vc4: Factor out the live clamp register getter.
[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 access
28 * to execute shaders could escalate privilege by overwriting system memory
29 * (using the VPM write address register in the general-purpose DMA mode) or
30 * reading system memory it shouldn't (reading it as a texture, or uniform
31 * data, or vertex data).
32 *
33 * This walks over a shader starting from some offset within a BO, ensuring
34 * that its accesses are appropriately bounded, and recording how many texture
35 * accesses are made and where so that we can do relocations for them in the
36 * uniform stream.
37 *
38 * The kernel API has shaders stored in user-mapped BOs. The BOs will be
39 * forcibly unmapped from the process before validation, and any cache of
40 * validated state will be flushed if the mapping is faulted back in.
41 *
42 * Storing the shaders in BOs means that the validation process will be slow
43 * due to uncached reads, but since shaders are long-lived and shader BOs are
44 * never actually modified, this shouldn't be a problem.
45 */
46
47 #include "vc4_drv.h"
48 #include "vc4_qpu.h"
49 #include "vc4_qpu_defines.h"
50
51 struct vc4_shader_validation_state {
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_clamp_offsets[32 + 32 + 4];
62 };
63
64 static uint32_t
65 waddr_to_live_reg_index(uint32_t waddr, bool is_b)
66 {
67 if (waddr < 32) {
68 if (is_b)
69 return 32 + waddr;
70 else
71 return waddr;
72 } else if (waddr <= QPU_W_ACC3) {
73
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 add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
84 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
85 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
86
87 if (add_a == QPU_MUX_A) {
88 return raddr_a;
89 } else if (add_a == QPU_MUX_B) {
90 return 32 + raddr_b;
91 } else if (add_a <= QPU_MUX_R4) {
92 return 64 + add_a;
93 } else {
94 return ~0;
95 }
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_validated_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(uint64_t inst,
142 struct vc4_validated_shader_info *validated_shader,
143 struct vc4_shader_validation_state *validation_state,
144 bool is_mul)
145 {
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 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_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_validated_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_register_write(uint64_t inst,
241 struct vc4_validated_shader_info *validated_shader,
242 struct vc4_shader_validation_state *validation_state,
243 bool is_mul)
244 {
245 uint32_t waddr = (is_mul ?
246 QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
247 QPU_GET_FIELD(inst, QPU_WADDR_ADD));
248 bool is_b = is_mul != ((inst & QPU_WS) != 0);
249 uint32_t live_reg_index;
250
251 switch (waddr) {
252 case QPU_W_UNIFORMS_ADDRESS:
253 /* XXX: We'll probably need to support this for reladdr, but
254 * it's definitely a security-related one.
255 */
256 DRM_ERROR("uniforms address load unsupported\n");
257 return false;
258
259 case QPU_W_TLB_COLOR_MS:
260 case QPU_W_TLB_COLOR_ALL:
261 case QPU_W_TLB_Z:
262 /* These only interact with the tile buffer, not main memory,
263 * so they're safe.
264 */
265 return true;
266
267 case QPU_W_TMU0_S:
268 case QPU_W_TMU0_T:
269 case QPU_W_TMU0_R:
270 case QPU_W_TMU0_B:
271 case QPU_W_TMU1_S:
272 case QPU_W_TMU1_T:
273 case QPU_W_TMU1_R:
274 case QPU_W_TMU1_B:
275 return check_tmu_write(inst, validated_shader, validation_state,
276 is_mul);
277
278 case QPU_W_HOST_INT:
279 case QPU_W_TMU_NOSWAP:
280 case QPU_W_TLB_ALPHA_MASK:
281 case QPU_W_MUTEX_RELEASE:
282 /* XXX: I haven't thought about these, so don't support them
283 * for now.
284 */
285 DRM_ERROR("Unsupported waddr %d\n", waddr);
286 return false;
287
288 case QPU_W_VPM_ADDR:
289 DRM_ERROR("General VPM DMA unsupported\n");
290 return false;
291
292 case QPU_W_VPM:
293 case QPU_W_VPMVCD_SETUP:
294 /* We allow VPM setup in general, even including VPM DMA
295 * configuration setup, because the (unsafe) DMA can only be
296 * triggered by QPU_W_VPM_ADDR writes.
297 */
298 return true;
299
300 case QPU_W_TLB_STENCIL_SETUP:
301 return true;
302 }
303
304 /* Clear out the live offset clamp tracking for the written register.
305 * If this particular instruction is setting up an offset clamp, it'll
306 * get tracked immediately after we return.
307 */
308 live_reg_index = waddr_to_live_reg_index(waddr, is_b);
309 if (live_reg_index != ~0)
310 validation_state->live_clamp_offsets[live_reg_index] = ~0;
311
312 return true;
313 }
314
315 static void
316 track_live_clamps(uint64_t inst,
317 struct vc4_validated_shader_info *validated_shader,
318 struct vc4_shader_validation_state *validation_state)
319 {
320 uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
321 uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
322 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
323 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
324 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
325 bool is_b = inst & QPU_WS;
326 uint32_t live_reg_index;
327
328 if (QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_MIN)
329 return;
330
331 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
332 !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
333 sig != QPU_SIG_SMALL_IMM)) {
334 return;
335 }
336
337 live_reg_index = waddr_to_live_reg_index(waddr_add, is_b);
338 if (live_reg_index != ~0) {
339 validation_state->live_clamp_offsets[live_reg_index] =
340 validated_shader->uniforms_size;
341 }
342 }
343
344 static bool
345 check_instruction_writes(uint64_t inst,
346 struct vc4_validated_shader_info *validated_shader,
347 struct vc4_shader_validation_state *validation_state)
348 {
349 uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
350 uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
351 bool ok;
352
353 if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
354 DRM_ERROR("ADD and MUL both set up textures\n");
355 return false;
356 }
357
358 ok = (check_register_write(inst, validated_shader, validation_state, false) &&
359 check_register_write(inst, validated_shader, validation_state, true));
360
361 track_live_clamps(inst, validated_shader, validation_state);
362
363 return ok;
364 }
365
366 static bool
367 check_instruction_reads(uint64_t inst,
368 struct vc4_validated_shader_info *validated_shader)
369 {
370 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
371 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
372 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
373
374 if (raddr_a == QPU_R_UNIF ||
375 (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
376 /* This can't overflow the uint32_t, because we're reading 8
377 * bytes of instruction to increment by 4 here, so we'd
378 * already be OOM.
379 */
380 validated_shader->uniforms_size += 4;
381 }
382
383 return true;
384 }
385
386 struct vc4_validated_shader_info *
387 vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
388 {
389 bool found_shader_end = false;
390 int shader_end_ip = 0;
391 uint32_t ip, max_ip;
392 uint64_t *shader;
393 struct vc4_validated_shader_info *validated_shader;
394 struct vc4_shader_validation_state validation_state;
395 int i;
396
397 memset(&validation_state, 0, sizeof(validation_state));
398
399 for (i = 0; i < 8; i++)
400 validation_state.tmu_setup[i / 4].p_offset[i % 4] = ~0;
401 for (i = 0; i < ARRAY_SIZE(validation_state.live_clamp_offsets); i++)
402 validation_state.live_clamp_offsets[i] = ~0;
403
404 shader = shader_obj->vaddr;
405 max_ip = shader_obj->base.size / sizeof(uint64_t);
406
407 validated_shader = kcalloc(sizeof(*validated_shader), 1, GFP_KERNEL);
408 if (!validated_shader)
409 return NULL;
410
411 for (ip = 0; ip < max_ip; ip++) {
412 uint64_t inst = shader[ip];
413 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
414
415 switch (sig) {
416 case QPU_SIG_NONE:
417 case QPU_SIG_WAIT_FOR_SCOREBOARD:
418 case QPU_SIG_SCOREBOARD_UNLOCK:
419 case QPU_SIG_COLOR_LOAD:
420 case QPU_SIG_LOAD_TMU0:
421 case QPU_SIG_LOAD_TMU1:
422 case QPU_SIG_PROG_END:
423 case QPU_SIG_SMALL_IMM:
424 if (!check_instruction_writes(inst, validated_shader,
425 &validation_state)) {
426 DRM_ERROR("Bad write at ip %d\n", ip);
427 goto fail;
428 }
429
430 if (!check_instruction_reads(inst, validated_shader))
431 goto fail;
432
433 if (sig == QPU_SIG_PROG_END) {
434 found_shader_end = true;
435 shader_end_ip = ip;
436 }
437
438 break;
439
440 case QPU_SIG_LOAD_IMM:
441 if (!check_instruction_writes(inst, validated_shader,
442 &validation_state)) {
443 DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip);
444 goto fail;
445 }
446 break;
447
448 default:
449 DRM_ERROR("Unsupported QPU signal %d at "
450 "instruction %d\n", sig, ip);
451 goto fail;
452 }
453
454 /* There are two delay slots after program end is signaled
455 * that are still executed, then we're finished.
456 */
457 if (found_shader_end && ip == shader_end_ip + 2)
458 break;
459 }
460
461 if (ip == max_ip) {
462 DRM_ERROR("shader failed to terminate before "
463 "shader BO end at %d\n",
464 shader_obj->base.size);
465 goto fail;
466 }
467
468 /* Again, no chance of integer overflow here because the worst case
469 * scenario is 8 bytes of uniforms plus handles per 8-byte
470 * instruction.
471 */
472 validated_shader->uniforms_src_size =
473 (validated_shader->uniforms_size +
474 4 * validated_shader->num_texture_samples);
475
476 return validated_shader;
477
478 fail:
479 kfree(validated_shader);
480 return NULL;
481 }