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  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
 42struct 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
 56static uint32_t
 57waddr_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
 71static uint32_t
 72raddr_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
 89static bool
 90is_tmu_submit(uint32_t waddr)
 91{
 92	return (waddr == QPU_W_TMU0_S ||
 93		waddr == QPU_W_TMU1_S);
 94}
 95
 96static bool
 97is_tmu_write(uint32_t waddr)
 98{
 99	return (waddr >= QPU_W_TMU0_S &&
100		waddr <= QPU_W_TMU1_B);
101}
102
103static bool
104record_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
131static bool
132check_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
230static bool
231check_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
296static void
297track_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
371static bool
372check_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
395static bool
396check_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
415struct vc4_validated_shader_info *
416vc4_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
507fail:
508	if (validated_shader) {
509		kfree(validated_shader->texture_samples);
510		kfree(validated_shader);
511	}
512	return NULL;
513}