Mesa (master): v3d: fix indirect BO allocation for uniforms
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Wed Nov 27 08:08:33 UTC 2019
Module: Mesa
Branch: master
Commit: 18a09e788d8d0e122263159cb6cb1c70d243b02d
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=18a09e788d8d0e122263159cb6cb1c70d243b02d
Author: Iago Toral Quiroga <itoral at igalia.com>
Date: Tue Nov 26 15:28:52 2019 +0100
v3d: fix indirect BO allocation for uniforms
We were always ensuring a minimum size of 4 bytes for uniforms
for the case where we don't have any, to account for hardware pre-fetching
of the uniform stream, however, pre-fetching could also lead to to out
of bounds reads when have read the last uniform in the stream, so we
probably want to have the extra 4 bytes to prevent the kernel from
observing invalid memory accesses when the uniform stream sits right at
the end of a page.
This seems to fix MMU exceptions reported with a Linux 5.4 kernel.
Credit goes to Phil Elwell for identifying the problem and narrowing
it down to memory accesses in the uniform stream.
Reported-by: Phil Elwell <phil at raspberrypi.org>
Tested-by: Phil Elwell <phil at raspberrypi.org>
Reviewed-by: Eric Anholt <eric at anholt.net>
---
src/gallium/drivers/v3d/v3d_uniforms.c | 11 ++++++++---
1 file changed, 8 insertions(+), 3 deletions(-)
diff --git a/src/gallium/drivers/v3d/v3d_uniforms.c b/src/gallium/drivers/v3d/v3d_uniforms.c
index 897987e5b60..a5b98925c60 100644
--- a/src/gallium/drivers/v3d/v3d_uniforms.c
+++ b/src/gallium/drivers/v3d/v3d_uniforms.c
@@ -215,10 +215,15 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_job *job,
struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
- /* We always need to return some space for uniforms, because the HW
- * will be prefetching, even if we don't read any in the program.
+ /* The hardware always pre-fetches the next uniform (also when there
+ * aren't any), so we always allocate space for an extra slot. This
+ * fixes MMU exceptions reported since Linux kernel 5.4 when the
+ * uniforms fill up the tail bytes of a page in the indirect
+ * BO. In that scenario, when the hardware pre-fetches after reading
+ * the last uniform it will read beyond the end of the page and trigger
+ * the MMU exception.
*/
- v3d_cl_ensure_space(&job->indirect, MAX2(uinfo->count, 1) * 4, 4);
+ v3d_cl_ensure_space(&job->indirect, (uinfo->count + 1) * 4, 4);
struct v3d_cl_reloc uniform_stream = cl_get_address(&job->indirect);
v3d_bo_reference(uniform_stream.bo);
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