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Diffstat (limited to 'target/linux/brcm2708/patches-4.4/0478-drm-vc4-Add-a-bitmap-of-branch-targets-during-shader.patch')
-rw-r--r--target/linux/brcm2708/patches-4.4/0478-drm-vc4-Add-a-bitmap-of-branch-targets-during-shader.patch200
1 files changed, 200 insertions, 0 deletions
diff --git a/target/linux/brcm2708/patches-4.4/0478-drm-vc4-Add-a-bitmap-of-branch-targets-during-shader.patch b/target/linux/brcm2708/patches-4.4/0478-drm-vc4-Add-a-bitmap-of-branch-targets-during-shader.patch
new file mode 100644
index 0000000000..a8787acb7e
--- /dev/null
+++ b/target/linux/brcm2708/patches-4.4/0478-drm-vc4-Add-a-bitmap-of-branch-targets-during-shader.patch
@@ -0,0 +1,200 @@
+From ba3aa9ce57cb933203cb0ebaa7c00ef756e5f84e Mon Sep 17 00:00:00 2001
+From: Eric Anholt <eric@anholt.net>
+Date: Sat, 2 Jul 2016 10:10:24 -0700
+Subject: [PATCH] drm/vc4: Add a bitmap of branch targets during shader
+ 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.
+
+v2: Fix a stray semicolon after an if block. (caught by kbuild test).
+
+Signed-off-by: Eric Anholt <eric@anholt.net>
+(cherry picked from commit 93aa9ae3e5523e49e4e5abacd4dbee0e4ab2d931)
+---
+ drivers/gpu/drm/vc4/vc4_qpu_defines.h | 12 +++
+ drivers/gpu/drm/vc4/vc4_validate_shaders.c | 114 ++++++++++++++++++++++++++++-
+ 2 files changed, 124 insertions(+), 2 deletions(-)
+
+--- a/drivers/gpu/drm/vc4/vc4_qpu_defines.h
++++ b/drivers/gpu/drm/vc4/vc4_qpu_defines.h
+@@ -230,6 +230,15 @@ enum qpu_unpack_r4 {
+ #define QPU_COND_MUL_SHIFT 46
+ #define QPU_COND_MUL_MASK QPU_MASK(48, 46)
+
++#define QPU_BRANCH_COND_SHIFT 52
++#define QPU_BRANCH_COND_MASK QPU_MASK(55, 52)
++
++#define QPU_BRANCH_REL ((uint64_t)1 << 51)
++#define QPU_BRANCH_REG ((uint64_t)1 << 50)
++
++#define QPU_BRANCH_RADDR_A_SHIFT 45
++#define QPU_BRANCH_RADDR_A_MASK QPU_MASK(49, 45)
++
+ #define QPU_SF ((uint64_t)1 << 45)
+
+ #define QPU_WADDR_ADD_SHIFT 38
+@@ -261,4 +270,7 @@ enum qpu_unpack_r4 {
+ #define QPU_OP_ADD_SHIFT 24
+ #define QPU_OP_ADD_MASK QPU_MASK(28, 24)
+
++#define QPU_BRANCH_TARGET_SHIFT 0
++#define QPU_BRANCH_TARGET_MASK QPU_MASK(31, 0)
++
+ #endif /* VC4_QPU_DEFINES_H */
+--- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c
++++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
+@@ -59,6 +59,13 @@ 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
+@@ -418,13 +425,104 @@ 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;
+
+@@ -437,9 +535,18 @@ vc4_validate_shader(struct drm_gem_cma_o
+ 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];
+@@ -508,9 +615,12 @@ vc4_validate_shader(struct drm_gem_cma_o
+ (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);