2 * Copyright © 2014 Broadcom
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5 * copy of this software and associated documentation files (the "Software"),
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11 * The above copyright notice and this permission notice (including the next
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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,
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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
25 * DOC: Shader validator for VC4.
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).
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
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.
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.
49 #include "vc4_qpu_defines.h"
51 struct vc4_shader_validation_state
{
52 struct vc4_texture_sample_info tmu_setup
[2];
53 int tmu_write_count
[2];
55 /* For registers that were last written to by a MIN instruction with
56 * one argument being a uniform, the address of the uniform.
59 * This is used for the validation of direct address memory reads.
61 uint32_t live_min_clamp_offsets
[32 + 32 + 4];
62 bool live_max_clamp_regs
[32 + 32 + 4];
66 waddr_to_live_reg_index(uint32_t waddr
, bool is_b
)
73 } else if (waddr
<= QPU_W_ACC3
) {
75 return 64 + waddr
- QPU_W_ACC0
;
82 raddr_add_a_to_live_reg_index(uint64_t inst
)
84 uint32_t sig
= QPU_GET_FIELD(inst
, QPU_SIG
);
85 uint32_t add_a
= QPU_GET_FIELD(inst
, QPU_ADD_A
);
86 uint32_t raddr_a
= QPU_GET_FIELD(inst
, QPU_RADDR_A
);
87 uint32_t raddr_b
= QPU_GET_FIELD(inst
, QPU_RADDR_B
);
89 if (add_a
== QPU_MUX_A
) {
91 } else if (add_a
== QPU_MUX_B
&& sig
!= QPU_SIG_SMALL_IMM
) {
93 } else if (add_a
<= QPU_MUX_R3
) {
101 is_tmu_submit(uint32_t waddr
)
103 return (waddr
== QPU_W_TMU0_S
||
104 waddr
== QPU_W_TMU1_S
);
108 is_tmu_write(uint32_t waddr
)
110 return (waddr
>= QPU_W_TMU0_S
&&
111 waddr
<= QPU_W_TMU1_B
);
115 record_validated_texture_sample(struct vc4_validated_shader_info
*validated_shader
,
116 struct vc4_shader_validation_state
*validation_state
,
119 uint32_t s
= validated_shader
->num_texture_samples
;
121 struct vc4_texture_sample_info
*temp_samples
;
123 temp_samples
= krealloc(validated_shader
->texture_samples
,
124 (s
+ 1) * sizeof(*temp_samples
),
129 memcpy(&temp_samples
[s
],
130 &validation_state
->tmu_setup
[tmu
],
131 sizeof(*temp_samples
));
133 validated_shader
->num_texture_samples
= s
+ 1;
134 validated_shader
->texture_samples
= temp_samples
;
136 for (i
= 0; i
< 4; i
++)
137 validation_state
->tmu_setup
[tmu
].p_offset
[i
] = ~0;
143 check_tmu_write(uint64_t inst
,
144 struct vc4_validated_shader_info
*validated_shader
,
145 struct vc4_shader_validation_state
*validation_state
,
148 uint32_t waddr
= (is_mul
?
149 QPU_GET_FIELD(inst
, QPU_WADDR_MUL
) :
150 QPU_GET_FIELD(inst
, QPU_WADDR_ADD
));
151 uint32_t raddr_a
= QPU_GET_FIELD(inst
, QPU_RADDR_A
);
152 uint32_t raddr_b
= QPU_GET_FIELD(inst
, QPU_RADDR_B
);
153 int tmu
= waddr
> QPU_W_TMU0_B
;
154 bool submit
= is_tmu_submit(waddr
);
155 bool is_direct
= submit
&& validation_state
->tmu_write_count
[tmu
] == 0;
156 uint32_t sig
= QPU_GET_FIELD(inst
, QPU_SIG
);
159 uint32_t add_b
= QPU_GET_FIELD(inst
, QPU_ADD_B
);
160 uint32_t clamp_reg
, clamp_offset
;
162 if (sig
== QPU_SIG_SMALL_IMM
) {
163 DRM_ERROR("direct TMU read used small immediate\n");
167 /* Make sure that this texture load is an add of the base
168 * address of the UBO to a clamped offset within the UBO.
171 QPU_GET_FIELD(inst
, QPU_OP_ADD
) != QPU_A_ADD
) {
172 DRM_ERROR("direct TMU load wasn't an add\n");
176 /* We assert that the the clamped address is the first
177 * argument, and the UBO base address is the second argument.
178 * This is arbitrary, but simpler than supporting flipping the
181 clamp_reg
= raddr_add_a_to_live_reg_index(inst
);
182 if (clamp_reg
== ~0) {
183 DRM_ERROR("direct TMU load wasn't clamped\n");
187 clamp_offset
= validation_state
->live_min_clamp_offsets
[clamp_reg
];
188 if (clamp_offset
== ~0) {
189 DRM_ERROR("direct TMU load wasn't clamped\n");
193 /* Store the clamp value's offset in p1 (see reloc_tex() in
196 validation_state
->tmu_setup
[tmu
].p_offset
[1] =
199 if (!(add_b
== QPU_MUX_A
&& raddr_a
== QPU_R_UNIF
) &&
200 !(add_b
== QPU_MUX_B
&& raddr_b
== QPU_R_UNIF
)) {
201 DRM_ERROR("direct TMU load didn't add to a uniform\n");
205 validation_state
->tmu_setup
[tmu
].is_direct
= true;
207 if (raddr_a
== QPU_R_UNIF
|| (sig
!= QPU_SIG_SMALL_IMM
&&
208 raddr_b
== QPU_R_UNIF
)) {
209 DRM_ERROR("uniform read in the same instruction as "
215 if (validation_state
->tmu_write_count
[tmu
] >= 4) {
216 DRM_ERROR("TMU%d got too many parameters before dispatch\n",
220 validation_state
->tmu_setup
[tmu
].p_offset
[validation_state
->tmu_write_count
[tmu
]] =
221 validated_shader
->uniforms_size
;
222 validation_state
->tmu_write_count
[tmu
]++;
223 /* Since direct uses a RADDR uniform reference, it will get counted in
224 * check_instruction_reads()
227 validated_shader
->uniforms_size
+= 4;
230 if (!record_validated_texture_sample(validated_shader
,
231 validation_state
, tmu
)) {
235 validation_state
->tmu_write_count
[tmu
] = 0;
242 check_register_write(uint64_t inst
,
243 struct vc4_validated_shader_info
*validated_shader
,
244 struct vc4_shader_validation_state
*validation_state
,
247 uint32_t waddr
= (is_mul
?
248 QPU_GET_FIELD(inst
, QPU_WADDR_MUL
) :
249 QPU_GET_FIELD(inst
, QPU_WADDR_ADD
));
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.
256 DRM_ERROR("uniforms address load unsupported\n");
259 case QPU_W_TLB_COLOR_MS
:
260 case QPU_W_TLB_COLOR_ALL
:
262 /* These only interact with the tile buffer, not main memory,
275 return check_tmu_write(inst
, validated_shader
, validation_state
,
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
285 DRM_ERROR("Unsupported waddr %d\n", waddr
);
289 DRM_ERROR("General VPM DMA unsupported\n");
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.
300 case QPU_W_TLB_STENCIL_SETUP
:
308 track_live_clamps(uint64_t inst
,
309 struct vc4_validated_shader_info
*validated_shader
,
310 struct vc4_shader_validation_state
*validation_state
)
312 uint32_t op_add
= QPU_GET_FIELD(inst
, QPU_OP_ADD
);
313 uint32_t waddr_add
= QPU_GET_FIELD(inst
, QPU_WADDR_ADD
);
314 uint32_t waddr_mul
= QPU_GET_FIELD(inst
, QPU_WADDR_MUL
);
315 uint32_t cond_add
= QPU_GET_FIELD(inst
, QPU_COND_ADD
);
316 uint32_t add_a
= QPU_GET_FIELD(inst
, QPU_ADD_A
);
317 uint32_t add_b
= QPU_GET_FIELD(inst
, QPU_ADD_B
);
318 uint32_t raddr_a
= QPU_GET_FIELD(inst
, QPU_RADDR_A
);
319 uint32_t raddr_b
= QPU_GET_FIELD(inst
, QPU_RADDR_B
);
320 uint32_t sig
= QPU_GET_FIELD(inst
, QPU_SIG
);
321 bool ws
= inst
& QPU_WS
;
322 uint32_t lri_add_a
, lri_add
, lri_mul
;
325 /* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
326 * before we clear previous live state.
328 lri_add_a
= raddr_add_a_to_live_reg_index(inst
);
329 add_a_is_min_0
= (lri_add_a
!= ~0 &&
330 validation_state
->live_max_clamp_regs
[lri_add_a
]);
332 /* Clear live state for registers written by our instruction. */
333 lri_add
= waddr_to_live_reg_index(waddr_add
, ws
);
334 lri_mul
= waddr_to_live_reg_index(waddr_mul
, !ws
);
336 validation_state
->live_max_clamp_regs
[lri_mul
] = false;
337 validation_state
->live_min_clamp_offsets
[lri_mul
] = ~0;
340 validation_state
->live_max_clamp_regs
[lri_add
] = false;
341 validation_state
->live_min_clamp_offsets
[lri_add
] = ~0;
343 /* Nothing further to do for live tracking, since only ADDs
344 * generate new live clamp registers.
349 /* Now, handle remaining live clamp tracking for the ADD operation. */
351 if (cond_add
!= QPU_COND_ALWAYS
)
354 if (op_add
== QPU_A_MAX
) {
355 /* Track live clamps of a value to a minimum of 0 (in either
358 if (sig
!= QPU_SIG_SMALL_IMM
|| raddr_b
!= 0 ||
359 (add_a
!= QPU_MUX_B
&& add_b
!= QPU_MUX_B
)) {
363 validation_state
->live_max_clamp_regs
[lri_add
] = true;
364 } if (op_add
== QPU_A_MIN
) {
365 /* Track live clamps of a value clamped to a minimum of 0 and
366 * a maximum of some uniform's offset.
371 if (!(add_b
== QPU_MUX_A
&& raddr_a
== QPU_R_UNIF
) &&
372 !(add_b
== QPU_MUX_B
&& raddr_b
== QPU_R_UNIF
&&
373 sig
!= QPU_SIG_SMALL_IMM
)) {
377 validation_state
->live_min_clamp_offsets
[lri_add
] =
378 validated_shader
->uniforms_size
;
383 check_instruction_writes(uint64_t inst
,
384 struct vc4_validated_shader_info
*validated_shader
,
385 struct vc4_shader_validation_state
*validation_state
)
387 uint32_t waddr_add
= QPU_GET_FIELD(inst
, QPU_WADDR_ADD
);
388 uint32_t waddr_mul
= QPU_GET_FIELD(inst
, QPU_WADDR_MUL
);
391 if (is_tmu_write(waddr_add
) && is_tmu_write(waddr_mul
)) {
392 DRM_ERROR("ADD and MUL both set up textures\n");
396 ok
= (check_register_write(inst
, validated_shader
, validation_state
, false) &&
397 check_register_write(inst
, validated_shader
, validation_state
, true));
399 track_live_clamps(inst
, validated_shader
, validation_state
);
405 check_instruction_reads(uint64_t inst
,
406 struct vc4_validated_shader_info
*validated_shader
)
408 uint32_t raddr_a
= QPU_GET_FIELD(inst
, QPU_RADDR_A
);
409 uint32_t raddr_b
= QPU_GET_FIELD(inst
, QPU_RADDR_B
);
410 uint32_t sig
= QPU_GET_FIELD(inst
, QPU_SIG
);
412 if (raddr_a
== QPU_R_UNIF
||
413 (raddr_b
== QPU_R_UNIF
&& sig
!= QPU_SIG_SMALL_IMM
)) {
414 /* This can't overflow the uint32_t, because we're reading 8
415 * bytes of instruction to increment by 4 here, so we'd
418 validated_shader
->uniforms_size
+= 4;
424 struct vc4_validated_shader_info
*
425 vc4_validate_shader(struct drm_gem_cma_object
*shader_obj
)
427 bool found_shader_end
= false;
428 int shader_end_ip
= 0;
431 struct vc4_validated_shader_info
*validated_shader
;
432 struct vc4_shader_validation_state validation_state
;
435 memset(&validation_state
, 0, sizeof(validation_state
));
437 for (i
= 0; i
< 8; i
++)
438 validation_state
.tmu_setup
[i
/ 4].p_offset
[i
% 4] = ~0;
439 for (i
= 0; i
< ARRAY_SIZE(validation_state
.live_min_clamp_offsets
); i
++)
440 validation_state
.live_min_clamp_offsets
[i
] = ~0;
442 shader
= shader_obj
->vaddr
;
443 max_ip
= shader_obj
->base
.size
/ sizeof(uint64_t);
445 validated_shader
= kcalloc(sizeof(*validated_shader
), 1, GFP_KERNEL
);
446 if (!validated_shader
)
449 for (ip
= 0; ip
< max_ip
; ip
++) {
450 uint64_t inst
= shader
[ip
];
451 uint32_t sig
= QPU_GET_FIELD(inst
, QPU_SIG
);
455 case QPU_SIG_WAIT_FOR_SCOREBOARD
:
456 case QPU_SIG_SCOREBOARD_UNLOCK
:
457 case QPU_SIG_COLOR_LOAD
:
458 case QPU_SIG_LOAD_TMU0
:
459 case QPU_SIG_LOAD_TMU1
:
460 case QPU_SIG_PROG_END
:
461 case QPU_SIG_SMALL_IMM
:
462 if (!check_instruction_writes(inst
, validated_shader
,
463 &validation_state
)) {
464 DRM_ERROR("Bad write at ip %d\n", ip
);
468 if (!check_instruction_reads(inst
, validated_shader
))
471 if (sig
== QPU_SIG_PROG_END
) {
472 found_shader_end
= true;
478 case QPU_SIG_LOAD_IMM
:
479 if (!check_instruction_writes(inst
, validated_shader
,
480 &validation_state
)) {
481 DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip
);
487 DRM_ERROR("Unsupported QPU signal %d at "
488 "instruction %d\n", sig
, ip
);
492 /* There are two delay slots after program end is signaled
493 * that are still executed, then we're finished.
495 if (found_shader_end
&& ip
== shader_end_ip
+ 2)
500 DRM_ERROR("shader failed to terminate before "
501 "shader BO end at %d\n",
502 shader_obj
->base
.size
);
506 /* Again, no chance of integer overflow here because the worst case
507 * scenario is 8 bytes of uniforms plus handles per 8-byte
510 validated_shader
->uniforms_src_size
=
511 (validated_shader
->uniforms_size
+
512 4 * validated_shader
->num_texture_samples
);
514 return validated_shader
;
517 kfree(validated_shader
);