/* * Copyright © 2014 Broadcom * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** * DOC: Command list validator for VC4. * * Since the VC4 has no IOMMU between it and system memory, a user * with access to execute command lists could escalate privilege by * overwriting system memory (drawing to it as a framebuffer) or * reading system memory it shouldn't (reading it as a vertex buffer * or index buffer) * * We validate binner command lists to ensure that all accesses are * within the bounds of the GEM objects referenced by the submitted * job. It explicitly whitelists packets, and looks at the offsets in * any address fields to make sure they're contained within the BOs * they reference. * * Note that because CL validation is already reading the * user-submitted CL and writing the validated copy out to the memory * that the GPU will actually read, this is also where GEM relocation * processing (turning BO references into actual addresses for the GPU * to use) happens. */ #include "uapi/drm/vc4_drm.h" #include "vc4_drv.h" #include "vc4_packet.h" #define VALIDATE_ARGS \ struct vc4_exec_info *exec, \ void *validated, \ void *untrusted /** Return the width in pixels of a 64-byte microtile. */ static uint32_t utile_width(int cpp) { switch (cpp) { case 1: case 2: return 8; case 4: return 4; case 8: return 2; default: DRM_ERROR("unknown cpp: %d\n", cpp); return 1; } } /** Return the height in pixels of a 64-byte microtile. */ static uint32_t utile_height(int cpp) { switch (cpp) { case 1: return 8; case 2: case 4: case 8: return 4; default: DRM_ERROR("unknown cpp: %d\n", cpp); return 1; } } /** * size_is_lt() - Returns whether a miplevel of the given size will * use the lineartile (LT) tiling layout rather than the normal T * tiling layout. * @width: Width in pixels of the miplevel * @height: Height in pixels of the miplevel * @cpp: Bytes per pixel of the pixel format */ static bool size_is_lt(uint32_t width, uint32_t height, int cpp) { return (width <= 4 * utile_width(cpp) || height <= 4 * utile_height(cpp)); } struct drm_gem_cma_object * vc4_use_bo(struct vc4_exec_info *exec, uint32_t hindex) { struct drm_gem_cma_object *obj; struct vc4_bo *bo; if (hindex >= exec->bo_count) { DRM_ERROR("BO index %d greater than BO count %d\n", hindex, exec->bo_count); return NULL; } obj = exec->bo[hindex]; bo = to_vc4_bo(&obj->base); if (bo->validated_shader) { DRM_ERROR("Trying to use shader BO as something other than " "a shader\n"); return NULL; } return obj; } static struct drm_gem_cma_object * vc4_use_handle(struct vc4_exec_info *exec, uint32_t gem_handles_packet_index) { return vc4_use_bo(exec, exec->bo_index[gem_handles_packet_index]); } static bool validate_bin_pos(struct vc4_exec_info *exec, void *untrusted, uint32_t pos) { /* Note that the untrusted pointer passed to these functions is * incremented past the packet byte. */ return (untrusted - 1 == exec->bin_u + pos); } static uint32_t gl_shader_rec_size(uint32_t pointer_bits) { uint32_t attribute_count = pointer_bits & 7; bool extended = pointer_bits & 8; if (attribute_count == 0) attribute_count = 8; if (extended) return 100 + attribute_count * 4; else return 36 + attribute_count * 8; } bool vc4_check_tex_size(struct vc4_exec_info *exec, struct drm_gem_cma_object *fbo, uint32_t offset, uint8_t tiling_format, uint32_t width, uint32_t height, uint8_t cpp) { uint32_t aligned_width, aligned_height, stride, size; uint32_t utile_w = utile_width(cpp); uint32_t utile_h = utile_height(cpp); /* The shaded vertex format stores signed 12.4 fixed point * (-2048,2047) offsets from the viewport center, so we should * never have a render target larger than 4096. The texture * unit can only sample from 2048x2048, so it's even more * restricted. This lets us avoid worrying about overflow in * our math. */ if (width > 4096 || height > 4096) { DRM_ERROR("Surface dimesions (%d,%d) too large", width, height); return false; } switch (tiling_format) { case VC4_TILING_FORMAT_LINEAR: aligned_width = round_up(width, utile_w); aligned_height = height; break; case VC4_TILING_FORMAT_T: aligned_width = round_up(width, utile_w * 8); aligned_height = round_up(height, utile_h * 8); break; case VC4_TILING_FORMAT_LT: aligned_width = round_up(width, utile_w); aligned_height = round_up(height, utile_h); break; default: DRM_ERROR("buffer tiling %d unsupported\n", tiling_format); return false; } stride = aligned_width * cpp; size = stride * aligned_height; if (size + offset < size || size + offset > fbo->base.size) { DRM_ERROR("Overflow in %dx%d (%dx%d) fbo size (%d + %d > %zd)\n", width, height, aligned_width, aligned_height, size, offset, fbo->base.size); return false; } return true; } static int validate_flush(VALIDATE_ARGS) { if (!validate_bin_pos(exec, untrusted, exec->args->bin_cl_size - 1)) { DRM_ERROR("Bin CL must end with VC4_PACKET_FLUSH\n"); return -EINVAL; } exec->found_flush = true; return 0; } static int validate_start_tile_binning(VALIDATE_ARGS) { if (exec->found_start_tile_binning_packet) { DRM_ERROR("Duplicate VC4_PACKET_START_TILE_BINNING\n"); return -EINVAL; } exec->found_start_tile_binning_packet = true; if (!exec->found_tile_binning_mode_config_packet) { DRM_ERROR("missing VC4_PACKET_TILE_BINNING_MODE_CONFIG\n"); return -EINVAL; } return 0; } static int validate_increment_semaphore(VALIDATE_ARGS) { if (!validate_bin_pos(exec, untrusted, exec->args->bin_cl_size - 2)) { DRM_ERROR("Bin CL must end with " "VC4_PACKET_INCREMENT_SEMAPHORE\n"); return -EINVAL; } exec->found_increment_semaphore_packet = true; return 0; } static int validate_indexed_prim_list(VALIDATE_ARGS) { struct drm_gem_cma_object *ib; uint32_t length = *(uint32_t *)(untrusted + 1); uint32_t offset = *(uint32_t *)(untrusted + 5); uint32_t max_index = *(uint32_t *)(untrusted + 9); uint32_t index_size = (*(uint8_t *)(untrusted + 0) >> 4) ? 2 : 1; struct vc4_shader_state *shader_state; /* Check overflow condition */ if (exec->shader_state_count == 0) { DRM_ERROR("shader state must precede primitives\n"); return -EINVAL; } shader_state = &exec->shader_state[exec->shader_state_count - 1]; if (max_index > shader_state->max_index) shader_state->max_index = max_index; ib = vc4_use_handle(exec, 0); if (!ib) return -EINVAL; exec->bin_dep_seqno = max(exec->bin_dep_seqno, to_vc4_bo(&ib->base)->write_seqno); if (offset > ib->base.size || (ib->base.size - offset) / index_size < length) { DRM_ERROR("IB access overflow (%d + %d*%d > %zd)\n", offset, length, index_size, ib->base.size); return -EINVAL; } *(uint32_t *)(validated + 5) = ib->paddr + offset; return 0; } static int validate_gl_array_primitive(VALIDATE_ARGS) { uint32_t length = *(uint32_t *)(untrusted + 1); uint32_t base_index = *(uint32_t *)(untrusted + 5); uint32_t max_index; struct vc4_shader_state *shader_state; /* Check overflow condition */ if (exec->shader_state_count == 0) { DRM_ERROR("shader state must precede primitives\n"); return -EINVAL; } shader_state = &exec->shader_state[exec->shader_state_count - 1]; if (length + base_index < length) { DRM_ERROR("primitive vertex count overflow\n"); return -EINVAL; } max_index = length + base_index - 1; if (max_index > shader_state->max_index) shader_state->max_index = max_index; return 0; } static int validate_gl_shader_state(VALIDATE_ARGS) { uint32_t i = exec->shader_state_count++; if (i >= exec->shader_state_size) { DRM_ERROR("More requests for shader states than declared\n"); return -EINVAL; } exec->shader_state[i].addr = *(uint32_t *)untrusted; exec->shader_state[i].max_index = 0; if (exec->shader_state[i].addr & ~0xf) { DRM_ERROR("high bits set in GL shader rec reference\n"); return -EINVAL; } *(uint32_t *)validated = (exec->shader_rec_p + exec->shader_state[i].addr); exec->shader_rec_p += roundup(gl_shader_rec_size(exec->shader_state[i].addr), 16); return 0; } static int validate_tile_binning_config(VALIDATE_ARGS) { struct drm_device *dev = exec->exec_bo->base.dev; struct vc4_bo *tile_bo; uint8_t flags; uint32_t tile_state_size, tile_alloc_size; uint32_t tile_count; if (exec->found_tile_binning_mode_config_packet) { DRM_ERROR("Duplicate VC4_PACKET_TILE_BINNING_MODE_CONFIG\n"); return -EINVAL; } exec->found_tile_binning_mode_config_packet = true; exec->bin_tiles_x = *(uint8_t *)(untrusted + 12); exec->bin_tiles_y = *(uint8_t *)(untrusted + 13); tile_count = exec->bin_tiles_x * exec->bin_tiles_y; flags = *(uint8_t *)(untrusted + 14); if (exec->bin_tiles_x == 0 || exec->bin_tiles_y == 0) { DRM_ERROR("Tile binning config of %dx%d too small\n", exec->bin_tiles_x, exec->bin_tiles_y); return -EINVAL; } if (flags & (VC4_BIN_CONFIG_DB_NON_MS | VC4_BIN_CONFIG_TILE_BUFFER_64BIT)) { DRM_ERROR("unsupported binning config flags 0x%02x\n", flags); return -EINVAL; } /* The tile state data array is 48 bytes per tile, and we put it at * the start of a BO containing both it and the tile alloc. */ tile_state_size = 48 * tile_count; /* Since the tile alloc array will follow us, align. */ exec->tile_alloc_offset = roundup(tile_state_size, 4096); *(uint8_t *)(validated + 14) = ((flags & ~(VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_MASK | VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_MASK)) | VC4_BIN_CONFIG_AUTO_INIT_TSDA | VC4_SET_FIELD(VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_32, VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE) | VC4_SET_FIELD(VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_128, VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE)); /* Initial block size. */ tile_alloc_size = 32 * tile_count; /* * The initial allocation gets rounded to the next 256 bytes before * the hardware starts fulfilling further allocations. */ tile_alloc_size = roundup(tile_alloc_size, 256); /* Add space for the extra allocations. This is what gets used first, * before overflow memory. It must have at least 4096 bytes, but we * want to avoid overflow memory usage if possible. */ tile_alloc_size += 1024 * 1024; tile_bo = vc4_bo_create(dev, exec->tile_alloc_offset + tile_alloc_size, true); exec->tile_bo = &tile_bo->base; if (IS_ERR(exec->tile_bo)) return PTR_ERR(exec->tile_bo); list_add_tail(&tile_bo->unref_head, &exec->unref_list); /* tile alloc address. */ *(uint32_t *)(validated + 0) = (exec->tile_bo->paddr + exec->tile_alloc_offset); /* tile alloc size. */ *(uint32_t *)(validated + 4) = tile_alloc_size; /* tile state address. */ *(uint32_t *)(validated + 8) = exec->tile_bo->paddr; return 0; } static int validate_gem_handles(VALIDATE_ARGS) { memcpy(exec->bo_index, untrusted, sizeof(exec->bo_index)); return 0; } #define VC4_DEFINE_PACKET(packet, func) \ [packet] = { packet ## _SIZE, #packet, func } static const struct cmd_info { uint16_t len; const char *name; int (*func)(struct vc4_exec_info *exec, void *validated, void *untrusted); } cmd_info[] = { VC4_DEFINE_PACKET(VC4_PACKET_HALT, NULL), VC4_DEFINE_PACKET(VC4_PACKET_NOP, NULL), VC4_DEFINE_PACKET(VC4_PACKET_FLUSH, validate_flush), VC4_DEFINE_PACKET(VC4_PACKET_FLUSH_ALL, NULL), VC4_DEFINE_PACKET(VC4_PACKET_START_TILE_BINNING, validate_start_tile_binning), VC4_DEFINE_PACKET(VC4_PACKET_INCREMENT_SEMAPHORE, validate_increment_semaphore), VC4_DEFINE_PACKET(VC4_PACKET_GL_INDEXED_PRIMITIVE, validate_indexed_prim_list), VC4_DEFINE_PACKET(VC4_PACKET_GL_ARRAY_PRIMITIVE, validate_gl_array_primitive), VC4_DEFINE_PACKET(VC4_PACKET_PRIMITIVE_LIST_FORMAT, NULL), VC4_DEFINE_PACKET(VC4_PACKET_GL_SHADER_STATE, validate_gl_shader_state), VC4_DEFINE_PACKET(VC4_PACKET_CONFIGURATION_BITS, NULL), VC4_DEFINE_PACKET(VC4_PACKET_FLAT_SHADE_FLAGS, NULL), VC4_DEFINE_PACKET(VC4_PACKET_POINT_SIZE, NULL), VC4_DEFINE_PACKET(VC4_PACKET_LINE_WIDTH, NULL), VC4_DEFINE_PACKET(VC4_PACKET_RHT_X_BOUNDARY, NULL), VC4_DEFINE_PACKET(VC4_PACKET_DEPTH_OFFSET, NULL), VC4_DEFINE_PACKET(VC4_PACKET_CLIP_WINDOW, NULL), VC4_DEFINE_PACKET(VC4_PACKET_VIEWPORT_OFFSET, NULL), VC4_DEFINE_PACKET(VC4_PACKET_CLIPPER_XY_SCALING, NULL), /* Note: The docs say this was also 105, but it was 106 in the * initial userland code drop. */ VC4_DEFINE_PACKET(VC4_PACKET_CLIPPER_Z_SCALING, NULL), VC4_DEFINE_PACKET(VC4_PACKET_TILE_BINNING_MODE_CONFIG, validate_tile_binning_config), VC4_DEFINE_PACKET(VC4_PACKET_GEM_HANDLES, validate_gem_handles), }; int vc4_validate_bin_cl(struct drm_device *dev, void *validated, void *unvalidated, struct vc4_exec_info *exec) { uint32_t len = exec->args->bin_cl_size; uint32_t dst_offset = 0; uint32_t src_offset = 0; while (src_offset < len) { void *dst_pkt = validated + dst_offset; void *src_pkt = unvalidated + src_offset; u8 cmd = *(uint8_t *)src_pkt; const struct cmd_info *info; if (cmd >= ARRAY_SIZE(cmd_info)) { DRM_ERROR("0x%08x: packet %d out of bounds\n", src_offset, cmd); return -EINVAL; } info = &cmd_info[cmd]; if (!info->name) { DRM_ERROR("0x%08x: packet %d invalid\n", src_offset, cmd); return -EINVAL; } if (src_offset + info->len > len) { DRM_ERROR("0x%08x: packet %d (%s) length 0x%08x " "exceeds bounds (0x%08x)\n", src_offset, cmd, info->name, info->len, src_offset + len); return -EINVAL; } if (cmd != VC4_PACKET_GEM_HANDLES) memcpy(dst_pkt, src_pkt, info->len); if (info->func && info->func(exec, dst_pkt + 1, src_pkt + 1)) { DRM_ERROR("0x%08x: packet %d (%s) failed to validate\n", src_offset, cmd, info->name); return -EINVAL; } src_offset += info->len; /* GEM handle loading doesn't produce HW packets. */ if (cmd != VC4_PACKET_GEM_HANDLES) dst_offset += info->len; /* When the CL hits halt, it'll stop reading anything else. */ if (cmd == VC4_PACKET_HALT) break; } exec->ct0ea = exec->ct0ca + dst_offset; if (!exec->found_start_tile_binning_packet) { DRM_ERROR("Bin CL missing VC4_PACKET_START_TILE_BINNING\n"); return -EINVAL; } /* The bin CL must be ended with INCREMENT_SEMAPHORE and FLUSH. The * semaphore is used to trigger the render CL to start up, and the * FLUSH is what caps the bin lists with * VC4_PACKET_RETURN_FROM_SUB_LIST (so they jump back to the main * render CL when they get called to) and actually triggers the queued * semaphore increment. */ if (!exec->found_increment_semaphore_packet || !exec->found_flush) { DRM_ERROR("Bin CL missing VC4_PACKET_INCREMENT_SEMAPHORE + " "VC4_PACKET_FLUSH\n"); return -EINVAL; } return 0; } static bool reloc_tex(struct vc4_exec_info *exec, void *uniform_data_u, struct vc4_texture_sample_info *sample, uint32_t texture_handle_index, bool is_cs) { struct drm_gem_cma_object *tex; uint32_t p0 = *(uint32_t *)(uniform_data_u + sample->p_offset[0]); uint32_t p1 = *(uint32_t *)(uniform_data_u + sample->p_offset[1]); uint32_t p2 = (sample->p_offset[2] != ~0 ? *(uint32_t *)(uniform_data_u + sample->p_offset[2]) : 0); uint32_t p3 = (sample->p_offset[3] != ~0 ? *(uint32_t *)(uniform_data_u + sample->p_offset[3]) : 0); uint32_t *validated_p0 = exec->uniforms_v + sample->p_offset[0]; uint32_t offset = p0 & VC4_TEX_P0_OFFSET_MASK; uint32_t miplevels = VC4_GET_FIELD(p0, VC4_TEX_P0_MIPLVLS); uint32_t width = VC4_GET_FIELD(p1, VC4_TEX_P1_WIDTH); uint32_t height = VC4_GET_FIELD(p1, VC4_TEX_P1_HEIGHT); uint32_t cpp, tiling_format, utile_w, utile_h; uint32_t i; uint32_t cube_map_stride = 0; enum vc4_texture_data_type type; tex = vc4_use_bo(exec, texture_handle_index); if (!tex) return false; if (sample->is_direct) { uint32_t remaining_size = tex->base.size - p0; if (p0 > tex->base.size - 4) { DRM_ERROR("UBO offset greater than UBO size\n"); goto fail; } if (p1 > remaining_size - 4) { DRM_ERROR("UBO clamp would allow reads " "outside of UBO\n"); goto fail; } *validated_p0 = tex->paddr + p0; return true; } if (width == 0) width = 2048; if (height == 0) height = 2048; if (p0 & VC4_TEX_P0_CMMODE_MASK) { if (VC4_GET_FIELD(p2, VC4_TEX_P2_PTYPE) == VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE) cube_map_stride = p2 & VC4_TEX_P2_CMST_MASK; if (VC4_GET_FIELD(p3, VC4_TEX_P2_PTYPE) == VC4_TEX_P2_PTYPE_CUBE_MAP_STRIDE) { if (cube_map_stride) { DRM_ERROR("Cube map stride set twice\n"); goto fail; } cube_map_stride = p3 & VC4_TEX_P2_CMST_MASK; } if (!cube_map_stride) { DRM_ERROR("Cube map stride not set\n"); goto fail; } } type = (VC4_GET_FIELD(p0, VC4_TEX_P0_TYPE) | (VC4_GET_FIELD(p1, VC4_TEX_P1_TYPE4) << 4)); switch (type) { case VC4_TEXTURE_TYPE_RGBA8888: case VC4_TEXTURE_TYPE_RGBX8888: case VC4_TEXTURE_TYPE_RGBA32R: cpp = 4; break; case VC4_TEXTURE_TYPE_RGBA4444: case VC4_TEXTURE_TYPE_RGBA5551: case VC4_TEXTURE_TYPE_RGB565: case VC4_TEXTURE_TYPE_LUMALPHA: case VC4_TEXTURE_TYPE_S16F: case VC4_TEXTURE_TYPE_S16: cpp = 2; break; case VC4_TEXTURE_TYPE_LUMINANCE: case VC4_TEXTURE_TYPE_ALPHA: case VC4_TEXTURE_TYPE_S8: cpp = 1; break; case VC4_TEXTURE_TYPE_ETC1: /* ETC1 is arranged as 64-bit blocks, where each block is 4x4 * pixels. */ cpp = 8; width = (width + 3) >> 2; height = (height + 3) >> 2; break; case VC4_TEXTURE_TYPE_BW1: case VC4_TEXTURE_TYPE_A4: case VC4_TEXTURE_TYPE_A1: case VC4_TEXTURE_TYPE_RGBA64: case VC4_TEXTURE_TYPE_YUV422R: default: DRM_ERROR("Texture format %d unsupported\n", type); goto fail; } utile_w = utile_width(cpp); utile_h = utile_height(cpp); if (type == VC4_TEXTURE_TYPE_RGBA32R) { tiling_format = VC4_TILING_FORMAT_LINEAR; } else { if (size_is_lt(width, height, cpp)) tiling_format = VC4_TILING_FORMAT_LT; else tiling_format = VC4_TILING_FORMAT_T; } if (!vc4_check_tex_size(exec, tex, offset + cube_map_stride * 5, tiling_format, width, height, cpp)) { goto fail; } /* The mipmap levels are stored before the base of the texture. Make * sure there is actually space in the BO. */ for (i = 1; i <= miplevels; i++) { uint32_t level_width = max(width >> i, 1u); uint32_t level_height = max(height >> i, 1u); uint32_t aligned_width, aligned_height; uint32_t level_size; /* Once the levels get small enough, they drop from T to LT. */ if (tiling_format == VC4_TILING_FORMAT_T && size_is_lt(level_width, level_height, cpp)) { tiling_format = VC4_TILING_FORMAT_LT; } switch (tiling_format) { case VC4_TILING_FORMAT_T: aligned_width = round_up(level_width, utile_w * 8); aligned_height = round_up(level_height, utile_h * 8); break; case VC4_TILING_FORMAT_LT: aligned_width = round_up(level_width, utile_w); aligned_height = round_up(level_height, utile_h); break; default: aligned_width = round_up(level_width, utile_w); aligned_height = level_height; break; } level_size = aligned_width * cpp * aligned_height; if (offset < level_size) { DRM_ERROR("Level %d (%dx%d -> %dx%d) size %db " "overflowed buffer bounds (offset %d)\n", i, level_width, level_height, aligned_width, aligned_height, level_size, offset); goto fail; } offset -= level_size; } *validated_p0 = tex->paddr + p0; if (is_cs) { exec->bin_dep_seqno = max(exec->bin_dep_seqno, to_vc4_bo(&tex->base)->write_seqno); } return true; fail: DRM_INFO("Texture p0 at %d: 0x%08x\n", sample->p_offset[0], p0); DRM_INFO("Texture p1 at %d: 0x%08x\n", sample->p_offset[1], p1); DRM_INFO("Texture p2 at %d: 0x%08x\n", sample->p_offset[2], p2); DRM_INFO("Texture p3 at %d: 0x%08x\n", sample->p_offset[3], p3); return false; } static int validate_gl_shader_rec(struct drm_device *dev, struct vc4_exec_info *exec, struct vc4_shader_state *state) { uint32_t *src_handles; void *pkt_u, *pkt_v; static const uint32_t shader_reloc_offsets[] = { 4, /* fs */ 16, /* vs */ 28, /* cs */ }; uint32_t shader_reloc_count = ARRAY_SIZE(shader_reloc_offsets); struct drm_gem_cma_object *bo[shader_reloc_count + 8]; uint32_t nr_attributes, nr_relocs, packet_size; int i; nr_attributes = state->addr & 0x7; if (nr_attributes == 0) nr_attributes = 8; packet_size = gl_shader_rec_size(state->addr); nr_relocs = ARRAY_SIZE(shader_reloc_offsets) + nr_attributes; if (nr_relocs * 4 > exec->shader_rec_size) { DRM_ERROR("overflowed shader recs reading %d handles " "from %d bytes left\n", nr_relocs, exec->shader_rec_size); return -EINVAL; } src_handles = exec->shader_rec_u; exec->shader_rec_u += nr_relocs * 4; exec->shader_rec_size -= nr_relocs * 4; if (packet_size > exec->shader_rec_size) { DRM_ERROR("overflowed shader recs copying %db packet " "from %d bytes left\n", packet_size, exec->shader_rec_size); return -EINVAL; } pkt_u = exec->shader_rec_u; pkt_v = exec->shader_rec_v; memcpy(pkt_v, pkt_u, packet_size); exec->shader_rec_u += packet_size; /* Shader recs have to be aligned to 16 bytes (due to the attribute * flags being in the low bytes), so round the next validated shader * rec address up. This should be safe, since we've got so many * relocations in a shader rec packet. */ BUG_ON(roundup(packet_size, 16) - packet_size > nr_relocs * 4); exec->shader_rec_v += roundup(packet_size, 16); exec->shader_rec_size -= packet_size; for (i = 0; i < shader_reloc_count; i++) { if (src_handles[i] > exec->bo_count) { DRM_ERROR("Shader handle %d too big\n", src_handles[i]); return -EINVAL; } bo[i] = exec->bo[src_handles[i]]; if (!bo[i]) return -EINVAL; } for (i = shader_reloc_count; i < nr_relocs; i++) { bo[i] = vc4_use_bo(exec, src_handles[i]); if (!bo[i]) return -EINVAL; } if (((*(uint16_t *)pkt_u & VC4_SHADER_FLAG_FS_SINGLE_THREAD) == 0) != to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) { DRM_ERROR("Thread mode of CL and FS do not match\n"); return -EINVAL; } if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded || to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) { DRM_ERROR("cs and vs cannot be threaded\n"); return -EINVAL; } for (i = 0; i < shader_reloc_count; i++) { struct vc4_validated_shader_info *validated_shader; uint32_t o = shader_reloc_offsets[i]; uint32_t src_offset = *(uint32_t *)(pkt_u + o); uint32_t *texture_handles_u; void *uniform_data_u; uint32_t tex, uni; *(uint32_t *)(pkt_v + o) = bo[i]->paddr + src_offset; if (src_offset != 0) { DRM_ERROR("Shaders must be at offset 0 of " "the BO.\n"); return -EINVAL; } validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader; if (!validated_shader) return -EINVAL; if (validated_shader->uniforms_src_size > exec->uniforms_size) { DRM_ERROR("Uniforms src buffer overflow\n"); return -EINVAL; } texture_handles_u = exec->uniforms_u; uniform_data_u = (texture_handles_u + validated_shader->num_texture_samples); memcpy(exec->uniforms_v, uniform_data_u, validated_shader->uniforms_size); for (tex = 0; tex < validated_shader->num_texture_samples; tex++) { if (!reloc_tex(exec, uniform_data_u, &validated_shader->texture_samples[tex], texture_handles_u[tex], i == 2)) { return -EINVAL; } } /* 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; exec->uniforms_v += validated_shader->uniforms_size; exec->uniforms_p += validated_shader->uniforms_size; } for (i = 0; i < nr_attributes; i++) { struct drm_gem_cma_object *vbo = bo[ARRAY_SIZE(shader_reloc_offsets) + i]; uint32_t o = 36 + i * 8; uint32_t offset = *(uint32_t *)(pkt_u + o + 0); uint32_t attr_size = *(uint8_t *)(pkt_u + o + 4) + 1; uint32_t stride = *(uint8_t *)(pkt_u + o + 5); uint32_t max_index; exec->bin_dep_seqno = max(exec->bin_dep_seqno, to_vc4_bo(&vbo->base)->write_seqno); if (state->addr & 0x8) stride |= (*(uint32_t *)(pkt_u + 100 + i * 4)) & ~0xff; if (vbo->base.size < offset || vbo->base.size - offset < attr_size) { DRM_ERROR("BO offset overflow (%d + %d > %zu)\n", offset, attr_size, vbo->base.size); return -EINVAL; } if (stride != 0) { max_index = ((vbo->base.size - offset - attr_size) / stride); if (state->max_index > max_index) { DRM_ERROR("primitives use index %d out of " "supplied %d\n", state->max_index, max_index); return -EINVAL; } } *(uint32_t *)(pkt_v + o) = vbo->paddr + offset; } return 0; } int vc4_validate_shader_recs(struct drm_device *dev, struct vc4_exec_info *exec) { uint32_t i; int ret = 0; for (i = 0; i < exec->shader_state_count; i++) { ret = validate_gl_shader_rec(dev, exec, &exec->shader_state[i]); if (ret) return ret; } return ret; }