From 6d45c81d229d71da54d374143e7d6abad4c0cf31 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Sat, 2 Jul 2016 12:17:10 -0700 Subject: drm/vc4: Add support for branching in shader validation. We're already checking that branch instructions are between the start of the shader and the proper PROG_END sequence. The other thing we need to make branching safe is to verify that the shader doesn't read past the end of the uniforms stream. To do that, we require that at any basic block reading uniforms have the following instructions: load_imm temp, add unif_addr, temp, unif The instructions are generated by userspace, and the kernel verifies that the load_imm is of the expected offset, and that the add adds it to a uniform. We track which uniform in the stream that is, and at draw call time fix up the uniform stream to have the address of the start of the shader's uniforms at that location. Signed-off-by: Eric Anholt --- drivers/gpu/drm/vc4/vc4_drv.h | 3 +++ 1 file changed, 3 insertions(+) (limited to 'drivers/gpu/drm/vc4/vc4_drv.h') diff --git a/drivers/gpu/drm/vc4/vc4_drv.h b/drivers/gpu/drm/vc4/vc4_drv.h index 1b5dc6074244..0ced289d7696 100644 --- a/drivers/gpu/drm/vc4/vc4_drv.h +++ b/drivers/gpu/drm/vc4/vc4_drv.h @@ -355,6 +355,9 @@ struct vc4_validated_shader_info { uint32_t uniforms_src_size; uint32_t num_texture_samples; struct vc4_texture_sample_info *texture_samples; + + uint32_t num_uniform_addr_offsets; + uint32_t *uniform_addr_offsets; }; /** -- cgit v1.2.3