From 601733da6708722ceedd35afc7727c28779012f7 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Tue, 28 Jul 2015 00:05:33 -0700 Subject: vc4: Drop NV shader reloc validation. It wasn't validating enough, and we don't need the packet. --- src/gallium/drivers/vc4/kernel/vc4_drv.h | 1 - src/gallium/drivers/vc4/kernel/vc4_validate.c | 179 +++++++++----------------- 2 files changed, 60 insertions(+), 120 deletions(-) (limited to 'src/gallium/drivers') diff --git a/src/gallium/drivers/vc4/kernel/vc4_drv.h b/src/gallium/drivers/vc4/kernel/vc4_drv.h index 1fd8aa9fb28..8dc3c11d2d6 100644 --- a/src/gallium/drivers/vc4/kernel/vc4_drv.h +++ b/src/gallium/drivers/vc4/kernel/vc4_drv.h @@ -72,7 +72,6 @@ struct vc4_exec_info { * command lists. */ struct vc4_shader_state { - uint8_t packet; uint32_t addr; /* Maximum vertex index referenced by any primitive using this * shader state. diff --git a/src/gallium/drivers/vc4/kernel/vc4_validate.c b/src/gallium/drivers/vc4/kernel/vc4_validate.c index 1d457b80d52..b3d46212fc8 100644 --- a/src/gallium/drivers/vc4/kernel/vc4_validate.c +++ b/src/gallium/drivers/vc4/kernel/vc4_validate.c @@ -329,7 +329,6 @@ validate_gl_shader_state(VALIDATE_ARGS) return -EINVAL; } - exec->shader_state[i].packet = VC4_PACKET_GL_SHADER_STATE; exec->shader_state[i].addr = *(uint32_t *)untrusted; exec->shader_state[i].max_index = 0; @@ -347,31 +346,6 @@ validate_gl_shader_state(VALIDATE_ARGS) return 0; } -static int -validate_nv_shader_state(VALIDATE_ARGS) -{ - uint32_t i = exec->shader_state_count++; - - if (i >= exec->shader_state_size) { - DRM_ERROR("More requests for shader states than declared\n"); - return -EINVAL; - } - - exec->shader_state[i].packet = VC4_PACKET_NV_SHADER_STATE; - exec->shader_state[i].addr = *(uint32_t *)untrusted; - - if (exec->shader_state[i].addr & 15) { - DRM_ERROR("NV shader state address 0x%08x misaligned\n", - exec->shader_state[i].addr); - return -EINVAL; - } - - *(uint32_t *)validated = (exec->shader_state[i].addr + - exec->shader_rec_p); - - return 0; -} - static int validate_tile_binning_config(VALIDATE_ARGS) { @@ -488,7 +462,7 @@ static const struct cmd_info { VC4_DEFINE_PACKET(VC4_PACKET_PRIMITIVE_LIST_FORMAT, "primitive list format", NULL), VC4_DEFINE_PACKET(VC4_PACKET_GL_SHADER_STATE, "GL Shader State", validate_gl_shader_state), - VC4_DEFINE_PACKET(VC4_PACKET_NV_SHADER_STATE, "NV Shader State", validate_nv_shader_state), + /* We don't support validating NV shader states. */ VC4_DEFINE_PACKET(VC4_PACKET_CONFIGURATION_BITS, "configuration bits", NULL), VC4_DEFINE_PACKET(VC4_PACKET_FLAT_SHADE_FLAGS, "flat shade flags", NULL), @@ -758,51 +732,29 @@ reloc_tex(struct vc4_exec_info *exec, } static int -validate_shader_rec(struct drm_device *dev, - struct vc4_exec_info *exec, - struct vc4_shader_state *state) +validate_gl_shader_rec(struct drm_device *dev, + struct vc4_exec_info *exec, + struct vc4_shader_state *state) { uint32_t *src_handles; void *pkt_u, *pkt_v; - enum shader_rec_reloc_type { - RELOC_CODE, - RELOC_VBO, + static const uint32_t shader_reloc_offsets[] = { + 4, /* fs */ + 16, /* vs */ + 28, /* cs */ }; - struct shader_rec_reloc { - enum shader_rec_reloc_type type; - uint32_t offset; - }; - static const struct shader_rec_reloc gl_relocs[] = { - { RELOC_CODE, 4 }, /* fs */ - { RELOC_CODE, 16 }, /* vs */ - { RELOC_CODE, 28 }, /* cs */ - }; - static const struct shader_rec_reloc nv_relocs[] = { - { RELOC_CODE, 4 }, /* fs */ - { RELOC_VBO, 12 } - }; - const struct shader_rec_reloc *relocs; - struct drm_gem_cma_object *bo[ARRAY_SIZE(gl_relocs) + 8]; - uint32_t nr_attributes = 0, nr_fixed_relocs, nr_relocs, packet_size; + uint32_t shader_reloc_count = ARRAY_SIZE(shader_reloc_offsets); + struct drm_gem_cma_object *bo[shader_reloc_count + 8]; + uint32_t nr_attributes, nr_relocs, packet_size; int i; struct vc4_validated_shader_info *validated_shader = NULL; - if (state->packet == VC4_PACKET_NV_SHADER_STATE) { - relocs = nv_relocs; - nr_fixed_relocs = ARRAY_SIZE(nv_relocs); - - packet_size = 16; - } else { - relocs = gl_relocs; - nr_fixed_relocs = ARRAY_SIZE(gl_relocs); - - nr_attributes = state->addr & 0x7; - if (nr_attributes == 0) - nr_attributes = 8; - packet_size = gl_shader_rec_size(state->addr); - } - nr_relocs = nr_fixed_relocs + nr_attributes; + nr_attributes = state->addr & 0x7; + if (nr_attributes == 0) + nr_attributes = 8; + packet_size = gl_shader_rec_size(state->addr); + nr_relocs = ARRAY_SIZE(shader_reloc_offsets) + nr_attributes; if (nr_relocs * 4 > exec->shader_rec_size) { DRM_ERROR("overflowed shader recs reading %d handles " "from %d bytes left\n", @@ -832,21 +784,17 @@ validate_shader_rec(struct drm_device *dev, exec->shader_rec_v += roundup(packet_size, 16); exec->shader_rec_size -= packet_size; - for (i = 0; i < nr_relocs; i++) { - enum vc4_bo_mode mode; - - if (i < nr_fixed_relocs && relocs[i].type == RELOC_CODE) - mode = VC4_MODE_SHADER; - else - mode = VC4_MODE_RENDER; - - if (!vc4_use_bo(exec, src_handles[i], mode, &bo[i])) { + for (i = 0; i < shader_reloc_count; i++) { + if (!vc4_use_bo(exec, src_handles[i], VC4_MODE_SHADER, &bo[i])) + return false; + } + for (i = shader_reloc_count; i < nr_relocs; i++) { + if (!vc4_use_bo(exec, src_handles[i], VC4_MODE_RENDER, &bo[i])) return false; - } } - for (i = 0; i < nr_fixed_relocs; i++) { - uint32_t o = relocs[i].offset; + for (i = 0; i < shader_reloc_count; i++) { + uint32_t o = shader_reloc_offsets[i]; uint32_t src_offset = *(uint32_t *)(pkt_u + o); uint32_t *texture_handles_u; void *uniform_data_u; @@ -854,58 +802,51 @@ validate_shader_rec(struct drm_device *dev, *(uint32_t *)(pkt_v + o) = bo[i]->paddr + src_offset; - switch (relocs[i].type) { - case RELOC_CODE: - if (src_offset != 0) { - DRM_ERROR("Shaders must be at offset 0 of " - "the BO.\n"); - goto fail; - } + if (src_offset != 0) { + DRM_ERROR("Shaders must be at offset 0 of " + "the BO.\n"); + goto fail; + } - kfree(validated_shader); - validated_shader = vc4_validate_shader(bo[i]); - if (!validated_shader) - goto fail; + kfree(validated_shader); + validated_shader = vc4_validate_shader(bo[i]); + if (!validated_shader) + goto fail; - if (validated_shader->uniforms_src_size > - exec->uniforms_size) { - DRM_ERROR("Uniforms src buffer overflow\n"); - goto fail; - } + if (validated_shader->uniforms_src_size > + exec->uniforms_size) { + DRM_ERROR("Uniforms src buffer overflow\n"); + goto fail; + } - texture_handles_u = exec->uniforms_u; - uniform_data_u = (texture_handles_u + - validated_shader->num_texture_samples); - - memcpy(exec->uniforms_v, uniform_data_u, - validated_shader->uniforms_size); - - for (tex = 0; - tex < validated_shader->num_texture_samples; - tex++) { - if (!reloc_tex(exec, - uniform_data_u, - &validated_shader->texture_samples[tex], - texture_handles_u[tex])) { - goto fail; - } - } + texture_handles_u = exec->uniforms_u; + uniform_data_u = (texture_handles_u + + validated_shader->num_texture_samples); - *(uint32_t *)(pkt_v + o + 4) = exec->uniforms_p; + memcpy(exec->uniforms_v, uniform_data_u, + validated_shader->uniforms_size); - exec->uniforms_u += validated_shader->uniforms_src_size; - exec->uniforms_v += validated_shader->uniforms_size; - exec->uniforms_p += validated_shader->uniforms_size; + for (tex = 0; + tex < validated_shader->num_texture_samples; + tex++) { + if (!reloc_tex(exec, + uniform_data_u, + &validated_shader->texture_samples[tex], + texture_handles_u[tex])) { + goto fail; + } + } - break; + *(uint32_t *)(pkt_v + o + 4) = exec->uniforms_p; - case RELOC_VBO: - break; - } + exec->uniforms_u += validated_shader->uniforms_src_size; + exec->uniforms_v += validated_shader->uniforms_size; + exec->uniforms_p += validated_shader->uniforms_size; } for (i = 0; i < nr_attributes; i++) { - struct drm_gem_cma_object *vbo = bo[nr_fixed_relocs + i]; + struct drm_gem_cma_object *vbo = + bo[ARRAY_SIZE(shader_reloc_offsets) + i]; uint32_t o = 36 + i * 8; uint32_t offset = *(uint32_t *)(pkt_u + o + 0); uint32_t attr_size = *(uint8_t *)(pkt_u + o + 4) + 1; @@ -952,7 +893,7 @@ vc4_validate_shader_recs(struct drm_device *dev, int ret = 0; for (i = 0; i < exec->shader_state_count; i++) { - ret = validate_shader_rec(dev, exec, &exec->shader_state[i]); + ret = validate_gl_shader_rec(dev, exec, &exec->shader_state[i]); if (ret) return ret; } -- cgit v1.2.3