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Diffstat (limited to 'target/linux/brcm2708/patches-4.4/0478-drm-vc4-Add-support-for-branching-in-shader-validati.patch')
-rw-r--r--target/linux/brcm2708/patches-4.4/0478-drm-vc4-Add-support-for-branching-in-shader-validati.patch475
1 files changed, 0 insertions, 475 deletions
diff --git a/target/linux/brcm2708/patches-4.4/0478-drm-vc4-Add-support-for-branching-in-shader-validati.patch b/target/linux/brcm2708/patches-4.4/0478-drm-vc4-Add-support-for-branching-in-shader-validati.patch
deleted file mode 100644
index 69c11e96c6..0000000000
--- a/target/linux/brcm2708/patches-4.4/0478-drm-vc4-Add-support-for-branching-in-shader-validati.patch
+++ /dev/null
@@ -1,475 +0,0 @@
-From 023a75ed42f697c00eede44a800eedd5beb1ff34 Mon Sep 17 00:00:00 2001
-From: Eric Anholt <eric@anholt.net>
-Date: Sat, 2 Jul 2016 12:17:10 -0700
-Subject: [PATCH] drm/vc4: Add support for branching in shader validation.
-
-We're already checking that branch instructions are between the start
-of the shader and the proper PROG_END sequence. The other thing we
-need to make branching safe is to verify that the shader doesn't read
-past the end of the uniforms stream.
-
-To do that, we require that at any basic block reading uniforms have
-the following instructions:
-
-load_imm temp, <next offset within uniform stream>
-add unif_addr, temp, unif
-
-The instructions are generated by userspace, and the kernel verifies
-that the load_imm is of the expected offset, and that the add adds it
-to a uniform. We track which uniform in the stream that is, and at
-draw call time fix up the uniform stream to have the address of the
-start of the shader's uniforms at that location.
-
-Signed-off-by: Eric Anholt <eric@anholt.net>
-(cherry picked from commit 6d45c81d229d71da54d374143e7d6abad4c0cf31)
----
- drivers/gpu/drm/vc4/vc4_drv.h | 3 +
- drivers/gpu/drm/vc4/vc4_qpu_defines.h | 3 +
- drivers/gpu/drm/vc4/vc4_validate.c | 13 +-
- drivers/gpu/drm/vc4/vc4_validate_shaders.c | 281 +++++++++++++++++++++++++++--
- 4 files changed, 283 insertions(+), 17 deletions(-)
-
---- a/drivers/gpu/drm/vc4/vc4_drv.h
-+++ b/drivers/gpu/drm/vc4/vc4_drv.h
-@@ -363,6 +363,9 @@ struct vc4_validated_shader_info {
- uint32_t uniforms_src_size;
- uint32_t num_texture_samples;
- struct vc4_texture_sample_info *texture_samples;
-+
-+ uint32_t num_uniform_addr_offsets;
-+ uint32_t *uniform_addr_offsets;
- };
-
- /**
---- a/drivers/gpu/drm/vc4/vc4_qpu_defines.h
-+++ b/drivers/gpu/drm/vc4/vc4_qpu_defines.h
-@@ -270,6 +270,9 @@ enum qpu_unpack_r4 {
- #define QPU_OP_ADD_SHIFT 24
- #define QPU_OP_ADD_MASK QPU_MASK(28, 24)
-
-+#define QPU_LOAD_IMM_SHIFT 0
-+#define QPU_LOAD_IMM_MASK QPU_MASK(31, 0)
-+
- #define QPU_BRANCH_TARGET_SHIFT 0
- #define QPU_BRANCH_TARGET_MASK QPU_MASK(31, 0)
-
---- a/drivers/gpu/drm/vc4/vc4_validate.c
-+++ b/drivers/gpu/drm/vc4/vc4_validate.c
-@@ -802,7 +802,7 @@ validate_gl_shader_rec(struct drm_device
- uint32_t src_offset = *(uint32_t *)(pkt_u + o);
- uint32_t *texture_handles_u;
- void *uniform_data_u;
-- uint32_t tex;
-+ uint32_t tex, uni;
-
- *(uint32_t *)(pkt_v + o) = bo[i]->paddr + src_offset;
-
-@@ -840,6 +840,17 @@ validate_gl_shader_rec(struct drm_device
- }
- }
-
-+ /* 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;
---- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c
-+++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
-@@ -39,6 +39,8 @@
- #include "vc4_drv.h"
- #include "vc4_qpu_defines.h"
-
-+#define LIVE_REG_COUNT (32 + 32 + 4)
-+
- struct vc4_shader_validation_state {
- /* Current IP being validated. */
- uint32_t ip;
-@@ -57,8 +59,9 @@ struct vc4_shader_validation_state {
- *
- * This is used for the validation of direct address memory reads.
- */
-- uint32_t live_min_clamp_offsets[32 + 32 + 4];
-- bool live_max_clamp_regs[32 + 32 + 4];
-+ uint32_t live_min_clamp_offsets[LIVE_REG_COUNT];
-+ bool live_max_clamp_regs[LIVE_REG_COUNT];
-+ uint32_t live_immediates[LIVE_REG_COUNT];
-
- /* Bitfield of which IPs are used as branch targets.
- *
-@@ -66,6 +69,20 @@ struct vc4_shader_validation_state {
- * points and clearing the texturing/clamping state.
- */
- unsigned long *branch_targets;
-+
-+ /* Set when entering a basic block, and cleared when the uniform
-+ * address update is found. This is used to make sure that we don't
-+ * read uniforms when the address is undefined.
-+ */
-+ bool needs_uniform_address_update;
-+
-+ /* Set when we find a backwards branch. If the branch is backwards,
-+ * the taraget is probably doing an address reset to read uniforms,
-+ * and so we need to be sure that a uniforms address is present in the
-+ * stream, even if the shader didn't need to read uniforms in later
-+ * basic blocks.
-+ */
-+ bool needs_uniform_address_for_loop;
- };
-
- static uint32_t
-@@ -227,8 +244,14 @@ check_tmu_write(struct vc4_validated_sha
- /* Since direct uses a RADDR uniform reference, it will get counted in
- * check_instruction_reads()
- */
-- if (!is_direct)
-+ if (!is_direct) {
-+ if (validation_state->needs_uniform_address_update) {
-+ DRM_ERROR("Texturing with undefined uniform address\n");
-+ return false;
-+ }
-+
- validated_shader->uniforms_size += 4;
-+ }
-
- if (submit) {
- if (!record_texture_sample(validated_shader,
-@@ -242,6 +265,98 @@ check_tmu_write(struct vc4_validated_sha
- return true;
- }
-
-+static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
-+{
-+ uint32_t o = validated_shader->num_uniform_addr_offsets;
-+ uint32_t num_uniforms = validated_shader->uniforms_size / 4;
-+
-+ validated_shader->uniform_addr_offsets =
-+ krealloc(validated_shader->uniform_addr_offsets,
-+ (o + 1) *
-+ sizeof(*validated_shader->uniform_addr_offsets),
-+ GFP_KERNEL);
-+ if (!validated_shader->uniform_addr_offsets)
-+ return false;
-+
-+ validated_shader->uniform_addr_offsets[o] = num_uniforms;
-+ validated_shader->num_uniform_addr_offsets++;
-+
-+ return true;
-+}
-+
-+static bool
-+validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader,
-+ struct vc4_shader_validation_state *validation_state,
-+ bool is_mul)
-+{
-+ uint64_t inst = validation_state->shader[validation_state->ip];
-+ u32 add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
-+ u32 raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
-+ u32 raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
-+ u32 add_lri = raddr_add_a_to_live_reg_index(inst);
-+ /* We want our reset to be pointing at whatever uniform follows the
-+ * uniforms base address.
-+ */
-+ u32 expected_offset = validated_shader->uniforms_size + 4;
-+
-+ /* We only support absolute uniform address changes, and we
-+ * require that they be in the current basic block before any
-+ * of its uniform reads.
-+ *
-+ * One could potentially emit more efficient QPU code, by
-+ * noticing that (say) an if statement does uniform control
-+ * flow for all threads and that the if reads the same number
-+ * of uniforms on each side. However, this scheme is easy to
-+ * validate so it's all we allow for now.
-+ */
-+
-+ if (QPU_GET_FIELD(inst, QPU_SIG) != QPU_SIG_NONE) {
-+ DRM_ERROR("uniforms address change must be "
-+ "normal math\n");
-+ return false;
-+ }
-+
-+ if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
-+ DRM_ERROR("Uniform address reset must be an ADD.\n");
-+ return false;
-+ }
-+
-+ if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
-+ DRM_ERROR("Uniform address reset must be unconditional.\n");
-+ return false;
-+ }
-+
-+ if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
-+ !(inst & QPU_PM)) {
-+ DRM_ERROR("No packing allowed on uniforms reset\n");
-+ return false;
-+ }
-+
-+ if (add_lri == -1) {
-+ DRM_ERROR("First argument of uniform address write must be "
-+ "an immediate value.\n");
-+ return false;
-+ }
-+
-+ if (validation_state->live_immediates[add_lri] != expected_offset) {
-+ DRM_ERROR("Resetting uniforms with offset %db instead of %db\n",
-+ validation_state->live_immediates[add_lri],
-+ expected_offset);
-+ return false;
-+ }
-+
-+ if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
-+ !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
-+ DRM_ERROR("Second argument of uniform address write must be "
-+ "a uniform.\n");
-+ return false;
-+ }
-+
-+ validation_state->needs_uniform_address_update = false;
-+ validation_state->needs_uniform_address_for_loop = false;
-+ return require_uniform_address_uniform(validated_shader);
-+}
-+
- static bool
- check_reg_write(struct vc4_validated_shader_info *validated_shader,
- struct vc4_shader_validation_state *validation_state,
-@@ -251,14 +366,37 @@ check_reg_write(struct vc4_validated_sha
- uint32_t waddr = (is_mul ?
- QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
- QPU_GET_FIELD(inst, QPU_WADDR_ADD));
-+ uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
-+ bool ws = inst & QPU_WS;
-+ bool is_b = is_mul ^ ws;
-+ u32 lri = waddr_to_live_reg_index(waddr, is_b);
-+
-+ if (lri != -1) {
-+ uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
-+ uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL);
-+
-+ if (sig == QPU_SIG_LOAD_IMM &&
-+ QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP &&
-+ ((is_mul && cond_mul == QPU_COND_ALWAYS) ||
-+ (!is_mul && cond_add == QPU_COND_ALWAYS))) {
-+ validation_state->live_immediates[lri] =
-+ QPU_GET_FIELD(inst, QPU_LOAD_IMM);
-+ } else {
-+ validation_state->live_immediates[lri] = ~0;
-+ }
-+ }
-
- switch (waddr) {
- case QPU_W_UNIFORMS_ADDRESS:
-- /* XXX: We'll probably need to support this for reladdr, but
-- * it's definitely a security-related one.
-- */
-- DRM_ERROR("uniforms address load unsupported\n");
-- return false;
-+ if (is_b) {
-+ DRM_ERROR("relative uniforms address change "
-+ "unsupported\n");
-+ return false;
-+ }
-+
-+ return validate_uniform_address_write(validated_shader,
-+ validation_state,
-+ is_mul);
-
- case QPU_W_TLB_COLOR_MS:
- case QPU_W_TLB_COLOR_ALL:
-@@ -406,9 +544,35 @@ check_instruction_writes(struct vc4_vali
- }
-
- static bool
--check_instruction_reads(uint64_t inst,
-- struct vc4_validated_shader_info *validated_shader)
-+check_branch(uint64_t inst,
-+ struct vc4_validated_shader_info *validated_shader,
-+ struct vc4_shader_validation_state *validation_state,
-+ int ip)
- {
-+ int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
-+ uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
-+ uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
-+
-+ if ((int)branch_imm < 0)
-+ validation_state->needs_uniform_address_for_loop = true;
-+
-+ /* We don't want to have to worry about validation of this, and
-+ * there's no need for it.
-+ */
-+ if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) {
-+ DRM_ERROR("branch instruction at %d wrote a register.\n",
-+ validation_state->ip);
-+ return false;
-+ }
-+
-+ return true;
-+}
-+
-+static bool
-+check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
-+ struct vc4_shader_validation_state *validation_state)
-+{
-+ uint64_t inst = validation_state->shader[validation_state->ip];
- uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
- uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
- uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
-@@ -420,6 +584,12 @@ check_instruction_reads(uint64_t inst,
- * already be OOM.
- */
- validated_shader->uniforms_size += 4;
-+
-+ if (validation_state->needs_uniform_address_update) {
-+ DRM_ERROR("Uniform read with undefined uniform "
-+ "address\n");
-+ return false;
-+ }
- }
-
- return true;
-@@ -516,6 +686,65 @@ vc4_validate_branches(struct vc4_shader_
- return true;
- }
-
-+/* Resets any known state for the shader, used when we may be branched to from
-+ * multiple locations in the program (or at shader start).
-+ */
-+static void
-+reset_validation_state(struct vc4_shader_validation_state *validation_state)
-+{
-+ int i;
-+
-+ for (i = 0; i < 8; i++)
-+ validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0;
-+
-+ for (i = 0; i < LIVE_REG_COUNT; i++) {
-+ validation_state->live_min_clamp_offsets[i] = ~0;
-+ validation_state->live_max_clamp_regs[i] = false;
-+ validation_state->live_immediates[i] = ~0;
-+ }
-+}
-+
-+static bool
-+texturing_in_progress(struct vc4_shader_validation_state *validation_state)
-+{
-+ return (validation_state->tmu_write_count[0] != 0 ||
-+ validation_state->tmu_write_count[1] != 0);
-+}
-+
-+static bool
-+vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state)
-+{
-+ uint32_t ip = validation_state->ip;
-+
-+ if (!test_bit(ip, validation_state->branch_targets))
-+ return true;
-+
-+ if (texturing_in_progress(validation_state)) {
-+ DRM_ERROR("Branch target landed during TMU setup\n");
-+ return false;
-+ }
-+
-+ /* Reset our live values tracking, since this instruction may have
-+ * multiple predecessors.
-+ *
-+ * One could potentially do analysis to determine that, for
-+ * example, all predecessors have a live max clamp in the same
-+ * register, but we don't bother with that.
-+ */
-+ reset_validation_state(validation_state);
-+
-+ /* Since we've entered a basic block from potentially multiple
-+ * predecessors, we need the uniforms address to be updated before any
-+ * unforms are read. We require that after any branch point, the next
-+ * uniform to be loaded is a uniform address offset. That uniform's
-+ * offset will be marked by the uniform address register write
-+ * validation, or a one-off the end-of-program check.
-+ */
-+ validation_state->needs_uniform_address_update = true;
-+
-+ return true;
-+}
-+
- struct vc4_validated_shader_info *
- vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
- {
-@@ -524,16 +753,12 @@ vc4_validate_shader(struct drm_gem_cma_o
- uint32_t ip;
- struct vc4_validated_shader_info *validated_shader = NULL;
- struct vc4_shader_validation_state validation_state;
-- int i;
-
- memset(&validation_state, 0, sizeof(validation_state));
- validation_state.shader = shader_obj->vaddr;
- validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
-
-- for (i = 0; i < 8; i++)
-- validation_state.tmu_setup[i / 4].p_offset[i % 4] = ~0;
-- for (i = 0; i < ARRAY_SIZE(validation_state.live_min_clamp_offsets); i++)
-- validation_state.live_min_clamp_offsets[i] = ~0;
-+ reset_validation_state(&validation_state);
-
- validation_state.branch_targets =
- kcalloc(BITS_TO_LONGS(validation_state.max_ip),
-@@ -554,6 +779,9 @@ vc4_validate_shader(struct drm_gem_cma_o
-
- validation_state.ip = ip;
-
-+ if (!vc4_handle_branch_target(&validation_state))
-+ goto fail;
-+
- switch (sig) {
- case QPU_SIG_NONE:
- case QPU_SIG_WAIT_FOR_SCOREBOARD:
-@@ -569,7 +797,8 @@ vc4_validate_shader(struct drm_gem_cma_o
- goto fail;
- }
-
-- if (!check_instruction_reads(inst, validated_shader))
-+ if (!check_instruction_reads(validated_shader,
-+ &validation_state))
- goto fail;
-
- if (sig == QPU_SIG_PROG_END) {
-@@ -587,6 +816,11 @@ vc4_validate_shader(struct drm_gem_cma_o
- }
- break;
-
-+ case QPU_SIG_BRANCH:
-+ if (!check_branch(inst, validated_shader,
-+ &validation_state, ip))
-+ goto fail;
-+ break;
- default:
- DRM_ERROR("Unsupported QPU signal %d at "
- "instruction %d\n", sig, ip);
-@@ -607,6 +841,21 @@ vc4_validate_shader(struct drm_gem_cma_o
- goto fail;
- }
-
-+ /* If we did a backwards branch and we haven't emitted a uniforms
-+ * reset since then, we still need the uniforms stream to have the
-+ * uniforms address available so that the backwards branch can do its
-+ * uniforms reset.
-+ *
-+ * We could potentially prove that the backwards branch doesn't
-+ * contain any uses of uniforms until program exit, but that doesn't
-+ * seem to be worth the trouble.
-+ */
-+ if (validation_state.needs_uniform_address_for_loop) {
-+ if (!require_uniform_address_uniform(validated_shader))
-+ goto fail;
-+ validated_shader->uniforms_size += 4;
-+ }
-+
- /* Again, no chance of integer overflow here because the worst case
- * scenario is 8 bytes of uniforms plus handles per 8-byte
- * instruction.