drm/vc4: Add a bitmap of branch targets during shader validation.

This isn't used yet, it's just a first step toward loop validation.
During the main parsing of instructions, we need to know when we hit a
new basic block so that we can reset validated state.

v2: Fix a stray semicolon after an if block.  (caught by kbuild test).

Signed-off-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Eric Anholt 2016-07-02 10:10:24 -07:00
parent d0566c2a2f
commit 93aa9ae3e5
2 changed files with 124 additions and 2 deletions

View File

@ -230,6 +230,15 @@ enum qpu_unpack_r4 {
#define QPU_COND_MUL_SHIFT 46
#define QPU_COND_MUL_MASK QPU_MASK(48, 46)
#define QPU_BRANCH_COND_SHIFT 52
#define QPU_BRANCH_COND_MASK QPU_MASK(55, 52)
#define QPU_BRANCH_REL ((uint64_t)1 << 51)
#define QPU_BRANCH_REG ((uint64_t)1 << 50)
#define QPU_BRANCH_RADDR_A_SHIFT 45
#define QPU_BRANCH_RADDR_A_MASK QPU_MASK(49, 45)
#define QPU_SF ((uint64_t)1 << 45)
#define QPU_WADDR_ADD_SHIFT 38
@ -261,4 +270,7 @@ enum qpu_unpack_r4 {
#define QPU_OP_ADD_SHIFT 24
#define QPU_OP_ADD_MASK QPU_MASK(28, 24)
#define QPU_BRANCH_TARGET_SHIFT 0
#define QPU_BRANCH_TARGET_MASK QPU_MASK(31, 0)
#endif /* VC4_QPU_DEFINES_H */

View File

@ -59,6 +59,13 @@ struct vc4_shader_validation_state {
*/
uint32_t live_min_clamp_offsets[32 + 32 + 4];
bool live_max_clamp_regs[32 + 32 + 4];
/* Bitfield of which IPs are used as branch targets.
*
* Used for validation that the uniform stream is updated at the right
* points and clearing the texturing/clamping state.
*/
unsigned long *branch_targets;
};
static uint32_t
@ -418,13 +425,104 @@ check_instruction_reads(uint64_t inst,
return true;
}
/* Make sure that all branches are absolute and point within the shader, and
* note their targets for later.
*/
static bool
vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
{
uint32_t max_branch_target = 0;
bool found_shader_end = false;
int ip;
int shader_end_ip = 0;
int last_branch = -2;
for (ip = 0; ip < validation_state->max_ip; ip++) {
uint64_t inst = validation_state->shader[ip];
int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
uint32_t after_delay_ip = ip + 4;
uint32_t branch_target_ip;
if (sig == QPU_SIG_PROG_END) {
shader_end_ip = ip;
found_shader_end = true;
continue;
}
if (sig != QPU_SIG_BRANCH)
continue;
if (ip - last_branch < 4) {
DRM_ERROR("Branch at %d during delay slots\n", ip);
return false;
}
last_branch = ip;
if (inst & QPU_BRANCH_REG) {
DRM_ERROR("branching from register relative "
"not supported\n");
return false;
}
if (!(inst & QPU_BRANCH_REL)) {
DRM_ERROR("relative branching required\n");
return false;
}
/* The actual branch target is the instruction after the delay
* slots, plus whatever byte offset is in the low 32 bits of
* the instruction. Make sure we're not branching beyond the
* end of the shader object.
*/
if (branch_imm % sizeof(inst) != 0) {
DRM_ERROR("branch target not aligned\n");
return false;
}
branch_target_ip = after_delay_ip + (branch_imm >> 3);
if (branch_target_ip >= validation_state->max_ip) {
DRM_ERROR("Branch at %d outside of shader (ip %d/%d)\n",
ip, branch_target_ip,
validation_state->max_ip);
return false;
}
set_bit(branch_target_ip, validation_state->branch_targets);
/* Make sure that the non-branching path is also not outside
* the shader.
*/
if (after_delay_ip >= validation_state->max_ip) {
DRM_ERROR("Branch at %d continues past shader end "
"(%d/%d)\n",
ip, after_delay_ip, validation_state->max_ip);
return false;
}
set_bit(after_delay_ip, validation_state->branch_targets);
max_branch_target = max(max_branch_target, after_delay_ip);
/* There are two delay slots after program end is signaled
* that are still executed, then we're finished.
*/
if (found_shader_end && ip == shader_end_ip + 2)
break;
}
if (max_branch_target > shader_end_ip) {
DRM_ERROR("Branch landed after QPU_SIG_PROG_END");
return false;
}
return true;
}
struct vc4_validated_shader_info *
vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
{
bool found_shader_end = false;
int shader_end_ip = 0;
uint32_t ip;
struct vc4_validated_shader_info *validated_shader;
struct vc4_validated_shader_info *validated_shader = NULL;
struct vc4_shader_validation_state validation_state;
int i;
@ -437,9 +535,18 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
for (i = 0; i < ARRAY_SIZE(validation_state.live_min_clamp_offsets); i++)
validation_state.live_min_clamp_offsets[i] = ~0;
validation_state.branch_targets =
kcalloc(BITS_TO_LONGS(validation_state.max_ip),
sizeof(unsigned long), GFP_KERNEL);
if (!validation_state.branch_targets)
goto fail;
validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
if (!validated_shader)
return NULL;
goto fail;
if (!vc4_validate_branches(&validation_state))
goto fail;
for (ip = 0; ip < validation_state.max_ip; ip++) {
uint64_t inst = validation_state.shader[ip];
@ -508,9 +615,12 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
(validated_shader->uniforms_size +
4 * validated_shader->num_texture_samples);
kfree(validation_state.branch_targets);
return validated_shader;
fail:
kfree(validation_state.branch_targets);
if (validated_shader) {
kfree(validated_shader->texture_samples);
kfree(validated_shader);