blob: da6f1e138e8d1252180e9fe1e70d9c1483524636 [file] [log] [blame]
/*
* 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;
}