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drm/vc4: Add a bitmap of branch targets during shader validation.
[karo-tx-linux.git] / drivers / gpu / drm / vc4 / 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
28  * access to execute shaders could escalate privilege by overwriting
29  * system memory (using the VPM write address register in the
30  * general-purpose DMA mode) or reading system memory it shouldn't
31  * (reading it as a texture, or uniform data, or vertex data).
32  *
33  * This walks over a shader BO, ensuring that its accesses are
34  * appropriately bounded, and recording how many texture accesses are
35  * made and where so that we can do relocations for them in the
36  * uniform stream.
37  */
38
39 #include "vc4_drv.h"
40 #include "vc4_qpu_defines.h"
41
42 struct vc4_shader_validation_state {
43         /* Current IP being validated. */
44         uint32_t ip;
45
46         /* IP at the end of the BO, do not read shader[max_ip] */
47         uint32_t max_ip;
48
49         uint64_t *shader;
50
51         struct vc4_texture_sample_info tmu_setup[2];
52         int tmu_write_count[2];
53
54         /* For registers that were last written to by a MIN instruction with
55          * one argument being a uniform, the address of the uniform.
56          * Otherwise, ~0.
57          *
58          * This is used for the validation of direct address memory reads.
59          */
60         uint32_t live_min_clamp_offsets[32 + 32 + 4];
61         bool live_max_clamp_regs[32 + 32 + 4];
62
63         /* Bitfield of which IPs are used as branch targets.
64          *
65          * Used for validation that the uniform stream is updated at the right
66          * points and clearing the texturing/clamping state.
67          */
68         unsigned long *branch_targets;
69 };
70
71 static uint32_t
72 waddr_to_live_reg_index(uint32_t waddr, bool is_b)
73 {
74         if (waddr < 32) {
75                 if (is_b)
76                         return 32 + waddr;
77                 else
78                         return waddr;
79         } else if (waddr <= QPU_W_ACC3) {
80                 return 64 + waddr - QPU_W_ACC0;
81         } else {
82                 return ~0;
83         }
84 }
85
86 static uint32_t
87 raddr_add_a_to_live_reg_index(uint64_t inst)
88 {
89         uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
90         uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
91         uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
92         uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
93
94         if (add_a == QPU_MUX_A)
95                 return raddr_a;
96         else if (add_a == QPU_MUX_B && sig != QPU_SIG_SMALL_IMM)
97                 return 32 + raddr_b;
98         else if (add_a <= QPU_MUX_R3)
99                 return 64 + add_a;
100         else
101                 return ~0;
102 }
103
104 static bool
105 is_tmu_submit(uint32_t waddr)
106 {
107         return (waddr == QPU_W_TMU0_S ||
108                 waddr == QPU_W_TMU1_S);
109 }
110
111 static bool
112 is_tmu_write(uint32_t waddr)
113 {
114         return (waddr >= QPU_W_TMU0_S &&
115                 waddr <= QPU_W_TMU1_B);
116 }
117
118 static bool
119 record_texture_sample(struct vc4_validated_shader_info *validated_shader,
120                       struct vc4_shader_validation_state *validation_state,
121                       int tmu)
122 {
123         uint32_t s = validated_shader->num_texture_samples;
124         int i;
125         struct vc4_texture_sample_info *temp_samples;
126
127         temp_samples = krealloc(validated_shader->texture_samples,
128                                 (s + 1) * sizeof(*temp_samples),
129                                 GFP_KERNEL);
130         if (!temp_samples)
131                 return false;
132
133         memcpy(&temp_samples[s],
134                &validation_state->tmu_setup[tmu],
135                sizeof(*temp_samples));
136
137         validated_shader->num_texture_samples = s + 1;
138         validated_shader->texture_samples = temp_samples;
139
140         for (i = 0; i < 4; i++)
141                 validation_state->tmu_setup[tmu].p_offset[i] = ~0;
142
143         return true;
144 }
145
146 static bool
147 check_tmu_write(struct vc4_validated_shader_info *validated_shader,
148                 struct vc4_shader_validation_state *validation_state,
149                 bool is_mul)
150 {
151         uint64_t inst = validation_state->shader[validation_state->ip];
152         uint32_t waddr = (is_mul ?
153                           QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
154                           QPU_GET_FIELD(inst, QPU_WADDR_ADD));
155         uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
156         uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
157         int tmu = waddr > QPU_W_TMU0_B;
158         bool submit = is_tmu_submit(waddr);
159         bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0;
160         uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
161
162         if (is_direct) {
163                 uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
164                 uint32_t clamp_reg, clamp_offset;
165
166                 if (sig == QPU_SIG_SMALL_IMM) {
167                         DRM_ERROR("direct TMU read used small immediate\n");
168                         return false;
169                 }
170
171                 /* Make sure that this texture load is an add of the base
172                  * address of the UBO to a clamped offset within the UBO.
173                  */
174                 if (is_mul ||
175                     QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
176                         DRM_ERROR("direct TMU load wasn't an add\n");
177                         return false;
178                 }
179
180                 /* We assert that the the clamped address is the first
181                  * argument, and the UBO base address is the second argument.
182                  * This is arbitrary, but simpler than supporting flipping the
183                  * two either way.
184                  */
185                 clamp_reg = raddr_add_a_to_live_reg_index(inst);
186                 if (clamp_reg == ~0) {
187                         DRM_ERROR("direct TMU load wasn't clamped\n");
188                         return false;
189                 }
190
191                 clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg];
192                 if (clamp_offset == ~0) {
193                         DRM_ERROR("direct TMU load wasn't clamped\n");
194                         return false;
195                 }
196
197                 /* Store the clamp value's offset in p1 (see reloc_tex() in
198                  * vc4_validate.c).
199                  */
200                 validation_state->tmu_setup[tmu].p_offset[1] =
201                         clamp_offset;
202
203                 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
204                     !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
205                         DRM_ERROR("direct TMU load didn't add to a uniform\n");
206                         return false;
207                 }
208
209                 validation_state->tmu_setup[tmu].is_direct = true;
210         } else {
211                 if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
212                                               raddr_b == QPU_R_UNIF)) {
213                         DRM_ERROR("uniform read in the same instruction as "
214                                   "texture setup.\n");
215                         return false;
216                 }
217         }
218
219         if (validation_state->tmu_write_count[tmu] >= 4) {
220                 DRM_ERROR("TMU%d got too many parameters before dispatch\n",
221                           tmu);
222                 return false;
223         }
224         validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
225                 validated_shader->uniforms_size;
226         validation_state->tmu_write_count[tmu]++;
227         /* Since direct uses a RADDR uniform reference, it will get counted in
228          * check_instruction_reads()
229          */
230         if (!is_direct)
231                 validated_shader->uniforms_size += 4;
232
233         if (submit) {
234                 if (!record_texture_sample(validated_shader,
235                                            validation_state, tmu)) {
236                         return false;
237                 }
238
239                 validation_state->tmu_write_count[tmu] = 0;
240         }
241
242         return true;
243 }
244
245 static bool
246 check_reg_write(struct vc4_validated_shader_info *validated_shader,
247                 struct vc4_shader_validation_state *validation_state,
248                 bool is_mul)
249 {
250         uint64_t inst = validation_state->shader[validation_state->ip];
251         uint32_t waddr = (is_mul ?
252                           QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
253                           QPU_GET_FIELD(inst, QPU_WADDR_ADD));
254
255         switch (waddr) {
256         case QPU_W_UNIFORMS_ADDRESS:
257                 /* XXX: We'll probably need to support this for reladdr, but
258                  * it's definitely a security-related one.
259                  */
260                 DRM_ERROR("uniforms address load unsupported\n");
261                 return false;
262
263         case QPU_W_TLB_COLOR_MS:
264         case QPU_W_TLB_COLOR_ALL:
265         case QPU_W_TLB_Z:
266                 /* These only interact with the tile buffer, not main memory,
267                  * so they're safe.
268                  */
269                 return true;
270
271         case QPU_W_TMU0_S:
272         case QPU_W_TMU0_T:
273         case QPU_W_TMU0_R:
274         case QPU_W_TMU0_B:
275         case QPU_W_TMU1_S:
276         case QPU_W_TMU1_T:
277         case QPU_W_TMU1_R:
278         case QPU_W_TMU1_B:
279                 return check_tmu_write(validated_shader, validation_state,
280                                        is_mul);
281
282         case QPU_W_HOST_INT:
283         case QPU_W_TMU_NOSWAP:
284         case QPU_W_TLB_ALPHA_MASK:
285         case QPU_W_MUTEX_RELEASE:
286                 /* XXX: I haven't thought about these, so don't support them
287                  * for now.
288                  */
289                 DRM_ERROR("Unsupported waddr %d\n", waddr);
290                 return false;
291
292         case QPU_W_VPM_ADDR:
293                 DRM_ERROR("General VPM DMA unsupported\n");
294                 return false;
295
296         case QPU_W_VPM:
297         case QPU_W_VPMVCD_SETUP:
298                 /* We allow VPM setup in general, even including VPM DMA
299                  * configuration setup, because the (unsafe) DMA can only be
300                  * triggered by QPU_W_VPM_ADDR writes.
301                  */
302                 return true;
303
304         case QPU_W_TLB_STENCIL_SETUP:
305                 return true;
306         }
307
308         return true;
309 }
310
311 static void
312 track_live_clamps(struct vc4_validated_shader_info *validated_shader,
313                   struct vc4_shader_validation_state *validation_state)
314 {
315         uint64_t inst = validation_state->shader[validation_state->ip];
316         uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
317         uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
318         uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
319         uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
320         uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
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 ws = inst & QPU_WS;
326         uint32_t lri_add_a, lri_add, lri_mul;
327         bool add_a_is_min_0;
328
329         /* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
330          * before we clear previous live state.
331          */
332         lri_add_a = raddr_add_a_to_live_reg_index(inst);
333         add_a_is_min_0 = (lri_add_a != ~0 &&
334                           validation_state->live_max_clamp_regs[lri_add_a]);
335
336         /* Clear live state for registers written by our instruction. */
337         lri_add = waddr_to_live_reg_index(waddr_add, ws);
338         lri_mul = waddr_to_live_reg_index(waddr_mul, !ws);
339         if (lri_mul != ~0) {
340                 validation_state->live_max_clamp_regs[lri_mul] = false;
341                 validation_state->live_min_clamp_offsets[lri_mul] = ~0;
342         }
343         if (lri_add != ~0) {
344                 validation_state->live_max_clamp_regs[lri_add] = false;
345                 validation_state->live_min_clamp_offsets[lri_add] = ~0;
346         } else {
347                 /* Nothing further to do for live tracking, since only ADDs
348                  * generate new live clamp registers.
349                  */
350                 return;
351         }
352
353         /* Now, handle remaining live clamp tracking for the ADD operation. */
354
355         if (cond_add != QPU_COND_ALWAYS)
356                 return;
357
358         if (op_add == QPU_A_MAX) {
359                 /* Track live clamps of a value to a minimum of 0 (in either
360                  * arg).
361                  */
362                 if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
363                     (add_a != QPU_MUX_B && add_b != QPU_MUX_B)) {
364                         return;
365                 }
366
367                 validation_state->live_max_clamp_regs[lri_add] = true;
368         } else if (op_add == QPU_A_MIN) {
369                 /* Track live clamps of a value clamped to a minimum of 0 and
370                  * a maximum of some uniform's offset.
371                  */
372                 if (!add_a_is_min_0)
373                         return;
374
375                 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
376                     !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
377                       sig != QPU_SIG_SMALL_IMM)) {
378                         return;
379                 }
380
381                 validation_state->live_min_clamp_offsets[lri_add] =
382                         validated_shader->uniforms_size;
383         }
384 }
385
386 static bool
387 check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
388                          struct vc4_shader_validation_state *validation_state)
389 {
390         uint64_t inst = validation_state->shader[validation_state->ip];
391         uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
392         uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
393         bool ok;
394
395         if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
396                 DRM_ERROR("ADD and MUL both set up textures\n");
397                 return false;
398         }
399
400         ok = (check_reg_write(validated_shader, validation_state, false) &&
401               check_reg_write(validated_shader, validation_state, true));
402
403         track_live_clamps(validated_shader, validation_state);
404
405         return ok;
406 }
407
408 static bool
409 check_instruction_reads(uint64_t inst,
410                         struct vc4_validated_shader_info *validated_shader)
411 {
412         uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
413         uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
414         uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
415
416         if (raddr_a == QPU_R_UNIF ||
417             (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
418                 /* This can't overflow the uint32_t, because we're reading 8
419                  * bytes of instruction to increment by 4 here, so we'd
420                  * already be OOM.
421                  */
422                 validated_shader->uniforms_size += 4;
423         }
424
425         return true;
426 }
427
428 /* Make sure that all branches are absolute and point within the shader, and
429  * note their targets for later.
430  */
431 static bool
432 vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
433 {
434         uint32_t max_branch_target = 0;
435         bool found_shader_end = false;
436         int ip;
437         int shader_end_ip = 0;
438         int last_branch = -2;
439
440         for (ip = 0; ip < validation_state->max_ip; ip++) {
441                 uint64_t inst = validation_state->shader[ip];
442                 int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
443                 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
444                 uint32_t after_delay_ip = ip + 4;
445                 uint32_t branch_target_ip;
446
447                 if (sig == QPU_SIG_PROG_END) {
448                         shader_end_ip = ip;
449                         found_shader_end = true;
450                         continue;
451                 }
452
453                 if (sig != QPU_SIG_BRANCH)
454                         continue;
455
456                 if (ip - last_branch < 4) {
457                         DRM_ERROR("Branch at %d during delay slots\n", ip);
458                         return false;
459                 }
460                 last_branch = ip;
461
462                 if (inst & QPU_BRANCH_REG) {
463                         DRM_ERROR("branching from register relative "
464                                   "not supported\n");
465                         return false;
466                 }
467
468                 if (!(inst & QPU_BRANCH_REL)) {
469                         DRM_ERROR("relative branching required\n");
470                         return false;
471                 }
472
473                 /* The actual branch target is the instruction after the delay
474                  * slots, plus whatever byte offset is in the low 32 bits of
475                  * the instruction.  Make sure we're not branching beyond the
476                  * end of the shader object.
477                  */
478                 if (branch_imm % sizeof(inst) != 0) {
479                         DRM_ERROR("branch target not aligned\n");
480                         return false;
481                 }
482
483                 branch_target_ip = after_delay_ip + (branch_imm >> 3);
484                 if (branch_target_ip >= validation_state->max_ip) {
485                         DRM_ERROR("Branch at %d outside of shader (ip %d/%d)\n",
486                                   ip, branch_target_ip,
487                                   validation_state->max_ip);
488                         return false;
489                 }
490                 set_bit(branch_target_ip, validation_state->branch_targets);
491
492                 /* Make sure that the non-branching path is also not outside
493                  * the shader.
494                  */
495                 if (after_delay_ip >= validation_state->max_ip) {
496                         DRM_ERROR("Branch at %d continues past shader end "
497                                   "(%d/%d)\n",
498                                   ip, after_delay_ip, validation_state->max_ip);
499                         return false;
500                 }
501                 set_bit(after_delay_ip, validation_state->branch_targets);
502                 max_branch_target = max(max_branch_target, after_delay_ip);
503
504                 /* There are two delay slots after program end is signaled
505                  * that are still executed, then we're finished.
506                  */
507                 if (found_shader_end && ip == shader_end_ip + 2)
508                         break;
509         }
510
511         if (max_branch_target > shader_end_ip) {
512                 DRM_ERROR("Branch landed after QPU_SIG_PROG_END");
513                 return false;
514         }
515
516         return true;
517 }
518
519 struct vc4_validated_shader_info *
520 vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
521 {
522         bool found_shader_end = false;
523         int shader_end_ip = 0;
524         uint32_t ip;
525         struct vc4_validated_shader_info *validated_shader = NULL;
526         struct vc4_shader_validation_state validation_state;
527         int i;
528
529         memset(&validation_state, 0, sizeof(validation_state));
530         validation_state.shader = shader_obj->vaddr;
531         validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
532
533         for (i = 0; i < 8; i++)
534                 validation_state.tmu_setup[i / 4].p_offset[i % 4] = ~0;
535         for (i = 0; i < ARRAY_SIZE(validation_state.live_min_clamp_offsets); i++)
536                 validation_state.live_min_clamp_offsets[i] = ~0;
537
538         validation_state.branch_targets =
539                 kcalloc(BITS_TO_LONGS(validation_state.max_ip),
540                         sizeof(unsigned long), GFP_KERNEL);
541         if (!validation_state.branch_targets)
542                 goto fail;
543
544         validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
545         if (!validated_shader)
546                 goto fail;
547
548         if (!vc4_validate_branches(&validation_state))
549                 goto fail;
550
551         for (ip = 0; ip < validation_state.max_ip; ip++) {
552                 uint64_t inst = validation_state.shader[ip];
553                 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
554
555                 validation_state.ip = ip;
556
557                 switch (sig) {
558                 case QPU_SIG_NONE:
559                 case QPU_SIG_WAIT_FOR_SCOREBOARD:
560                 case QPU_SIG_SCOREBOARD_UNLOCK:
561                 case QPU_SIG_COLOR_LOAD:
562                 case QPU_SIG_LOAD_TMU0:
563                 case QPU_SIG_LOAD_TMU1:
564                 case QPU_SIG_PROG_END:
565                 case QPU_SIG_SMALL_IMM:
566                         if (!check_instruction_writes(validated_shader,
567                                                       &validation_state)) {
568                                 DRM_ERROR("Bad write at ip %d\n", ip);
569                                 goto fail;
570                         }
571
572                         if (!check_instruction_reads(inst, validated_shader))
573                                 goto fail;
574
575                         if (sig == QPU_SIG_PROG_END) {
576                                 found_shader_end = true;
577                                 shader_end_ip = ip;
578                         }
579
580                         break;
581
582                 case QPU_SIG_LOAD_IMM:
583                         if (!check_instruction_writes(validated_shader,
584                                                       &validation_state)) {
585                                 DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip);
586                                 goto fail;
587                         }
588                         break;
589
590                 default:
591                         DRM_ERROR("Unsupported QPU signal %d at "
592                                   "instruction %d\n", sig, ip);
593                         goto fail;
594                 }
595
596                 /* There are two delay slots after program end is signaled
597                  * that are still executed, then we're finished.
598                  */
599                 if (found_shader_end && ip == shader_end_ip + 2)
600                         break;
601         }
602
603         if (ip == validation_state.max_ip) {
604                 DRM_ERROR("shader failed to terminate before "
605                           "shader BO end at %zd\n",
606                           shader_obj->base.size);
607                 goto fail;
608         }
609
610         /* Again, no chance of integer overflow here because the worst case
611          * scenario is 8 bytes of uniforms plus handles per 8-byte
612          * instruction.
613          */
614         validated_shader->uniforms_src_size =
615                 (validated_shader->uniforms_size +
616                  4 * validated_shader->num_texture_samples);
617
618         kfree(validation_state.branch_targets);
619
620         return validated_shader;
621
622 fail:
623         kfree(validation_state.branch_targets);
624         if (validated_shader) {
625                 kfree(validated_shader->texture_samples);
626                 kfree(validated_shader);
627         }
628         return NULL;
629 }