forked from mirrors/linux
		
	During BO teardown, an indirect list 'uniform_addr_offsets' wasn't being
freed leading to leaking many 128B allocations. Fix the memory leak by
releasing it at teardown time.
Cc: stable@vger.kernel.org
Fixes: 6d45c81d22 ("drm/vc4: Add support for branching in shader validation.")
Signed-off-by: Daniel J Blueman <daniel@quora.org>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
Link: https://patchwork.freedesktop.org/patch/msgid/20180402071035.25356-1-daniel@quora.org
		
	
			
		
			
				
	
	
		
			950 lines
		
	
	
	
		
			27 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			950 lines
		
	
	
	
		
			27 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * Copyright © 2014 Broadcom
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the next
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 * paragraph) shall be included in all copies or substantial portions of the
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 * Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 | 
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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 * IN THE SOFTWARE.
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 */
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/**
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 * DOC: Shader validator for VC4.
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 *
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 * Since the VC4 has no IOMMU between it and system memory, a user
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 * with access to execute shaders could escalate privilege by
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 * overwriting system memory (using the VPM write address register in
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 * the general-purpose DMA mode) or reading system memory it shouldn't
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 * (reading it as a texture, uniform data, or direct-addressed TMU
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 * lookup).
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 *
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 * The shader validator walks over a shader's BO, ensuring that its
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 * accesses are appropriately bounded, and recording where texture
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 * accesses are made so that we can do relocations for them in the
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 * uniform stream.
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 *
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 * Shader BO are immutable for their lifetimes (enforced by not
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 * allowing mmaps, GEM prime export, or rendering to from a CL), so
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 * this validation is only performed at BO creation time.
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 */
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#include "vc4_drv.h"
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#include "vc4_qpu_defines.h"
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#define LIVE_REG_COUNT (32 + 32 + 4)
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struct vc4_shader_validation_state {
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	/* Current IP being validated. */
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	uint32_t ip;
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	/* IP at the end of the BO, do not read shader[max_ip] */
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	uint32_t max_ip;
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	uint64_t *shader;
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	struct vc4_texture_sample_info tmu_setup[2];
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	int tmu_write_count[2];
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	/* For registers that were last written to by a MIN instruction with
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	 * one argument being a uniform, the address of the uniform.
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	 * Otherwise, ~0.
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	 *
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	 * This is used for the validation of direct address memory reads.
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	 */
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	uint32_t live_min_clamp_offsets[LIVE_REG_COUNT];
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	bool live_max_clamp_regs[LIVE_REG_COUNT];
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	uint32_t live_immediates[LIVE_REG_COUNT];
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	/* Bitfield of which IPs are used as branch targets.
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	 *
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	 * Used for validation that the uniform stream is updated at the right
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	 * points and clearing the texturing/clamping state.
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	 */
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	unsigned long *branch_targets;
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	/* Set when entering a basic block, and cleared when the uniform
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	 * address update is found.  This is used to make sure that we don't
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	 * read uniforms when the address is undefined.
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	 */
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	bool needs_uniform_address_update;
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	/* Set when we find a backwards branch.  If the branch is backwards,
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	 * the taraget is probably doing an address reset to read uniforms,
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	 * and so we need to be sure that a uniforms address is present in the
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	 * stream, even if the shader didn't need to read uniforms in later
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	 * basic blocks.
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	 */
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	bool needs_uniform_address_for_loop;
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	/* Set when we find an instruction writing the top half of the
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	 * register files.  If we allowed writing the unusable regs in
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	 * a threaded shader, then the other shader running on our
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	 * QPU's clamp validation would be invalid.
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	 */
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	bool all_registers_used;
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};
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static uint32_t
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waddr_to_live_reg_index(uint32_t waddr, bool is_b)
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{
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	if (waddr < 32) {
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		if (is_b)
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			return 32 + waddr;
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		else
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			return waddr;
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	} else if (waddr <= QPU_W_ACC3) {
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		return 64 + waddr - QPU_W_ACC0;
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	} else {
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		return ~0;
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	}
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}
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static uint32_t
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raddr_add_a_to_live_reg_index(uint64_t inst)
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{
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	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
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	uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
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	uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
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	uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
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	if (add_a == QPU_MUX_A)
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		return raddr_a;
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	else if (add_a == QPU_MUX_B && sig != QPU_SIG_SMALL_IMM)
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		return 32 + raddr_b;
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	else if (add_a <= QPU_MUX_R3)
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		return 64 + add_a;
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	else
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		return ~0;
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}
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static bool
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live_reg_is_upper_half(uint32_t lri)
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{
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	return	(lri >= 16 && lri < 32) ||
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		(lri >= 32 + 16 && lri < 32 + 32);
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}
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static bool
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is_tmu_submit(uint32_t waddr)
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{
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	return (waddr == QPU_W_TMU0_S ||
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		waddr == QPU_W_TMU1_S);
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}
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static bool
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is_tmu_write(uint32_t waddr)
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{
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	return (waddr >= QPU_W_TMU0_S &&
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		waddr <= QPU_W_TMU1_B);
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}
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static bool
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record_texture_sample(struct vc4_validated_shader_info *validated_shader,
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		      struct vc4_shader_validation_state *validation_state,
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		      int tmu)
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{
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	uint32_t s = validated_shader->num_texture_samples;
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	int i;
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	struct vc4_texture_sample_info *temp_samples;
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	temp_samples = krealloc(validated_shader->texture_samples,
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				(s + 1) * sizeof(*temp_samples),
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				GFP_KERNEL);
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	if (!temp_samples)
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		return false;
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	memcpy(&temp_samples[s],
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	       &validation_state->tmu_setup[tmu],
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	       sizeof(*temp_samples));
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	validated_shader->num_texture_samples = s + 1;
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	validated_shader->texture_samples = temp_samples;
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	for (i = 0; i < 4; i++)
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		validation_state->tmu_setup[tmu].p_offset[i] = ~0;
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	return true;
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}
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static bool
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check_tmu_write(struct vc4_validated_shader_info *validated_shader,
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		struct vc4_shader_validation_state *validation_state,
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		bool is_mul)
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{
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	uint64_t inst = validation_state->shader[validation_state->ip];
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	uint32_t waddr = (is_mul ?
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			  QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
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			  QPU_GET_FIELD(inst, QPU_WADDR_ADD));
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	uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
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	uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
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	int tmu = waddr > QPU_W_TMU0_B;
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	bool submit = is_tmu_submit(waddr);
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	bool is_direct = submit && validation_state->tmu_write_count[tmu] == 0;
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	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
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	if (is_direct) {
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		uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
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		uint32_t clamp_reg, clamp_offset;
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		if (sig == QPU_SIG_SMALL_IMM) {
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			DRM_DEBUG("direct TMU read used small immediate\n");
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			return false;
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		}
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		/* Make sure that this texture load is an add of the base
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		 * address of the UBO to a clamped offset within the UBO.
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		 */
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		if (is_mul ||
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		    QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
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			DRM_DEBUG("direct TMU load wasn't an add\n");
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			return false;
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		}
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		/* We assert that the clamped address is the first
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		 * argument, and the UBO base address is the second argument.
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		 * This is arbitrary, but simpler than supporting flipping the
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		 * two either way.
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		 */
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		clamp_reg = raddr_add_a_to_live_reg_index(inst);
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		if (clamp_reg == ~0) {
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			DRM_DEBUG("direct TMU load wasn't clamped\n");
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			return false;
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		}
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		clamp_offset = validation_state->live_min_clamp_offsets[clamp_reg];
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		if (clamp_offset == ~0) {
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			DRM_DEBUG("direct TMU load wasn't clamped\n");
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			return false;
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		}
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		/* Store the clamp value's offset in p1 (see reloc_tex() in
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		 * vc4_validate.c).
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		 */
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		validation_state->tmu_setup[tmu].p_offset[1] =
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			clamp_offset;
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		if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
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		    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
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			DRM_DEBUG("direct TMU load didn't add to a uniform\n");
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			return false;
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		}
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		validation_state->tmu_setup[tmu].is_direct = true;
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	} else {
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		if (raddr_a == QPU_R_UNIF || (sig != QPU_SIG_SMALL_IMM &&
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					      raddr_b == QPU_R_UNIF)) {
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			DRM_DEBUG("uniform read in the same instruction as "
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				  "texture setup.\n");
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			return false;
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		}
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	}
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	if (validation_state->tmu_write_count[tmu] >= 4) {
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		DRM_DEBUG("TMU%d got too many parameters before dispatch\n",
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			  tmu);
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		return false;
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	}
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	validation_state->tmu_setup[tmu].p_offset[validation_state->tmu_write_count[tmu]] =
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		validated_shader->uniforms_size;
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	validation_state->tmu_write_count[tmu]++;
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	/* Since direct uses a RADDR uniform reference, it will get counted in
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	 * check_instruction_reads()
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	 */
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	if (!is_direct) {
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		if (validation_state->needs_uniform_address_update) {
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			DRM_DEBUG("Texturing with undefined uniform address\n");
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			return false;
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		}
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 | 
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		validated_shader->uniforms_size += 4;
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	}
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	if (submit) {
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		if (!record_texture_sample(validated_shader,
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					   validation_state, tmu)) {
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			return false;
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		}
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		validation_state->tmu_write_count[tmu] = 0;
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	}
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						|
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	return true;
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}
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static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
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{
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	uint32_t o = validated_shader->num_uniform_addr_offsets;
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	uint32_t num_uniforms = validated_shader->uniforms_size / 4;
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						|
 | 
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	validated_shader->uniform_addr_offsets =
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		krealloc(validated_shader->uniform_addr_offsets,
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			 (o + 1) *
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			 sizeof(*validated_shader->uniform_addr_offsets),
 | 
						|
			 GFP_KERNEL);
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						|
	if (!validated_shader->uniform_addr_offsets)
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		return false;
 | 
						|
 | 
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	validated_shader->uniform_addr_offsets[o] = num_uniforms;
 | 
						|
	validated_shader->num_uniform_addr_offsets++;
 | 
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	return true;
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}
 | 
						|
 | 
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static bool
 | 
						|
validate_uniform_address_write(struct vc4_validated_shader_info *validated_shader,
 | 
						|
			       struct vc4_shader_validation_state *validation_state,
 | 
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			       bool is_mul)
 | 
						|
{
 | 
						|
	uint64_t inst = validation_state->shader[validation_state->ip];
 | 
						|
	u32 add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
 | 
						|
	u32 raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 | 
						|
	u32 raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 | 
						|
	u32 add_lri = raddr_add_a_to_live_reg_index(inst);
 | 
						|
	/* We want our reset to be pointing at whatever uniform follows the
 | 
						|
	 * uniforms base address.
 | 
						|
	 */
 | 
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	u32 expected_offset = validated_shader->uniforms_size + 4;
 | 
						|
 | 
						|
	/* We only support absolute uniform address changes, and we
 | 
						|
	 * require that they be in the current basic block before any
 | 
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	 * of its uniform reads.
 | 
						|
	 *
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						|
	 * One could potentially emit more efficient QPU code, by
 | 
						|
	 * noticing that (say) an if statement does uniform control
 | 
						|
	 * flow for all threads and that the if reads the same number
 | 
						|
	 * of uniforms on each side.  However, this scheme is easy to
 | 
						|
	 * validate so it's all we allow for now.
 | 
						|
	 */
 | 
						|
	switch (QPU_GET_FIELD(inst, QPU_SIG)) {
 | 
						|
	case QPU_SIG_NONE:
 | 
						|
	case QPU_SIG_SCOREBOARD_UNLOCK:
 | 
						|
	case QPU_SIG_COLOR_LOAD:
 | 
						|
	case QPU_SIG_LOAD_TMU0:
 | 
						|
	case QPU_SIG_LOAD_TMU1:
 | 
						|
		break;
 | 
						|
	default:
 | 
						|
		DRM_DEBUG("uniforms address change must be "
 | 
						|
			  "normal math\n");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
 | 
						|
		DRM_DEBUG("Uniform address reset must be an ADD.\n");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
 | 
						|
		DRM_DEBUG("Uniform address reset must be unconditional.\n");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
 | 
						|
	    !(inst & QPU_PM)) {
 | 
						|
		DRM_DEBUG("No packing allowed on uniforms reset\n");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (add_lri == -1) {
 | 
						|
		DRM_DEBUG("First argument of uniform address write must be "
 | 
						|
			  "an immediate value.\n");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (validation_state->live_immediates[add_lri] != expected_offset) {
 | 
						|
		DRM_DEBUG("Resetting uniforms with offset %db instead of %db\n",
 | 
						|
			  validation_state->live_immediates[add_lri],
 | 
						|
			  expected_offset);
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
 | 
						|
	    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF)) {
 | 
						|
		DRM_DEBUG("Second argument of uniform address write must be "
 | 
						|
			  "a uniform.\n");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	validation_state->needs_uniform_address_update = false;
 | 
						|
	validation_state->needs_uniform_address_for_loop = false;
 | 
						|
	return require_uniform_address_uniform(validated_shader);
 | 
						|
}
 | 
						|
 | 
						|
static bool
 | 
						|
check_reg_write(struct vc4_validated_shader_info *validated_shader,
 | 
						|
		struct vc4_shader_validation_state *validation_state,
 | 
						|
		bool is_mul)
 | 
						|
{
 | 
						|
	uint64_t inst = validation_state->shader[validation_state->ip];
 | 
						|
	uint32_t waddr = (is_mul ?
 | 
						|
			  QPU_GET_FIELD(inst, QPU_WADDR_MUL) :
 | 
						|
			  QPU_GET_FIELD(inst, QPU_WADDR_ADD));
 | 
						|
	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 | 
						|
	bool ws = inst & QPU_WS;
 | 
						|
	bool is_b = is_mul ^ ws;
 | 
						|
	u32 lri = waddr_to_live_reg_index(waddr, is_b);
 | 
						|
 | 
						|
	if (lri != -1) {
 | 
						|
		uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
 | 
						|
		uint32_t cond_mul = QPU_GET_FIELD(inst, QPU_COND_MUL);
 | 
						|
 | 
						|
		if (sig == QPU_SIG_LOAD_IMM &&
 | 
						|
		    QPU_GET_FIELD(inst, QPU_PACK) == QPU_PACK_A_NOP &&
 | 
						|
		    ((is_mul && cond_mul == QPU_COND_ALWAYS) ||
 | 
						|
		     (!is_mul && cond_add == QPU_COND_ALWAYS))) {
 | 
						|
			validation_state->live_immediates[lri] =
 | 
						|
				QPU_GET_FIELD(inst, QPU_LOAD_IMM);
 | 
						|
		} else {
 | 
						|
			validation_state->live_immediates[lri] = ~0;
 | 
						|
		}
 | 
						|
 | 
						|
		if (live_reg_is_upper_half(lri))
 | 
						|
			validation_state->all_registers_used = true;
 | 
						|
	}
 | 
						|
 | 
						|
	switch (waddr) {
 | 
						|
	case QPU_W_UNIFORMS_ADDRESS:
 | 
						|
		if (is_b) {
 | 
						|
			DRM_DEBUG("relative uniforms address change "
 | 
						|
				  "unsupported\n");
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
 | 
						|
		return validate_uniform_address_write(validated_shader,
 | 
						|
						      validation_state,
 | 
						|
						      is_mul);
 | 
						|
 | 
						|
	case QPU_W_TLB_COLOR_MS:
 | 
						|
	case QPU_W_TLB_COLOR_ALL:
 | 
						|
	case QPU_W_TLB_Z:
 | 
						|
		/* These only interact with the tile buffer, not main memory,
 | 
						|
		 * so they're safe.
 | 
						|
		 */
 | 
						|
		return true;
 | 
						|
 | 
						|
	case QPU_W_TMU0_S:
 | 
						|
	case QPU_W_TMU0_T:
 | 
						|
	case QPU_W_TMU0_R:
 | 
						|
	case QPU_W_TMU0_B:
 | 
						|
	case QPU_W_TMU1_S:
 | 
						|
	case QPU_W_TMU1_T:
 | 
						|
	case QPU_W_TMU1_R:
 | 
						|
	case QPU_W_TMU1_B:
 | 
						|
		return check_tmu_write(validated_shader, validation_state,
 | 
						|
				       is_mul);
 | 
						|
 | 
						|
	case QPU_W_HOST_INT:
 | 
						|
	case QPU_W_TMU_NOSWAP:
 | 
						|
	case QPU_W_TLB_ALPHA_MASK:
 | 
						|
	case QPU_W_MUTEX_RELEASE:
 | 
						|
		/* XXX: I haven't thought about these, so don't support them
 | 
						|
		 * for now.
 | 
						|
		 */
 | 
						|
		DRM_DEBUG("Unsupported waddr %d\n", waddr);
 | 
						|
		return false;
 | 
						|
 | 
						|
	case QPU_W_VPM_ADDR:
 | 
						|
		DRM_DEBUG("General VPM DMA unsupported\n");
 | 
						|
		return false;
 | 
						|
 | 
						|
	case QPU_W_VPM:
 | 
						|
	case QPU_W_VPMVCD_SETUP:
 | 
						|
		/* We allow VPM setup in general, even including VPM DMA
 | 
						|
		 * configuration setup, because the (unsafe) DMA can only be
 | 
						|
		 * triggered by QPU_W_VPM_ADDR writes.
 | 
						|
		 */
 | 
						|
		return true;
 | 
						|
 | 
						|
	case QPU_W_TLB_STENCIL_SETUP:
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
static void
 | 
						|
track_live_clamps(struct vc4_validated_shader_info *validated_shader,
 | 
						|
		  struct vc4_shader_validation_state *validation_state)
 | 
						|
{
 | 
						|
	uint64_t inst = validation_state->shader[validation_state->ip];
 | 
						|
	uint32_t op_add = QPU_GET_FIELD(inst, QPU_OP_ADD);
 | 
						|
	uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
 | 
						|
	uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
 | 
						|
	uint32_t cond_add = QPU_GET_FIELD(inst, QPU_COND_ADD);
 | 
						|
	uint32_t add_a = QPU_GET_FIELD(inst, QPU_ADD_A);
 | 
						|
	uint32_t add_b = QPU_GET_FIELD(inst, QPU_ADD_B);
 | 
						|
	uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 | 
						|
	uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 | 
						|
	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 | 
						|
	bool ws = inst & QPU_WS;
 | 
						|
	uint32_t lri_add_a, lri_add, lri_mul;
 | 
						|
	bool add_a_is_min_0;
 | 
						|
 | 
						|
	/* Check whether OP_ADD's A argumennt comes from a live MAX(x, 0),
 | 
						|
	 * before we clear previous live state.
 | 
						|
	 */
 | 
						|
	lri_add_a = raddr_add_a_to_live_reg_index(inst);
 | 
						|
	add_a_is_min_0 = (lri_add_a != ~0 &&
 | 
						|
			  validation_state->live_max_clamp_regs[lri_add_a]);
 | 
						|
 | 
						|
	/* Clear live state for registers written by our instruction. */
 | 
						|
	lri_add = waddr_to_live_reg_index(waddr_add, ws);
 | 
						|
	lri_mul = waddr_to_live_reg_index(waddr_mul, !ws);
 | 
						|
	if (lri_mul != ~0) {
 | 
						|
		validation_state->live_max_clamp_regs[lri_mul] = false;
 | 
						|
		validation_state->live_min_clamp_offsets[lri_mul] = ~0;
 | 
						|
	}
 | 
						|
	if (lri_add != ~0) {
 | 
						|
		validation_state->live_max_clamp_regs[lri_add] = false;
 | 
						|
		validation_state->live_min_clamp_offsets[lri_add] = ~0;
 | 
						|
	} else {
 | 
						|
		/* Nothing further to do for live tracking, since only ADDs
 | 
						|
		 * generate new live clamp registers.
 | 
						|
		 */
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Now, handle remaining live clamp tracking for the ADD operation. */
 | 
						|
 | 
						|
	if (cond_add != QPU_COND_ALWAYS)
 | 
						|
		return;
 | 
						|
 | 
						|
	if (op_add == QPU_A_MAX) {
 | 
						|
		/* Track live clamps of a value to a minimum of 0 (in either
 | 
						|
		 * arg).
 | 
						|
		 */
 | 
						|
		if (sig != QPU_SIG_SMALL_IMM || raddr_b != 0 ||
 | 
						|
		    (add_a != QPU_MUX_B && add_b != QPU_MUX_B)) {
 | 
						|
			return;
 | 
						|
		}
 | 
						|
 | 
						|
		validation_state->live_max_clamp_regs[lri_add] = true;
 | 
						|
	} else if (op_add == QPU_A_MIN) {
 | 
						|
		/* Track live clamps of a value clamped to a minimum of 0 and
 | 
						|
		 * a maximum of some uniform's offset.
 | 
						|
		 */
 | 
						|
		if (!add_a_is_min_0)
 | 
						|
			return;
 | 
						|
 | 
						|
		if (!(add_b == QPU_MUX_A && raddr_a == QPU_R_UNIF) &&
 | 
						|
		    !(add_b == QPU_MUX_B && raddr_b == QPU_R_UNIF &&
 | 
						|
		      sig != QPU_SIG_SMALL_IMM)) {
 | 
						|
			return;
 | 
						|
		}
 | 
						|
 | 
						|
		validation_state->live_min_clamp_offsets[lri_add] =
 | 
						|
			validated_shader->uniforms_size;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static bool
 | 
						|
check_instruction_writes(struct vc4_validated_shader_info *validated_shader,
 | 
						|
			 struct vc4_shader_validation_state *validation_state)
 | 
						|
{
 | 
						|
	uint64_t inst = validation_state->shader[validation_state->ip];
 | 
						|
	uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
 | 
						|
	uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
 | 
						|
	bool ok;
 | 
						|
 | 
						|
	if (is_tmu_write(waddr_add) && is_tmu_write(waddr_mul)) {
 | 
						|
		DRM_DEBUG("ADD and MUL both set up textures\n");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	ok = (check_reg_write(validated_shader, validation_state, false) &&
 | 
						|
	      check_reg_write(validated_shader, validation_state, true));
 | 
						|
 | 
						|
	track_live_clamps(validated_shader, validation_state);
 | 
						|
 | 
						|
	return ok;
 | 
						|
}
 | 
						|
 | 
						|
static bool
 | 
						|
check_branch(uint64_t inst,
 | 
						|
	     struct vc4_validated_shader_info *validated_shader,
 | 
						|
	     struct vc4_shader_validation_state *validation_state,
 | 
						|
	     int ip)
 | 
						|
{
 | 
						|
	int32_t branch_imm = QPU_GET_FIELD(inst, QPU_BRANCH_TARGET);
 | 
						|
	uint32_t waddr_add = QPU_GET_FIELD(inst, QPU_WADDR_ADD);
 | 
						|
	uint32_t waddr_mul = QPU_GET_FIELD(inst, QPU_WADDR_MUL);
 | 
						|
 | 
						|
	if ((int)branch_imm < 0)
 | 
						|
		validation_state->needs_uniform_address_for_loop = true;
 | 
						|
 | 
						|
	/* We don't want to have to worry about validation of this, and
 | 
						|
	 * there's no need for it.
 | 
						|
	 */
 | 
						|
	if (waddr_add != QPU_W_NOP || waddr_mul != QPU_W_NOP) {
 | 
						|
		DRM_DEBUG("branch instruction at %d wrote a register.\n",
 | 
						|
			  validation_state->ip);
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
static bool
 | 
						|
check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
 | 
						|
			struct vc4_shader_validation_state *validation_state)
 | 
						|
{
 | 
						|
	uint64_t inst = validation_state->shader[validation_state->ip];
 | 
						|
	uint32_t raddr_a = QPU_GET_FIELD(inst, QPU_RADDR_A);
 | 
						|
	uint32_t raddr_b = QPU_GET_FIELD(inst, QPU_RADDR_B);
 | 
						|
	uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 | 
						|
 | 
						|
	if (raddr_a == QPU_R_UNIF ||
 | 
						|
	    (raddr_b == QPU_R_UNIF && sig != QPU_SIG_SMALL_IMM)) {
 | 
						|
		/* This can't overflow the uint32_t, because we're reading 8
 | 
						|
		 * bytes of instruction to increment by 4 here, so we'd
 | 
						|
		 * already be OOM.
 | 
						|
		 */
 | 
						|
		validated_shader->uniforms_size += 4;
 | 
						|
 | 
						|
		if (validation_state->needs_uniform_address_update) {
 | 
						|
			DRM_DEBUG("Uniform read with undefined uniform "
 | 
						|
				  "address\n");
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if ((raddr_a >= 16 && raddr_a < 32) ||
 | 
						|
	    (raddr_b >= 16 && raddr_b < 32 && sig != QPU_SIG_SMALL_IMM)) {
 | 
						|
		validation_state->all_registers_used = true;
 | 
						|
	}
 | 
						|
 | 
						|
	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;
 | 
						|
	int ip;
 | 
						|
	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) {
 | 
						|
			/* There are two delay slots after program end is
 | 
						|
			 * signaled that are still executed, then we're
 | 
						|
			 * finished.  validation_state->max_ip is the
 | 
						|
			 * instruction after the last valid instruction in the
 | 
						|
			 * program.
 | 
						|
			 */
 | 
						|
			validation_state->max_ip = ip + 3;
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		if (sig != QPU_SIG_BRANCH)
 | 
						|
			continue;
 | 
						|
 | 
						|
		if (ip - last_branch < 4) {
 | 
						|
			DRM_DEBUG("Branch at %d during delay slots\n", ip);
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
		last_branch = ip;
 | 
						|
 | 
						|
		if (inst & QPU_BRANCH_REG) {
 | 
						|
			DRM_DEBUG("branching from register relative "
 | 
						|
				  "not supported\n");
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
 | 
						|
		if (!(inst & QPU_BRANCH_REL)) {
 | 
						|
			DRM_DEBUG("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_DEBUG("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_DEBUG("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_DEBUG("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);
 | 
						|
	}
 | 
						|
 | 
						|
	if (max_branch_target > validation_state->max_ip - 3) {
 | 
						|
		DRM_DEBUG("Branch landed after QPU_SIG_PROG_END");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/* Resets any known state for the shader, used when we may be branched to from
 | 
						|
 * multiple locations in the program (or at shader start).
 | 
						|
 */
 | 
						|
static void
 | 
						|
reset_validation_state(struct vc4_shader_validation_state *validation_state)
 | 
						|
{
 | 
						|
	int i;
 | 
						|
 | 
						|
	for (i = 0; i < 8; i++)
 | 
						|
		validation_state->tmu_setup[i / 4].p_offset[i % 4] = ~0;
 | 
						|
 | 
						|
	for (i = 0; i < LIVE_REG_COUNT; i++) {
 | 
						|
		validation_state->live_min_clamp_offsets[i] = ~0;
 | 
						|
		validation_state->live_max_clamp_regs[i] = false;
 | 
						|
		validation_state->live_immediates[i] = ~0;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static bool
 | 
						|
texturing_in_progress(struct vc4_shader_validation_state *validation_state)
 | 
						|
{
 | 
						|
	return (validation_state->tmu_write_count[0] != 0 ||
 | 
						|
		validation_state->tmu_write_count[1] != 0);
 | 
						|
}
 | 
						|
 | 
						|
static bool
 | 
						|
vc4_handle_branch_target(struct vc4_shader_validation_state *validation_state)
 | 
						|
{
 | 
						|
	uint32_t ip = validation_state->ip;
 | 
						|
 | 
						|
	if (!test_bit(ip, validation_state->branch_targets))
 | 
						|
		return true;
 | 
						|
 | 
						|
	if (texturing_in_progress(validation_state)) {
 | 
						|
		DRM_DEBUG("Branch target landed during TMU setup\n");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Reset our live values tracking, since this instruction may have
 | 
						|
	 * multiple predecessors.
 | 
						|
	 *
 | 
						|
	 * One could potentially do analysis to determine that, for
 | 
						|
	 * example, all predecessors have a live max clamp in the same
 | 
						|
	 * register, but we don't bother with that.
 | 
						|
	 */
 | 
						|
	reset_validation_state(validation_state);
 | 
						|
 | 
						|
	/* Since we've entered a basic block from potentially multiple
 | 
						|
	 * predecessors, we need the uniforms address to be updated before any
 | 
						|
	 * unforms are read.  We require that after any branch point, the next
 | 
						|
	 * uniform to be loaded is a uniform address offset.  That uniform's
 | 
						|
	 * offset will be marked by the uniform address register write
 | 
						|
	 * validation, or a one-off the end-of-program check.
 | 
						|
	 */
 | 
						|
	validation_state->needs_uniform_address_update = true;
 | 
						|
 | 
						|
	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 last_thread_switch_ip = -3;
 | 
						|
	uint32_t ip;
 | 
						|
	struct vc4_validated_shader_info *validated_shader = NULL;
 | 
						|
	struct vc4_shader_validation_state validation_state;
 | 
						|
 | 
						|
	memset(&validation_state, 0, sizeof(validation_state));
 | 
						|
	validation_state.shader = shader_obj->vaddr;
 | 
						|
	validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
 | 
						|
 | 
						|
	reset_validation_state(&validation_state);
 | 
						|
 | 
						|
	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)
 | 
						|
		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];
 | 
						|
		uint32_t sig = QPU_GET_FIELD(inst, QPU_SIG);
 | 
						|
 | 
						|
		validation_state.ip = ip;
 | 
						|
 | 
						|
		if (!vc4_handle_branch_target(&validation_state))
 | 
						|
			goto fail;
 | 
						|
 | 
						|
		if (ip == last_thread_switch_ip + 3) {
 | 
						|
			/* Reset r0-r3 live clamp data */
 | 
						|
			int i;
 | 
						|
 | 
						|
			for (i = 64; i < LIVE_REG_COUNT; i++) {
 | 
						|
				validation_state.live_min_clamp_offsets[i] = ~0;
 | 
						|
				validation_state.live_max_clamp_regs[i] = false;
 | 
						|
				validation_state.live_immediates[i] = ~0;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		switch (sig) {
 | 
						|
		case QPU_SIG_NONE:
 | 
						|
		case QPU_SIG_WAIT_FOR_SCOREBOARD:
 | 
						|
		case QPU_SIG_SCOREBOARD_UNLOCK:
 | 
						|
		case QPU_SIG_COLOR_LOAD:
 | 
						|
		case QPU_SIG_LOAD_TMU0:
 | 
						|
		case QPU_SIG_LOAD_TMU1:
 | 
						|
		case QPU_SIG_PROG_END:
 | 
						|
		case QPU_SIG_SMALL_IMM:
 | 
						|
		case QPU_SIG_THREAD_SWITCH:
 | 
						|
		case QPU_SIG_LAST_THREAD_SWITCH:
 | 
						|
			if (!check_instruction_writes(validated_shader,
 | 
						|
						      &validation_state)) {
 | 
						|
				DRM_DEBUG("Bad write at ip %d\n", ip);
 | 
						|
				goto fail;
 | 
						|
			}
 | 
						|
 | 
						|
			if (!check_instruction_reads(validated_shader,
 | 
						|
						     &validation_state))
 | 
						|
				goto fail;
 | 
						|
 | 
						|
			if (sig == QPU_SIG_PROG_END) {
 | 
						|
				found_shader_end = true;
 | 
						|
				shader_end_ip = ip;
 | 
						|
			}
 | 
						|
 | 
						|
			if (sig == QPU_SIG_THREAD_SWITCH ||
 | 
						|
			    sig == QPU_SIG_LAST_THREAD_SWITCH) {
 | 
						|
				validated_shader->is_threaded = true;
 | 
						|
 | 
						|
				if (ip < last_thread_switch_ip + 3) {
 | 
						|
					DRM_DEBUG("Thread switch too soon after "
 | 
						|
						  "last switch at ip %d\n", ip);
 | 
						|
					goto fail;
 | 
						|
				}
 | 
						|
				last_thread_switch_ip = ip;
 | 
						|
			}
 | 
						|
 | 
						|
			break;
 | 
						|
 | 
						|
		case QPU_SIG_LOAD_IMM:
 | 
						|
			if (!check_instruction_writes(validated_shader,
 | 
						|
						      &validation_state)) {
 | 
						|
				DRM_DEBUG("Bad LOAD_IMM write at ip %d\n", ip);
 | 
						|
				goto fail;
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		case QPU_SIG_BRANCH:
 | 
						|
			if (!check_branch(inst, validated_shader,
 | 
						|
					  &validation_state, ip))
 | 
						|
				goto fail;
 | 
						|
 | 
						|
			if (ip < last_thread_switch_ip + 3) {
 | 
						|
				DRM_DEBUG("Branch in thread switch at ip %d",
 | 
						|
					  ip);
 | 
						|
				goto fail;
 | 
						|
			}
 | 
						|
 | 
						|
			break;
 | 
						|
		default:
 | 
						|
			DRM_DEBUG("Unsupported QPU signal %d at "
 | 
						|
				  "instruction %d\n", sig, ip);
 | 
						|
			goto fail;
 | 
						|
		}
 | 
						|
 | 
						|
		/* 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 (ip == validation_state.max_ip) {
 | 
						|
		DRM_DEBUG("shader failed to terminate before "
 | 
						|
			  "shader BO end at %zd\n",
 | 
						|
			  shader_obj->base.size);
 | 
						|
		goto fail;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Might corrupt other thread */
 | 
						|
	if (validated_shader->is_threaded &&
 | 
						|
	    validation_state.all_registers_used) {
 | 
						|
		DRM_DEBUG("Shader uses threading, but uses the upper "
 | 
						|
			  "half of the registers, too\n");
 | 
						|
		goto fail;
 | 
						|
	}
 | 
						|
 | 
						|
	/* If we did a backwards branch and we haven't emitted a uniforms
 | 
						|
	 * reset since then, we still need the uniforms stream to have the
 | 
						|
	 * uniforms address available so that the backwards branch can do its
 | 
						|
	 * uniforms reset.
 | 
						|
	 *
 | 
						|
	 * We could potentially prove that the backwards branch doesn't
 | 
						|
	 * contain any uses of uniforms until program exit, but that doesn't
 | 
						|
	 * seem to be worth the trouble.
 | 
						|
	 */
 | 
						|
	if (validation_state.needs_uniform_address_for_loop) {
 | 
						|
		if (!require_uniform_address_uniform(validated_shader))
 | 
						|
			goto fail;
 | 
						|
		validated_shader->uniforms_size += 4;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Again, no chance of integer overflow here because the worst case
 | 
						|
	 * scenario is 8 bytes of uniforms plus handles per 8-byte
 | 
						|
	 * instruction.
 | 
						|
	 */
 | 
						|
	validated_shader->uniforms_src_size =
 | 
						|
		(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->uniform_addr_offsets);
 | 
						|
		kfree(validated_shader->texture_samples);
 | 
						|
		kfree(validated_shader);
 | 
						|
	}
 | 
						|
	return NULL;
 | 
						|
}
 |