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>
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@ -230,6 +230,15 @@ enum qpu_unpack_r4 {
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#define QPU_COND_MUL_SHIFT 46
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#define QPU_COND_MUL_MASK QPU_MASK(48, 46)
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#define QPU_BRANCH_COND_SHIFT 52
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#define QPU_BRANCH_COND_MASK QPU_MASK(55, 52)
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#define QPU_BRANCH_REL ((uint64_t)1 << 51)
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#define QPU_BRANCH_REG ((uint64_t)1 << 50)
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#define QPU_BRANCH_RADDR_A_SHIFT 45
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#define QPU_BRANCH_RADDR_A_MASK QPU_MASK(49, 45)
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#define QPU_SF ((uint64_t)1 << 45)
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#define QPU_WADDR_ADD_SHIFT 38
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@ -261,4 +270,7 @@ enum qpu_unpack_r4 {
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#define QPU_OP_ADD_SHIFT 24
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#define QPU_OP_ADD_MASK QPU_MASK(28, 24)
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#define QPU_BRANCH_TARGET_SHIFT 0
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#define QPU_BRANCH_TARGET_MASK QPU_MASK(31, 0)
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#endif /* VC4_QPU_DEFINES_H */
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@ -59,6 +59,13 @@ struct vc4_shader_validation_state {
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*/
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uint32_t live_min_clamp_offsets[32 + 32 + 4];
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bool live_max_clamp_regs[32 + 32 + 4];
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/* Bitfield of which IPs are used as branch targets.
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*
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* Used for validation that the uniform stream is updated at the right
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* points and clearing the texturing/clamping state.
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*/
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unsigned long *branch_targets;
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};
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static uint32_t
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@ -418,13 +425,104 @@ check_instruction_reads(uint64_t inst,
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return true;
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}
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/* Make sure that all branches are absolute and point within the shader, and
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* note their targets for later.
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*/
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static bool
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vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
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{
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uint32_t max_branch_target = 0;
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bool found_shader_end = false;
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int ip;
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int shader_end_ip = 0;
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int last_branch = -2;
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for (ip = 0; ip < validation_state->max_ip; ip++) {
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uint64_t inst = validation_state->shader[ip];
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int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
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uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
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uint32_t after_delay_ip = ip + 4;
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uint32_t branch_target_ip;
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if (sig == QPU_SIG_PROG_END) {
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shader_end_ip = ip;
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found_shader_end = true;
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continue;
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}
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if (sig != QPU_SIG_BRANCH)
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continue;
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if (ip - last_branch < 4) {
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DRM_ERROR("Branch at %d during delay slots\n", ip);
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return false;
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}
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last_branch = ip;
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if (inst & QPU_BRANCH_REG) {
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DRM_ERROR("branching from register relative "
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"not supported\n");
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return false;
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}
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if (!(inst & QPU_BRANCH_REL)) {
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DRM_ERROR("relative branching required\n");
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return false;
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}
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/* The actual branch target is the instruction after the delay
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* slots, plus whatever byte offset is in the low 32 bits of
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* the instruction. Make sure we're not branching beyond the
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* end of the shader object.
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*/
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if (branch_imm % sizeof(inst) != 0) {
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DRM_ERROR("branch target not aligned\n");
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return false;
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}
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branch_target_ip = after_delay_ip + (branch_imm >> 3);
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if (branch_target_ip >= validation_state->max_ip) {
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DRM_ERROR("Branch at %d outside of shader (ip %d/%d)\n",
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ip, branch_target_ip,
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validation_state->max_ip);
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return false;
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}
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set_bit(branch_target_ip, validation_state->branch_targets);
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/* Make sure that the non-branching path is also not outside
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* the shader.
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*/
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if (after_delay_ip >= validation_state->max_ip) {
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DRM_ERROR("Branch at %d continues past shader end "
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"(%d/%d)\n",
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ip, after_delay_ip, validation_state->max_ip);
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return false;
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}
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set_bit(after_delay_ip, validation_state->branch_targets);
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max_branch_target = max(max_branch_target, after_delay_ip);
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/* There are two delay slots after program end is signaled
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* that are still executed, then we're finished.
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*/
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if (found_shader_end && ip == shader_end_ip + 2)
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break;
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}
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if (max_branch_target > shader_end_ip) {
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DRM_ERROR("Branch landed after QPU_SIG_PROG_END");
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return false;
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}
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return true;
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}
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struct vc4_validated_shader_info *
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vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
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{
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bool found_shader_end = false;
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int shader_end_ip = 0;
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uint32_t ip;
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struct vc4_validated_shader_info *validated_shader;
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struct vc4_validated_shader_info *validated_shader = NULL;
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struct vc4_shader_validation_state validation_state;
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int i;
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@ -437,9 +535,18 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
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for (i = 0; i < ARRAY_SIZE(validation_state.live_min_clamp_offsets); i++)
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validation_state.live_min_clamp_offsets[i] = ~0;
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validation_state.branch_targets =
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kcalloc(BITS_TO_LONGS(validation_state.max_ip),
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sizeof(unsigned long), GFP_KERNEL);
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if (!validation_state.branch_targets)
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goto fail;
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validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
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if (!validated_shader)
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return NULL;
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goto fail;
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if (!vc4_validate_branches(&validation_state))
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goto fail;
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for (ip = 0; ip < validation_state.max_ip; ip++) {
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uint64_t inst = validation_state.shader[ip];
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@ -508,9 +615,12 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
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(validated_shader->uniforms_size +
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4 * validated_shader->num_texture_samples);
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kfree(validation_state.branch_targets);
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return validated_shader;
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fail:
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kfree(validation_state.branch_targets);
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if (validated_shader) {
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kfree(validated_shader->texture_samples);
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kfree(validated_shader);
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