vc4: Add a bitmap of branch targets in kernel 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.
This commit is contained in:
Eric Anholt
2016-07-02 10:03:05 -07:00
parent 24095c8b3b
commit e2d7760df5
3 changed files with 133 additions and 2 deletions
@@ -60,6 +60,13 @@ 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
@@ -419,13 +426,104 @@ 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;
@@ -438,9 +536,18 @@ 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];
@@ -509,9 +616,12 @@ 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);
@@ -301,6 +301,9 @@ enum qpu_unpack {
#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)
@@ -47,6 +47,24 @@ struct vc4_exec_info;
#define max(x, y) MAX2(x, y)
#define min(x, y) MIN2(x, y)
#define BUG_ON(condition) assert(!(condition))
#define BIT(bit) (1u << bit)
/* Unsigned long-based bitmap interface in the linux kernel */
#define BITMAP_WORDBITS (sizeof(unsigned long) * 8)
#define BITS_TO_LONGS(bits) (roundup(bits, BITMAP_WORDBITS) / \
sizeof(unsigned long))
static inline bool
test_bit(unsigned int bit, unsigned long *addr)
{
return addr[bit / BITMAP_WORDBITS] & (1ul << (bit % BITMAP_WORDBITS));
}
static inline bool
set_bit(unsigned int bit, unsigned long *addr)
{
return addr[bit / BITMAP_WORDBITS] |= (1ul << (bit % BITMAP_WORDBITS));
}
static inline int
copy_from_user(void *dst, void *src, size_t size)