/* * Copyright © 2014 Broadcom * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** * DOC: Command list validator for VC4. * * Since the VC4 has no IOMMU between it and system memory, a user * with access to execute command lists could escalate privilege by * overwriting system memory (drawing to it as a framebuffer) or * reading system memory it shouldn't (reading it as a vertex buffer * or index buffer) * * We validate binner command lists to ensure that all accesses are * within the bounds of the GEM objects referenced by the submitted * job. It explicitly whitelists packets, and looks at the offsets in * any address fields to make sure they're contained within the BOs * they reference. * * Note that because CL validation is already reading the * user-submitted CL and writing the validated copy out to the memory * that the GPU will actually read, this is also where GEM relocation * processing (turning BO references into actual addresses for the GPU * to use) happens. */ #include "uapi/drm/vc4_drm.h" #include "vc4_drv.h" #include "vc4_packet.h" #define VALIDATE_ARGS … /** Return the width in pixels of a 64-byte microtile. */ static uint32_t utile_width(int cpp) { … } /** Return the height in pixels of a 64-byte microtile. */ static uint32_t utile_height(int cpp) { … } /** * size_is_lt() - Returns whether a miplevel of the given size will * use the lineartile (LT) tiling layout rather than the normal T * tiling layout. * @width: Width in pixels of the miplevel * @height: Height in pixels of the miplevel * @cpp: Bytes per pixel of the pixel format */ static bool size_is_lt(uint32_t width, uint32_t height, int cpp) { … } struct drm_gem_dma_object * vc4_use_bo(struct vc4_exec_info *exec, uint32_t hindex) { … } static struct drm_gem_dma_object * vc4_use_handle(struct vc4_exec_info *exec, uint32_t gem_handles_packet_index) { … } static bool validate_bin_pos(struct vc4_exec_info *exec, void *untrusted, uint32_t pos) { … } static uint32_t gl_shader_rec_size(uint32_t pointer_bits) { … } bool vc4_check_tex_size(struct vc4_exec_info *exec, struct drm_gem_dma_object *fbo, uint32_t offset, uint8_t tiling_format, uint32_t width, uint32_t height, uint8_t cpp) { … } static int validate_flush(VALIDATE_ARGS) { … } static int validate_start_tile_binning(VALIDATE_ARGS) { … } static int validate_increment_semaphore(VALIDATE_ARGS) { … } static int validate_indexed_prim_list(VALIDATE_ARGS) { … } static int validate_gl_array_primitive(VALIDATE_ARGS) { … } static int validate_gl_shader_state(VALIDATE_ARGS) { … } static int validate_tile_binning_config(VALIDATE_ARGS) { … } static int validate_gem_handles(VALIDATE_ARGS) { … } #define VC4_DEFINE_PACKET(packet, func) … static const struct cmd_info { … } cmd_info[] = …; int vc4_validate_bin_cl(struct drm_device *dev, void *validated, void *unvalidated, struct vc4_exec_info *exec) { … } static bool reloc_tex(struct vc4_exec_info *exec, void *uniform_data_u, struct vc4_texture_sample_info *sample, uint32_t texture_handle_index, bool is_cs) { … } static int validate_gl_shader_rec(struct drm_device *dev, struct vc4_exec_info *exec, struct vc4_shader_state *state) { … } int vc4_validate_shader_recs(struct drm_device *dev, struct vc4_exec_info *exec) { … }