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vc4: Fix termination of the initial scan for branch targets.
The loop is scanning until the original max_ip (size of the BO), but we want to not examine any code after the PROG_END's delay slots. There was a block trying to do that, except that we had some early continue statements if the signal wasn't a PROG_END or a BRANCH. The failure mode would be that a valid shader is rejected because some undefined memory after the PROG_END slots is parsed as a branch and the rest of its setup is illegal. I haven't seen this in the wild, but valgrind was complaining and the new userland simulator code started triggering it.
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1 changed files with 8 additions and 11 deletions
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@ -603,9 +603,7 @@ static bool
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vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
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{
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uint32_t max_branch_target = 0;
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bool found_shader_end = false;
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int ip;
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int shader_end_ip = 0;
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int last_branch = -2;
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for (ip = 0; ip < validation_state->max_ip; ip++) {
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@ -616,8 +614,13 @@ vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
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uint32_t branch_target_ip;
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if (sig == QPU_SIG_PROG_END) {
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shader_end_ip = ip;
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found_shader_end = true;
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/* There are two delay slots after program end is
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* signaled that are still executed, then we're
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* finished. validation_state->max_ip is the
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* instruction after the last valid instruction in the
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* program.
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*/
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validation_state->max_ip = ip + 3;
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continue;
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}
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@ -671,15 +674,9 @@ vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
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}
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set_bit(after_delay_ip, validation_state->branch_targets);
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max_branch_target = max(max_branch_target, after_delay_ip);
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/* There are two delay slots after program end is signaled
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* that are still executed, then we're finished.
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*/
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if (found_shader_end && ip == shader_end_ip + 2)
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break;
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}
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if (max_branch_target > shader_end_ip) {
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if (max_branch_target > validation_state->max_ip - 3) {
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DRM_ERROR("Branch landed after QPU_SIG_PROG_END");
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return false;
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}
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