Orangefs: merge to v4.5
[linux-2.6-block.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         struct vc4_texture_sample_info tmu_setup[2];
44         int tmu_write_count[2];
45
46         /* For registers that were last written to by a MIN instruction with
47          * one argument being a uniform, the address of the uniform.
48          * Otherwise, ~0.
49          *
50          * This is used for the validation of direct address memory reads.
51          */
52         uint32_t live_min_clamp_offsets[32 + 32 + 4];
53         bool live_max_clamp_regs[32 + 32 + 4];
54 };
55
56 static uint32_t
57 waddr_to_live_reg_index(uint32_t waddr, bool is_b)
58 {
59         if (waddr < 32) {
60                 if (is_b)
61                         return 32 + waddr;
62                 else
63                         return waddr;
64         } else if (waddr <= QPU_W_ACC3) {
65                 return 64 + waddr - QPU_W_ACC0;
66         } else {
67                 return ~0;
68         }
69 }
70
71 static uint32_t
72 raddr_add_a_to_live_reg_index(uint64_t inst)
73 {
74         uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
75         uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
76         uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
77         uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
78
79         if (add_a == QPU_MUX_A)
80                 return raddr_a;
81         else if (add_a == QPU_MUX_B && sig != QPU_SIG_SMALL_IMM)
82                 return 32 + raddr_b;
83         else if (add_a <= QPU_MUX_R3)
84                 return 64 + add_a;
85         else
86                 return ~0;
87 }
88
89 static bool
90 is_tmu_submit(uint32_t waddr)
91 {
92         return (waddr == QPU_W_TMU0_S ||
93                 waddr == QPU_W_TMU1_S);
94 }
95
96 static bool
97 is_tmu_write(uint32_t waddr)
98 {
99         return (waddr >= QPU_W_TMU0_S &&
100                 waddr <= QPU_W_TMU1_B);
101 }
102
103 static bool
104 record_texture_sample(struct vc4_validated_shader_info *validated_shader,
105                       struct vc4_shader_validation_state *validation_state,
106                       int tmu)
107 {
108         uint32_t s = validated_shader->num_texture_samples;
109         int i;
110         struct vc4_texture_sample_info *temp_samples;
111
112         temp_samples = krealloc(validated_shader->texture_samples,
113                                 (s + 1) * sizeof(*temp_samples),
114                                 GFP_KERNEL);
115         if (!temp_samples)
116                 return false;
117
118         memcpy(&temp_samples[s],
119                &validation_state->tmu_setup[tmu],
120                sizeof(*temp_samples));
121
122         validated_shader->num_texture_samples = s + 1;
123         validated_shader->texture_samples = temp_samples;
124
125         for (i = 0; i < 4; i++)
126                 validation_state->tmu_setup[tmu].p_offset[i] = ~0;
127
128         return true;
129 }
130
131 static bool
132 check_tmu_write(uint64_t inst,
133                 struct vc4_validated_shader_info *validated_shader,
134                 struct vc4_shader_validation_state *validation_state,
135                 bool is_mul)
136 {
137         uint32_t waddr = (is_mul ?
138                           QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
139                           QPU_GET_FIELD(inst, QPU_WADDR_ADD));
140         uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
141         uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
142         int tmu = waddr > QPU_W_TMU0_B;
143         bool submit = is_tmu_submit(waddr);
144         bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0;
145         uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
146
147         if (is_direct) {
148                 uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
149                 uint32_t clamp_reg, clamp_offset;
150
151                 if (sig == QPU_SIG_SMALL_IMM) {
152                         DRM_ERROR("direct TMU read used small immediate\n");
153                         return false;
154                 }
155
156                 /* Make sure that this texture load is an add of the base
157                  * address of the UBO to a clamped offset within the UBO.
158                  */
159                 if (is_mul ||
160                     QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
161                         DRM_ERROR("direct TMU load wasn't an add\n");
162                         return false;
163                 }
164
165                 /* We assert that the the clamped address is the first
166                  * argument, and the UBO base address is the second argument.
167                  * This is arbitrary, but simpler than supporting flipping the
168                  * two either way.
169                  */
170                 clamp_reg = raddr_add_a_to_live_reg_index(inst);
171                 if (clamp_reg == ~0) {
172                         DRM_ERROR("direct TMU load wasn't clamped\n");
173                         return false;
174                 }
175
176                 clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg];
177                 if (clamp_offset == ~0) {
178                         DRM_ERROR("direct TMU load wasn't clamped\n");
179                         return false;
180                 }
181
182                 /* Store the clamp value's offset in p1 (see reloc_tex() in
183                  * vc4_validate.c).
184                  */
185                 validation_state->tmu_setup[tmu].p_offset[1] =
186                         clamp_offset;
187
188                 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
189                     !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
190                         DRM_ERROR("direct TMU load didn't add to a uniform\n");
191                         return false;
192                 }
193
194                 validation_state->tmu_setup[tmu].is_direct = true;
195         } else {
196                 if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
197                                               raddr_b == QPU_R_UNIF)) {
198                         DRM_ERROR("uniform read in the same instruction as "
199                                   "texture setup.\n");
200                         return false;
201                 }
202         }
203
204         if (validation_state->tmu_write_count[tmu] >= 4) {
205                 DRM_ERROR("TMU%d got too many parameters before dispatch\n",
206                           tmu);
207                 return false;
208         }
209         validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
210                 validated_shader->uniforms_size;
211         validation_state->tmu_write_count[tmu]++;
212         /* Since direct uses a RADDR uniform reference, it will get counted in
213          * check_instruction_reads()
214          */
215         if (!is_direct)
216                 validated_shader->uniforms_size += 4;
217
218         if (submit) {
219                 if (!record_texture_sample(validated_shader,
220                                            validation_state, tmu)) {
221                         return false;
222                 }
223
224                 validation_state->tmu_write_count[tmu] = 0;
225         }
226
227         return true;
228 }
229
230 static bool
231 check_reg_write(uint64_t inst,
232                 struct vc4_validated_shader_info *validated_shader,
233                 struct vc4_shader_validation_state *validation_state,
234                 bool is_mul)
235 {
236         uint32_t waddr = (is_mul ?
237                           QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
238                           QPU_GET_FIELD(inst, QPU_WADDR_ADD));
239
240         switch (waddr) {
241         case QPU_W_UNIFORMS_ADDRESS:
242                 /* XXX: We'll probably need to support this for reladdr, but
243                  * it's definitely a security-related one.
244                  */
245                 DRM_ERROR("uniforms address load unsupported\n");
246                 return false;
247
248         case QPU_W_TLB_COLOR_MS:
249         case QPU_W_TLB_COLOR_ALL:
250         case QPU_W_TLB_Z:
251                 /* These only interact with the tile buffer, not main memory,
252                  * so they're safe.
253                  */
254                 return true;
255
256         case QPU_W_TMU0_S:
257         case QPU_W_TMU0_T:
258         case QPU_W_TMU0_R:
259         case QPU_W_TMU0_B:
260         case QPU_W_TMU1_S:
261         case QPU_W_TMU1_T:
262         case QPU_W_TMU1_R:
263         case QPU_W_TMU1_B:
264                 return check_tmu_write(inst, validated_shader, validation_state,
265                                        is_mul);
266
267         case QPU_W_HOST_INT:
268         case QPU_W_TMU_NOSWAP:
269         case QPU_W_TLB_ALPHA_MASK:
270         case QPU_W_MUTEX_RELEASE:
271                 /* XXX: I haven't thought about these, so don't support them
272                  * for now.
273                  */
274                 DRM_ERROR("Unsupported waddr %d\n", waddr);
275                 return false;
276
277         case QPU_W_VPM_ADDR:
278                 DRM_ERROR("General VPM DMA unsupported\n");
279                 return false;
280
281         case QPU_W_VPM:
282         case QPU_W_VPMVCD_SETUP:
283                 /* We allow VPM setup in general, even including VPM DMA
284                  * configuration setup, because the (unsafe) DMA can only be
285                  * triggered by QPU_W_VPM_ADDR writes.
286                  */
287                 return true;
288
289         case QPU_W_TLB_STENCIL_SETUP:
290                 return true;
291         }
292
293         return true;
294 }
295
296 static void
297 track_live_clamps(uint64_t inst,
298                   struct vc4_validated_shader_info *validated_shader,
299                   struct vc4_shader_validation_state *validation_state)
300 {
301         uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
302         uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
303         uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
304         uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
305         uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
306         uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
307         uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
308         uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
309         uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
310         bool ws = inst & QPU_WS;
311         uint32_t lri_add_a, lri_add, lri_mul;
312         bool add_a_is_min_0;
313
314         /* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
315          * before we clear previous live state.
316          */
317         lri_add_a = raddr_add_a_to_live_reg_index(inst);
318         add_a_is_min_0 = (lri_add_a != ~0 &&
319                           validation_state->live_max_clamp_regs[lri_add_a]);
320
321         /* Clear live state for registers written by our instruction. */
322         lri_add = waddr_to_live_reg_index(waddr_add, ws);
323         lri_mul = waddr_to_live_reg_index(waddr_mul, !ws);
324         if (lri_mul != ~0) {
325                 validation_state->live_max_clamp_regs[lri_mul] = false;
326                 validation_state->live_min_clamp_offsets[lri_mul] = ~0;
327         }
328         if (lri_add != ~0) {
329                 validation_state->live_max_clamp_regs[lri_add] = false;
330                 validation_state->live_min_clamp_offsets[lri_add] = ~0;
331         } else {
332                 /* Nothing further to do for live tracking, since only ADDs
333                  * generate new live clamp registers.
334                  */
335                 return;
336         }
337
338         /* Now, handle remaining live clamp tracking for the ADD operation. */
339
340         if (cond_add != QPU_COND_ALWAYS)
341                 return;
342
343         if (op_add == QPU_A_MAX) {
344                 /* Track live clamps of a value to a minimum of 0 (in either
345                  * arg).
346                  */
347                 if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
348                     (add_a != QPU_MUX_B && add_b != QPU_MUX_B)) {
349                         return;
350                 }
351
352                 validation_state->live_max_clamp_regs[lri_add] = true;
353         } else if (op_add == QPU_A_MIN) {
354                 /* Track live clamps of a value clamped to a minimum of 0 and
355                  * a maximum of some uniform's offset.
356                  */
357                 if (!add_a_is_min_0)
358                         return;
359
360                 if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
361                     !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
362                       sig != QPU_SIG_SMALL_IMM)) {
363                         return;
364                 }
365
366                 validation_state->live_min_clamp_offsets[lri_add] =
367                         validated_shader->uniforms_size;
368         }
369 }
370
371 static bool
372 check_instruction_writes(uint64_t inst,
373                          struct vc4_validated_shader_info *validated_shader,
374                          struct vc4_shader_validation_state *validation_state)
375 {
376         uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
377         uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
378         bool ok;
379
380         if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
381                 DRM_ERROR("ADD and MUL both set up textures\n");
382                 return false;
383         }
384
385         ok = (check_reg_write(inst, validated_shader, validation_state,
386                               false) &&
387               check_reg_write(inst, validated_shader, validation_state,
388                               true));
389
390         track_live_clamps(inst, validated_shader, validation_state);
391
392         return ok;
393 }
394
395 static bool
396 check_instruction_reads(uint64_t inst,
397                         struct vc4_validated_shader_info *validated_shader)
398 {
399         uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
400         uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
401         uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
402
403         if (raddr_a == QPU_R_UNIF ||
404             (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
405                 /* This can't overflow the uint32_t, because we're reading 8
406                  * bytes of instruction to increment by 4 here, so we'd
407                  * already be OOM.
408                  */
409                 validated_shader->uniforms_size += 4;
410         }
411
412         return true;
413 }
414
415 struct vc4_validated_shader_info *
416 vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
417 {
418         bool found_shader_end = false;
419         int shader_end_ip = 0;
420         uint32_t ip, max_ip;
421         uint64_t *shader;
422         struct vc4_validated_shader_info *validated_shader;
423         struct vc4_shader_validation_state validation_state;
424         int i;
425
426         memset(&validation_state, 0, sizeof(validation_state));
427
428         for (i = 0; i < 8; i++)
429                 validation_state.tmu_setup[i / 4].p_offset[i % 4] = ~0;
430         for (i = 0; i < ARRAY_SIZE(validation_state.live_min_clamp_offsets); i++)
431                 validation_state.live_min_clamp_offsets[i] = ~0;
432
433         shader = shader_obj->vaddr;
434         max_ip = shader_obj->base.size / sizeof(uint64_t);
435
436         validated_shader = kcalloc(1, sizeof(*validated_shader), GFP_KERNEL);
437         if (!validated_shader)
438                 return NULL;
439
440         for (ip = 0; ip < max_ip; ip++) {
441                 uint64_t inst = shader[ip];
442                 uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
443
444                 switch (sig) {
445                 case QPU_SIG_NONE:
446                 case QPU_SIG_WAIT_FOR_SCOREBOARD:
447                 case QPU_SIG_SCOREBOARD_UNLOCK:
448                 case QPU_SIG_COLOR_LOAD:
449                 case QPU_SIG_LOAD_TMU0:
450                 case QPU_SIG_LOAD_TMU1:
451                 case QPU_SIG_PROG_END:
452                 case QPU_SIG_SMALL_IMM:
453                         if (!check_instruction_writes(inst, validated_shader,
454                                                       &validation_state)) {
455                                 DRM_ERROR("Bad write at ip %d\n", ip);
456                                 goto fail;
457                         }
458
459                         if (!check_instruction_reads(inst, validated_shader))
460                                 goto fail;
461
462                         if (sig == QPU_SIG_PROG_END) {
463                                 found_shader_end = true;
464                                 shader_end_ip = ip;
465                         }
466
467                         break;
468
469                 case QPU_SIG_LOAD_IMM:
470                         if (!check_instruction_writes(inst, validated_shader,
471                                                       &validation_state)) {
472                                 DRM_ERROR("Bad LOAD_IMM write at ip %d\n", ip);
473                                 goto fail;
474                         }
475                         break;
476
477                 default:
478                         DRM_ERROR("Unsupported QPU signal %d at "
479                                   "instruction %d\n", sig, ip);
480                         goto fail;
481                 }
482
483                 /* There are two delay slots after program end is signaled
484                  * that are still executed, then we're finished.
485                  */
486                 if (found_shader_end && ip == shader_end_ip + 2)
487                         break;
488         }
489
490         if (ip == max_ip) {
491                 DRM_ERROR("shader failed to terminate before "
492                           "shader BO end at %zd\n",
493                           shader_obj->base.size);
494                 goto fail;
495         }
496
497         /* Again, no chance of integer overflow here because the worst case
498          * scenario is 8 bytes of uniforms plus handles per 8-byte
499          * instruction.
500          */
501         validated_shader->uniforms_src_size =
502                 (validated_shader->uniforms_size +
503                  4 * validated_shader->num_texture_samples);
504
505         return validated_shader;
506
507 fail:
508         if (validated_shader) {
509                 kfree(validated_shader->texture_samples);
510                 kfree(validated_shader);
511         }
512         return NULL;
513 }