc4_drv.h"
40 #include "vc4_qpu.h"
41 #include "vc4_qpu_defines.h"
42
43 struct vc4_shader_validation_state {
44 /* Current IP being validated. */
45 uint32_t ip;
46
47 /* IP at the end of the BO, do not read shader[max_ip] */
48 uint32_t max_ip;
49
50 uint64_t *shader;
51
52 struct vc4_texture_sample_info tmu_setup[2];
53 int tmu_write_count[2];
54
55 /* For registers that were last written to by a MIN instruction with
56 * one argument being a uniform, the address of the uniform.
57 * Otherwise, ~0.
58 *
59 * This is used for the validation of direct address memory reads.
60 */
61 uint32_t live_min_clamp_offsets[32 + 32 + 4];
62 bool live_max_clamp_regs[32 + 32 + 4];
63 };
64
65 static uint32_t
66 waddr_to_live_reg_index(uint32_t waddr, bool is_b)
67 {
68 if (waddr < 32) {
69 if (is_b)
70 return 32 + waddr;
71 else
72 return waddr;
73 } else if (waddr <= QPU_W_ACC3) {
74 return 64 + waddr - QPU_W_ACC0;
75 } else {
76 return ~0;
77 }
78 }
79
80 static uint32_t
81 raddr_add_a_to_live_reg_index(uint64_t inst)
82 {
83 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
84 uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
85 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
86 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
87
88 if (add_a == QPU_MUX_A)
89 return raddr_a;
90 else if (add_a == QPU_MUX_B && sig != QPU_SIG_SMALL_IMM)
91 return 32 + raddr_b;
92 else if (add_a <= QPU_MUX_R3)
93 return 64 + add_a;
94 else
95 return ~0;
96 }
97
98 static bool
99 is_tmu_submit(uint32_t waddr)
100 {
101 return (waddr == QPU_W_TMU0_S ||
102 waddr == QPU_W_TMU1_S);
103 }
104
105 static bool
106 is_tmu_write(uint32_t waddr)
107 {
108 return (waddr >= QPU_W_TMU0_S &&
109 waddr <= QPU_W_TMU1_B);
110 }
111
112 static bool
113 record_texture_sample(struct vc4_validated_shader_info *validated_shader,
114 struct vc4_shader_validation_state *validation_state,
115 int tmu)
116 {
117 uint32_t s = validated_shader->num_texture_samples;
118 int i;
119 struct vc4_texture_sample_info *temp_samples;
120
121 temp_samples = krealloc(validated_shader->texture_samples,
122 (s + 1) * sizeof(*temp_samples),
123 GFP_KERNEL);
124 if (!temp_samples)
125 return false;
126
127 memcpy(&temp_samples[s],
128 &validation_state->tmu_setup[tmu],
129 sizeof(*temp_samples));
130
131 validated_shader->num_texture_samples = s + 1;
132 validated_shader->texture_samples = temp_samples;
133
134 for (i = 0; i < 4; i++)
135 validation_state->tmu_setup[tmu].p_offset[i] = ~0;
136
137 return true;
138 }
139
140 static bool
141 check_tmu_write(struct vc4_validated_shader_info *validated_shader,
142 struct vc4_shader_validation_state *validation_state,
143 bool is_mul)
144 {
145 uint64_t inst = validation_state->shader[validation_state->ip];
146 uint32_t waddr = (is_mul ?
147 QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
148 QPU_GET_FIELD(inst, QPU_WADDR_ADD));
149 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
150 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
151 int tmu = waddr > QPU_W_TMU0_B;
152 bool submit = is_tmu_submit(waddr);
153 bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0;
154 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
155
156 if (is_direct) {
157 uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
158 uint32_t clamp_reg, clamp_offset;
159
160 if (sig == QPU_SIG_SMALL_IMM) {
161 DRM_ERROR("direct TMU read used small immediate\n");
162 return false;
163 }
164
165 /* Make sure that this texture load is an add of the base
166 * address of the UBO to a clamped offset within the UBO.
167 */
168 if (is_mul ||
169 QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
170 DRM_ERROR("direct TMU load wasn't an add\n");
171 return false;
172 }
173
174 /* We assert that the clamped address is the first
175 * argument, and the UBO base address is the second argument.
176 * This is arbitrary, but simpler than supporting flipping the
177 * two either way.
178 */
179 clamp_reg = raddr_add_a_to_live_reg_index(inst);
180 if (clamp_reg == ~0) {
181 DRM_ERROR("direct TMU load wasn't clamped\n");
182 return false;
183 }
184
185 clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg];
186 if (clamp_offset == ~0) {
187 DRM_ERROR("direct TMU load wasn't clamped\n");
188 return false;
189 }
190
191 /* Store the clamp value's offset in p1 (see reloc_tex() in
192 * vc4_validate.c).
193 */
194 validation_state->tmu_setup[tmu].p_offset[1] =
195 clamp_offset;
196
197 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
198 !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
199 DRM_ERROR("direct TMU load didn't add to a uniform\n");
200 return false;
201 }
202
203 validation_state->tmu_setup[tmu].is_direct = true;
204 } else {
205 if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
206 raddr_b == QPU_R_UNIF)) {
207 DRM_ERROR("uniform read in the same instruction as "
208 "texture setup.\n");
209 return false;
210 }
211 }
212
213 if (validation_state->tmu_write_count[tmu] >= 4) {
214 DRM_ERROR("TMU%d got too many parameters before dispatch\n",
215 tmu);
216 return false;
217 }
218 validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
219 validated_shader->uniforms_size;
220 validation_state->tmu_write_count[tmu]++;
221 /* Since direct uses a RADDR uniform reference, it will get counted in
222 * check_instruction_reads()
223 */
224 if (!is_direct)
225 validated_shader->uniforms_size += 4;
226
227 if (submit) {
228 if (!record_texture_sample(validated_shader,
229 validation_state, tmu)) {
230 return false;
231 }
232
233 validation_state->tmu_write_count[tmu] = 0;
234 }
235
236 return true;
237 }
238
239 static bool
240 check_reg_write(struct vc4_validated_shader_info *validated_shader,
241 struct vc4_shader_validation_state *validation_state,
242 bool is_mul)
243 {
244 uint64_t inst = validation_state->shader[validation_state->ip];
245 uint32_t waddr = (is_mul ?
246 QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
247 QPU_GET_FIELD(inst, QPU_WADDR_ADD));
248
249 switch (waddr) {
250 case QPU_W_UNIFORMS_ADDRESS:
251 /* XXX: We'll probably need to support this for reladdr, but
252 * it's definitely a security-related one.
253 */
254 DRM_ERROR("uniforms address load unsupported\n");
255 return false;
256
257 case QPU_W_TLB_COLOR_MS:
258 case QPU_W_TLB_COLOR_ALL:
259 case QPU_W_TLB_Z:
260 /* These only interact with the tile buffer, not main memory,
261 * so they're safe.
262 */
263 return true;
264
265 case QPU_W_TMU0_S:
266 case QPU_W_TMU0_T:
267 case QPU_W_TMU0_R:
268 case QPU_W_TMU0_B:
269 case QPU_W_TMU1_S:
270 case QPU_W_TMU1_T:
271 case QPU_W_TMU1_R:
272 case QPU_W_TMU1_B:
273 return check_tmu_write(validated_shader, validation_state,
274 is_mul);
275
276 case QPU_W_HOST_INT:
277 case QPU_W_TMU_NOSWAP:
278 case QPU_W_TLB_ALPHA_MASK:
279 case QPU_W_MUTEX_RELEASE:
280 /* XXX: I haven't thought about these, so don't support them
281 * for now.
282 */
283 DRM_ERROR("Unsupported waddr %d\n", waddr);
284 return false;
285
286 case QPU_W_VPM_ADDR:
287 DRM_ERROR("General VPM DMA unsupported\n");
288 return false;
289
290 case QPU_W_VPM:
291 case QPU_W_VPMVCD_SETUP:
292 /* We allow VPM setup in general, even including VPM DMA
293 * configuration setup, because the (unsafe) DMA can only be
294 * triggered by QPU_W_VPM_ADDR writes.
295 */
296 return true;
297
298 case QPU_W_TLB_STENCIL_SETUP:
299 return true;
300 }
301
302 return true;
303 }
304
305 static void
306 track_live_clamps(struct vc4_validated_shader_info *validated_shader,
307 struct vc4_shader_validation_state *validation_state)
308 {
309 uint64_t inst = validation_state->shader[validation_state->ip];
310 uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
311 uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
312 uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
313 uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
314 uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
315 uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
316 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
317 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
318 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
319 bool ws = inst & QPU_WS;
320 uint32_t lri_add_a, lri_add, lri_mul;
321 bool add_a_is_min_0;
322
323 /* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
324 * before we clear previous live state.
325 */
326 lri_add_a = raddr_add_a_to_live_reg_index(inst);
327 add_a_is_min_0 = (lri_add_a != ~0 &&
328 validation_state->live_max_clamp_regs[lri_add_a]);
329
330 /* Clear live state for registers written by our instruction. */
331 lri_add = waddr_to_live_reg_index(waddr_add, ws);
332 lri_mul = waddr_to_live_reg_index(waddr_mul, !ws);
333 if (lri_mul != ~0) {
334 validation_state->live_max_clamp_regs[lri_mul] = false;
335 validation_state->live_min_clamp_offsets[lri_mul] = ~0;
336 }
337 if (lri_add != ~0) {
338 validation_state->live_max_clamp_regs[lri_add] = false;
339 validation_state->live_min_clamp_offsets[lri_add] = ~0;
340 } else {
341 /* Nothing further to do for live tracking, since only ADDs
342 * generate new live clamp registers.
343 */
344 return;
345 }
346
347 /* Now, handle remaining live clamp tracking for the ADD operation. */
348
349 if (cond_add != QPU_COND_ALWAYS)
350 return;
351
352 if (op_add == QPU_A_MAX) {
353 /* Track live clamps of a value to a minimum of 0 (in either
354 * arg).
355 */
356 if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
357 (add_a != QPU_MUX_B && add_b != QPU_MUX_B)) {
358 return;
359 }
360
361 validation_state->live_max_clamp_regs[lri_add] = true;
362 } else if (op_add == QPU_A_MIN) {
363 /* Track live clamps of a value clamped to a minimum of 0 and
364 * a maximum of some uniform's offset.
365 */
366 if (!add_a_is_min_0)
367 return;
368
369 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
370 !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
371 sig != QPU_SIG_SMALL_IMM)) {
372 return;
373 }
374
375 validation_state->live_min_clamp_offsets[lri_add] =
376 validated_shader->uniforms_size;
377 }
378 }
379
380 static bool
381 check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
382 struct vc4_shader_validation_state *validation_state)
383 {
384 uint64_t inst = validation_state->shader[validation_state->ip];
385 uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
386 uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
387 bool ok;
388
389 if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
390 DRM_ERROR("ADD and MUL both set up textures\n");
391 return false;
392 }
393
394 ok = (check_reg_write(validated_shader, validation_state, false) &&
395 check_reg_write(validated_shader, validation_state, true));
396
397 track_live_clamps(validated_shader, validation_state);
398
399 return ok;
400 }
401
402 static bool
403 check_instruction_reads(uint64_t inst,
404 struct vc4_validated_shader_info *validated_shader)
405 {
406 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
407 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
408 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
409
410 if (raddr_a == QPU_R_UNIF ||
411 (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
412 /* This can't overflow the uint32_t, because we're reading 8
413 * bytes of instruction to increment by 4 here, so we'd
414 * already be OOM.
415 */
416 validated_shader->uniforms_size += 4;
417 }
418
419 return true;
420 }
421
422 struct vc4_validated_shader_info *
423 vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
424 {
425 bool found_shader_end = false;
426 int shader_end_ip = 0;
427 uint32_t ip;
428 struct vc4_validated_shader_info *validated_shader;
429 struct vc4_shader_validation_state validation_state;
430 int i;
431
432 memset(&validation_state, 0, sizeof(validation_state));
433 validation_state.shader = shader_obj->vaddr;
434 validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
435
436 for (i = 0; i < 8; i++)
437 validation_state.tmu_setup[i / 4].p_offset[i % 4] = ~0;
438 for (i = 0; i < ARRAY_SIZE(validation_state.live_min_clamp_offsets); i++)
439 validation_state.live_min_clamp_offsets[i] = ~0;
440
441 validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
442 if (!validated_shader)
443 return NULL;
444
445 for (ip = 0; ip < validation_state.max_ip; ip++) {
446 uint64_t inst = validation_state.shader[ip];
447 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
448
449 validation_state.ip = ip;
450
451 switch (sig) {
452 case QPU_SIG_NONE:
453 case QPU_SIG_WAIT_FOR_SCOREBOARD:
454 case QPU_SIG_SCOREBOARD_UNLOCK:
455 case QPU_SIG_COLOR_LOAD:
456 case QPU_SIG_LOAD_TMU0:
457 case QPU_SIG_LOAD_TMU1:
458 case QPU_SIG_PROG_END:
459 case QPU_SIG_SMALL_IMM:
460 if (!check_instruction_writes(validated_shader,
461 &validation_state)) {
462 DRM_ERROR("Bad write at ip %d\n", ip);
463 goto fail;
464 }
465
466 if (!check_instruction_reads(inst, validated_shader))
467 goto fail;
468
469 if (sig == QPU_SIG_PROG_END) {
470 found_shader_end = true;
471 shader_end_ip = ip;
472 }
473
474 break;
475
476 case QPU_SIG_LOAD_IMM:
477 if (!check_instruction_writes(validated_shader,
478 &validation_state)) {
479 DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip);
480 goto fail;
481 }
482 break;
483
484 default:
485 DRM_ERROR("Unsupported QPU signal %d at "
486 "instruction %d\n", sig, ip);
487 goto fail;
488 }
489
490 /* There are two delay slots after program end is signaled
491 * that are still executed, then we're finished.
492 */
493 if (found_shader_end && ip == shader_end_ip + 2)
494 break;
495 }
496
497 if (ip == validation_state.max_ip) {
498 DRM_ERROR("shader failed to terminate before "
499 "shader BO end at %zd\n",
500 shader_obj->base.size);
501 goto fail;
502 }
503
504 /* Again, no chance of integer overflow here because the worst case
505 * scenario is 8 bytes of uniforms plus handles per 8-byte
506 * instruction.
507 */
508 validated_shader->uniforms_src_size =
509 (validated_shader->uniforms_size +
510 4 * validated_shader->num_texture_samples);
511
512 return validated_shader;
513
514 fail:
515 if (validated_shader) {
516 kfree(validated_shader->texture_samples);
517 kfree(validated_shader);
518 }
519 return NULL;
520 }