xref: /linux/drivers/gpu/drm/vc4/vc4_validate_shaders.c (revision 0883c2c06fb5bcf5b9e008270827e63c09a88c1e)
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 }
514