vc4: Update to current kernel sources.
[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 bool
81 is_tmu_submit(uint32_t waddr)
82 {
83 return (waddr == QPU_W_TMU0_S ||
84 waddr == QPU_W_TMU1_S);
85 }
86
87 static bool
88 is_tmu_write(uint32_t waddr)
89 {
90 return (waddr >= QPU_W_TMU0_S &&
91 waddr <= QPU_W_TMU1_B);
92 }
93
94 static bool
95 record_validated_texture_sample(struct vc4_validated_shader_info *validated_shader,
96 struct vc4_shader_validation_state *validation_state,
97 int tmu)
98 {
99 uint32_t s = validated_shader->num_texture_samples;
100 int i;
101 struct vc4_texture_sample_info *temp_samples;
102
103 temp_samples = krealloc(validated_shader->texture_samples,
104 (s + 1) * sizeof(*temp_samples),
105 GFP_KERNEL);
106 if (!temp_samples)
107 return false;
108
109 memcpy(&temp_samples[s],
110 &validation_state->tmu_setup[tmu],
111 sizeof(*temp_samples));
112
113 validated_shader->num_texture_samples = s + 1;
114 validated_shader->texture_samples = temp_samples;
115
116 for (i = 0; i < 4; i++)
117 validation_state->tmu_setup[tmu].p_offset[i] = ~0;
118
119 return true;
120 }
121
122 static bool
123 check_tmu_write(uint64_t inst,
124 struct vc4_validated_shader_info *validated_shader,
125 struct vc4_shader_validation_state *validation_state,
126 bool is_mul)
127 {
128 uint32_t waddr = (is_mul ?
129 QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
130 QPU_GET_FIELD(inst, QPU_WADDR_ADD));
131 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
132 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
133 int tmu = waddr > QPU_W_TMU0_B;
134 bool submit = is_tmu_submit(waddr);
135 bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0;
136 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
137
138 if (is_direct) {
139 uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
140 uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
141 uint32_t clamp_offset = ~0;
142
143 if (sig == QPU_SIG_SMALL_IMM) {
144 DRM_ERROR("direct TMU read used small immediate\n");
145 return false;
146 }
147
148 /* Make sure that this texture load is an add of the base
149 * address of the UBO to a clamped offset within the UBO.
150 */
151 if (is_mul ||
152 QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
153 DRM_ERROR("direct TMU load wasn't an add\n");
154 return false;
155 }
156
157 /* We assert that the the clamped address is the first
158 * argument, and the UBO base address is the second argument.
159 * This is arbitrary, but simpler than supporting flipping the
160 * two either way.
161 */
162 if (add_a == QPU_MUX_A) {
163 clamp_offset = validation_state->live_clamp_offsets[raddr_a];
164 } else if (add_a == QPU_MUX_B) {
165 clamp_offset = validation_state->live_clamp_offsets[32 + raddr_b];
166 } else if (add_a <= QPU_MUX_R4) {
167 clamp_offset = validation_state->live_clamp_offsets[64 + add_a];
168 }
169
170 if (clamp_offset == ~0) {
171 DRM_ERROR("direct TMU load wasn't clamped\n");
172 return false;
173 }
174
175 /* Store the clamp value's offset in p1 (see reloc_tex() in
176 * vc4_validate.c).
177 */
178 validation_state->tmu_setup[tmu].p_offset[1] =
179 clamp_offset;
180
181 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
182 !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
183 DRM_ERROR("direct TMU load didn't add to a uniform\n");
184 return false;
185 }
186
187 validation_state->tmu_setup[tmu].is_direct = true;
188 } else {
189 if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
190 raddr_b == QPU_R_UNIF)) {
191 DRM_ERROR("uniform read in the same instruction as "
192 "texture setup.\n");
193 return false;
194 }
195 }
196
197 if (validation_state->tmu_write_count[tmu] >= 4) {
198 DRM_ERROR("TMU%d got too many parameters before dispatch\n",
199 tmu);
200 return false;
201 }
202 validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
203 validated_shader->uniforms_size;
204 validation_state->tmu_write_count[tmu]++;
205 /* Since direct uses a RADDR uniform reference, it will get counted in
206 * check_instruction_reads()
207 */
208 if (!is_direct)
209 validated_shader->uniforms_size += 4;
210
211 if (submit) {
212 if (!record_validated_texture_sample(validated_shader,
213 validation_state, tmu)) {
214 return false;
215 }
216
217 validation_state->tmu_write_count[tmu] = 0;
218 }
219
220 return true;
221 }
222
223 static bool
224 check_register_write(uint64_t inst,
225 struct vc4_validated_shader_info *validated_shader,
226 struct vc4_shader_validation_state *validation_state,
227 bool is_mul)
228 {
229 uint32_t waddr = (is_mul ?
230 QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
231 QPU_GET_FIELD(inst, QPU_WADDR_ADD));
232 bool is_b = is_mul != ((inst & QPU_WS) != 0);
233 uint32_t live_reg_index;
234
235 switch (waddr) {
236 case QPU_W_UNIFORMS_ADDRESS:
237 /* XXX: We'll probably need to support this for reladdr, but
238 * it's definitely a security-related one.
239 */
240 DRM_ERROR("uniforms address load unsupported\n");
241 return false;
242
243 case QPU_W_TLB_COLOR_MS:
244 case QPU_W_TLB_COLOR_ALL:
245 case QPU_W_TLB_Z:
246 /* These only interact with the tile buffer, not main memory,
247 * so they're safe.
248 */
249 return true;
250
251 case QPU_W_TMU0_S:
252 case QPU_W_TMU0_T:
253 case QPU_W_TMU0_R:
254 case QPU_W_TMU0_B:
255 case QPU_W_TMU1_S:
256 case QPU_W_TMU1_T:
257 case QPU_W_TMU1_R:
258 case QPU_W_TMU1_B:
259 return check_tmu_write(inst, validated_shader, validation_state,
260 is_mul);
261
262 case QPU_W_HOST_INT:
263 case QPU_W_TMU_NOSWAP:
264 case QPU_W_TLB_ALPHA_MASK:
265 case QPU_W_MUTEX_RELEASE:
266 /* XXX: I haven't thought about these, so don't support them
267 * for now.
268 */
269 DRM_ERROR("Unsupported waddr %d\n", waddr);
270 return false;
271
272 case QPU_W_VPM_ADDR:
273 DRM_ERROR("General VPM DMA unsupported\n");
274 return false;
275
276 case QPU_W_VPM:
277 case QPU_W_VPMVCD_SETUP:
278 /* We allow VPM setup in general, even including VPM DMA
279 * configuration setup, because the (unsafe) DMA can only be
280 * triggered by QPU_W_VPM_ADDR writes.
281 */
282 return true;
283
284 case QPU_W_TLB_STENCIL_SETUP:
285 return true;
286 }
287
288 /* Clear out the live offset clamp tracking for the written register.
289 * If this particular instruction is setting up an offset clamp, it'll
290 * get tracked immediately after we return.
291 */
292 live_reg_index = waddr_to_live_reg_index(waddr, is_b);
293 if (live_reg_index != ~0)
294 validation_state->live_clamp_offsets[live_reg_index] = ~0;
295
296 return true;
297 }
298
299 static void
300 track_live_clamps(uint64_t inst,
301 struct vc4_validated_shader_info *validated_shader,
302 struct vc4_shader_validation_state *validation_state)
303 {
304 uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
305 uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
306 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
307 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
308 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
309 bool is_b = inst & QPU_WS;
310 uint32_t live_reg_index;
311
312 if (QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_MIN)
313 return;
314
315 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
316 !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
317 sig != QPU_SIG_SMALL_IMM)) {
318 return;
319 }
320
321 live_reg_index = waddr_to_live_reg_index(waddr_add, is_b);
322 if (live_reg_index != ~0) {
323 validation_state->live_clamp_offsets[live_reg_index] =
324 validated_shader->uniforms_size;
325 }
326 }
327
328 static bool
329 check_instruction_writes(uint64_t inst,
330 struct vc4_validated_shader_info *validated_shader,
331 struct vc4_shader_validation_state *validation_state)
332 {
333 uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
334 uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
335 bool ok;
336
337 if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
338 DRM_ERROR("ADD and MUL both set up textures\n");
339 return false;
340 }
341
342 ok = (check_register_write(inst, validated_shader, validation_state, false) &&
343 check_register_write(inst, validated_shader, validation_state, true));
344
345 track_live_clamps(inst, validated_shader, validation_state);
346
347 return ok;
348 }
349
350 static bool
351 check_instruction_reads(uint64_t inst,
352 struct vc4_validated_shader_info *validated_shader)
353 {
354 uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
355 uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
356 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
357
358 if (raddr_a == QPU_R_UNIF ||
359 (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
360 /* This can't overflow the uint32_t, because we're reading 8
361 * bytes of instruction to increment by 4 here, so we'd
362 * already be OOM.
363 */
364 validated_shader->uniforms_size += 4;
365 }
366
367 return true;
368 }
369
370 struct vc4_validated_shader_info *
371 vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
372 {
373 bool found_shader_end = false;
374 int shader_end_ip = 0;
375 uint32_t ip, max_ip;
376 uint64_t *shader;
377 struct vc4_validated_shader_info *validated_shader;
378 struct vc4_shader_validation_state validation_state;
379 int i;
380
381 memset(&validation_state, 0, sizeof(validation_state));
382
383 for (i = 0; i < 8; i++)
384 validation_state.tmu_setup[i / 4].p_offset[i % 4] = ~0;
385 for (i = 0; i < ARRAY_SIZE(validation_state.live_clamp_offsets); i++)
386 validation_state.live_clamp_offsets[i] = ~0;
387
388 shader = shader_obj->vaddr;
389 max_ip = shader_obj->base.size / sizeof(uint64_t);
390
391 validated_shader = kcalloc(sizeof(*validated_shader), 1, GFP_KERNEL);
392 if (!validated_shader)
393 return NULL;
394
395 for (ip = 0; ip < max_ip; ip++) {
396 uint64_t inst = shader[ip];
397 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
398
399 switch (sig) {
400 case QPU_SIG_NONE:
401 case QPU_SIG_WAIT_FOR_SCOREBOARD:
402 case QPU_SIG_SCOREBOARD_UNLOCK:
403 case QPU_SIG_COLOR_LOAD:
404 case QPU_SIG_LOAD_TMU0:
405 case QPU_SIG_LOAD_TMU1:
406 case QPU_SIG_PROG_END:
407 case QPU_SIG_SMALL_IMM:
408 if (!check_instruction_writes(inst, validated_shader,
409 &validation_state)) {
410 DRM_ERROR("Bad write at ip %d\n", ip);
411 goto fail;
412 }
413
414 if (!check_instruction_reads(inst, validated_shader))
415 goto fail;
416
417 if (sig == QPU_SIG_PROG_END) {
418 found_shader_end = true;
419 shader_end_ip = ip;
420 }
421
422 break;
423
424 case QPU_SIG_LOAD_IMM:
425 if (!check_instruction_writes(inst, validated_shader,
426 &validation_state)) {
427 DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip);
428 goto fail;
429 }
430 break;
431
432 default:
433 DRM_ERROR("Unsupported QPU signal %d at "
434 "instruction %d\n", sig, ip);
435 goto fail;
436 }
437
438 /* There are two delay slots after program end is signaled
439 * that are still executed, then we're finished.
440 */
441 if (found_shader_end && ip == shader_end_ip + 2)
442 break;
443 }
444
445 if (ip == max_ip) {
446 DRM_ERROR("shader failed to terminate before "
447 "shader BO end at %d\n",
448 shader_obj->base.size);
449 goto fail;
450 }
451
452 /* Again, no chance of integer overflow here because the worst case
453 * scenario is 8 bytes of uniforms plus handles per 8-byte
454 * instruction.
455 */
456 validated_shader->uniforms_src_size =
457 (validated_shader->uniforms_size +
458 4 * validated_shader->num_texture_samples);
459
460 return validated_shader;
461
462 fail:
463 kfree(validated_shader);
464 return NULL;
465 }