Merge tag 'drm-vc4-next-2016-07-15' of https://github.com/anholt/linux into drm-next

This pull request brings in vc4 shader validation for branching,
allowing GLSL shaders with non-unrolled loops.

* tag 'drm-vc4-next-2016-07-15' of https://github.com/anholt/linux:
  drm/vc4: Fix a "the the" typo in a comment.
  drm/vc4: Fix definition of QPU_R_MS_REV_FLAGS
  drm/vc4: Add a getparam to signal support for branches.
  drm/vc4: Add support for branching in shader validation.
  drm/vc4: Add a bitmap of branch targets during shader validation.
  drm/vc4: Move validation's current/max ip into the validation struct.
  drm/vc4: Add a getparam ioctl for getting the V3D identity regs.
diff --git a/drivers/gpu/drm/vc4/vc4_drv.c b/drivers/gpu/drm/vc4/vc4_drv.c
index 9bb98a3..25ed008 100644
--- a/drivers/gpu/drm/vc4/vc4_drv.c
+++ b/drivers/gpu/drm/vc4/vc4_drv.c
@@ -14,6 +14,7 @@
 #include <linux/module.h>
 #include <linux/of_platform.h>
 #include <linux/platform_device.h>
+#include <linux/pm_runtime.h>
 #include "drm_fb_cma_helper.h"
 
 #include "uapi/drm/vc4_drm.h"
@@ -43,6 +44,49 @@
 	return map;
 }
 
+static int vc4_get_param_ioctl(struct drm_device *dev, void *data,
+			       struct drm_file *file_priv)
+{
+	struct vc4_dev *vc4 = to_vc4_dev(dev);
+	struct drm_vc4_get_param *args = data;
+	int ret;
+
+	if (args->pad != 0)
+		return -EINVAL;
+
+	switch (args->param) {
+	case DRM_VC4_PARAM_V3D_IDENT0:
+		ret = pm_runtime_get_sync(&vc4->v3d->pdev->dev);
+		if (ret)
+			return ret;
+		args->value = V3D_READ(V3D_IDENT0);
+		pm_runtime_put(&vc4->v3d->pdev->dev);
+		break;
+	case DRM_VC4_PARAM_V3D_IDENT1:
+		ret = pm_runtime_get_sync(&vc4->v3d->pdev->dev);
+		if (ret)
+			return ret;
+		args->value = V3D_READ(V3D_IDENT1);
+		pm_runtime_put(&vc4->v3d->pdev->dev);
+		break;
+	case DRM_VC4_PARAM_V3D_IDENT2:
+		ret = pm_runtime_get_sync(&vc4->v3d->pdev->dev);
+		if (ret)
+			return ret;
+		args->value = V3D_READ(V3D_IDENT2);
+		pm_runtime_put(&vc4->v3d->pdev->dev);
+		break;
+	case DRM_VC4_PARAM_SUPPORTS_BRANCHES:
+		args->value = true;
+		break;
+	default:
+		DRM_DEBUG("Unknown parameter %d\n", args->param);
+		return -EINVAL;
+	}
+
+	return 0;
+}
+
 static void vc4_lastclose(struct drm_device *dev)
 {
 	struct vc4_dev *vc4 = to_vc4_dev(dev);
@@ -74,6 +118,7 @@
 	DRM_IOCTL_DEF_DRV(VC4_CREATE_SHADER_BO, vc4_create_shader_bo_ioctl, DRM_RENDER_ALLOW),
 	DRM_IOCTL_DEF_DRV(VC4_GET_HANG_STATE, vc4_get_hang_state_ioctl,
 			  DRM_ROOT_ONLY),
+	DRM_IOCTL_DEF_DRV(VC4_GET_PARAM, vc4_get_param_ioctl, DRM_RENDER_ALLOW),
 };
 
 static struct drm_driver vc4_drm_driver = {
diff --git a/drivers/gpu/drm/vc4/vc4_drv.h b/drivers/gpu/drm/vc4/vc4_drv.h
index 8e3b84e..489e3de 100644
--- a/drivers/gpu/drm/vc4/vc4_drv.h
+++ b/drivers/gpu/drm/vc4/vc4_drv.h
@@ -355,6 +355,9 @@
 	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;
 };
 
 /**
diff --git a/drivers/gpu/drm/vc4/vc4_qpu_defines.h b/drivers/gpu/drm/vc4/vc4_qpu_defines.h
index d5c2f3c..f4e795a 100644
--- a/drivers/gpu/drm/vc4/vc4_qpu_defines.h
+++ b/drivers/gpu/drm/vc4/vc4_qpu_defines.h
@@ -70,7 +70,7 @@
 	QPU_R_ELEM_QPU = 38,
 	QPU_R_NOP,
 	QPU_R_XY_PIXEL_COORD = 41,
-	QPU_R_MS_REV_FLAGS = 41,
+	QPU_R_MS_REV_FLAGS = 42,
 	QPU_R_VPM = 48,
 	QPU_R_VPM_LD_BUSY,
 	QPU_R_VPM_LD_WAIT,
@@ -230,6 +230,15 @@
 #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 +270,10 @@
 #define QPU_OP_ADD_SHIFT                24
 #define QPU_OP_ADD_MASK                 QPU_MASK(28, 24)
 
+#define QPU_LOAD_IMM_SHIFT              0
+#define QPU_LOAD_IMM_MASK               QPU_MASK(31, 0)
+
+#define QPU_BRANCH_TARGET_SHIFT         0
+#define QPU_BRANCH_TARGET_MASK          QPU_MASK(31, 0)
+
 #endif /* VC4_QPU_DEFINES_H */
diff --git a/drivers/gpu/drm/vc4/vc4_validate.c b/drivers/gpu/drm/vc4/vc4_validate.c
index 24c2c74..9ce1d0a 100644
--- a/drivers/gpu/drm/vc4/vc4_validate.c
+++ b/drivers/gpu/drm/vc4/vc4_validate.c
@@ -802,7 +802,7 @@
 		uint32_t src_offset = *(uint32_t *)(pkt_u + o);
 		uint32_t *texture_handles_u;
 		void *uniform_data_u;
-		uint32_t tex;
+		uint32_t tex, uni;
 
 		*(uint32_t *)(pkt_v + o) = bo[i]->paddr + src_offset;
 
@@ -840,6 +840,17 @@
 			}
 		}
 
+		/* Fill in the uniform slots that need this shader's
+		 * start-of-uniforms address (used for resetting the uniform
+		 * stream in the presence of control flow).
+		 */
+		for (uni = 0;
+		     uni < validated_shader->num_uniform_addr_offsets;
+		     uni++) {
+			uint32_t o = validated_shader->uniform_addr_offsets[uni];
+			((uint32_t *)exec->uniforms_v)[o] = exec->uniforms_p;
+		}
+
 		*(uint32_t *)(pkt_v + o + 4) = exec->uniforms_p;
 
 		exec->uniforms_u += validated_shader->uniforms_src_size;
diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
index f67124b..46527e9 100644
--- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c
+++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
@@ -39,7 +39,17 @@
 #include "vc4_drv.h"
 #include "vc4_qpu_defines.h"
 
+#define LIVE_REG_COUNT (32 + 32 + 4)
+
 struct vc4_shader_validation_state {
+	/* Current IP being validated. */
+	uint32_t ip;
+
+	/* IP at the end of the BO, do not read shader[max_ip] */
+	uint32_t max_ip;
+
+	uint64_t *shader;
+
 	struct vc4_texture_sample_info tmu_setup[2];
 	int tmu_write_count[2];
 
@@ -49,8 +59,30 @@
 	 *
 	 * This is used for the validation of direct address memory reads.
 	 */
-	uint32_t live_min_clamp_offsets[32 + 32 + 4];
-	bool live_max_clamp_regs[32 + 32 + 4];
+	uint32_t live_min_clamp_offsets[LIVE_REG_COUNT];
+	bool live_max_clamp_regs[LIVE_REG_COUNT];
+	uint32_t live_immediates[LIVE_REG_COUNT];
+
+	/* 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;
+
+	/* Set when entering a basic block, and cleared when the uniform
+	 * address update is found.  This is used to make sure that we don't
+	 * read uniforms when the address is undefined.
+	 */
+	bool needs_uniform_address_update;
+
+	/* Set when we find a backwards branch.  If the branch is backwards,
+	 * the taraget is probably doing an address reset to read uniforms,
+	 * and so we need to be sure that a uniforms address is present in the
+	 * stream, even if the shader didn't need to read uniforms in later
+	 * basic blocks.
+	 */
+	bool needs_uniform_address_for_loop;
 };
 
 static uint32_t
@@ -129,11 +161,11 @@
 }
 
 static bool
-check_tmu_write(uint64_t inst,
-		struct vc4_validated_shader_info *validated_shader,
+check_tmu_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));
@@ -162,7 +194,7 @@
 			return false;
 		}
 
-		/* We assert that the the clamped address is the first
+		/* We assert that the clamped address is the first
 		 * argument, and the UBO base address is the second argument.
 		 * This is arbitrary, but simpler than supporting flipping the
 		 * two either way.
@@ -212,8 +244,14 @@
 	/* Since direct uses a RADDR uniform reference, it will get counted in
 	 * check_instruction_reads()
 	 */
-	if (!is_direct)
+	if (!is_direct) {
+		if (validation_state->needs_uniform_address_update) {
+			DRM_ERROR("Texturing with undefined uniform address\n");
+			return false;
+		}
+
 		validated_shader->uniforms_size += 4;
+	}
 
 	if (submit) {
 		if (!record_texture_sample(validated_shader,
@@ -227,23 +265,138 @@
 	return true;
 }
 
+static bool require_uniform_address_uniform(struct vc4_validated_shader_info *validated_shader)
+{
+	uint32_t o = validated_shader->num_uniform_addr_offsets;
+	uint32_t num_uniforms = validated_shader->uniforms_size / 4;
+
+	validated_shader->uniform_addr_offsets =
+		krealloc(validated_shader->uniform_addr_offsets,
+			 (o + 1) *
+			 sizeof(*validated_shader->uniform_addr_offsets),
+			 GFP_KERNEL);
+	if (!validated_shader->uniform_addr_offsets)
+		return false;
+
+	validated_shader->uniform_addr_offsets[o] = num_uniforms;
+	validated_shader->num_uniform_addr_offsets++;
+
+	return true;
+}
+
 static bool
-check_reg_write(uint64_t inst,
-		struct vc4_validated_shader_info *validated_shader,
+validate_uniform_address_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];
+	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.
+	 */
+	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
+	 * of its uniform reads.
+	 *
+	 * 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.
+	 */
+
+	if (QPU_GET_FIELD(inst, QPU_SIG) != QPU_SIG_NONE) {
+		DRM_ERROR("uniforms address change must be "
+			  "normal math\n");
+		return false;
+	}
+
+	if (is_mul || QPU_GET_FIELD(inst, QPU_OP_ADD) != QPU_A_ADD) {
+		DRM_ERROR("Uniform address reset must be an ADD.\n");
+		return false;
+	}
+
+	if (QPU_GET_FIELD(inst, QPU_COND_ADD) != QPU_COND_ALWAYS) {
+		DRM_ERROR("Uniform address reset must be unconditional.\n");
+		return false;
+	}
+
+	if (QPU_GET_FIELD(inst, QPU_PACK) != QPU_PACK_A_NOP &&
+	    !(inst & QPU_PM)) {
+		DRM_ERROR("No packing allowed on uniforms reset\n");
+		return false;
+	}
+
+	if (add_lri == -1) {
+		DRM_ERROR("First argument of uniform address write must be "
+			  "an immediate value.\n");
+		return false;
+	}
+
+	if (validation_state->live_immediates[add_lri] != expected_offset) {
+		DRM_ERROR("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_ERROR("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;
+		}
+	}
 
 	switch (waddr) {
 	case QPU_W_UNIFORMS_ADDRESS:
-		/* XXX: We'll probably need to support this for reladdr, but
-		 * it's definitely a security-related one.
-		 */
-		DRM_ERROR("uniforms address load unsupported\n");
-		return false;
+		if (is_b) {
+			DRM_ERROR("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:
@@ -261,7 +414,7 @@
 	case QPU_W_TMU1_T:
 	case QPU_W_TMU1_R:
 	case QPU_W_TMU1_B:
-		return check_tmu_write(inst, validated_shader, validation_state,
+		return check_tmu_write(validated_shader, validation_state,
 				       is_mul);
 
 	case QPU_W_HOST_INT:
@@ -294,10 +447,10 @@
 }
 
 static void
-track_live_clamps(uint64_t inst,
-		  struct vc4_validated_shader_info *validated_shader,
+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);
@@ -369,10 +522,10 @@
 }
 
 static bool
-check_instruction_writes(uint64_t inst,
-			 struct vc4_validated_shader_info *validated_shader,
+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;
@@ -382,20 +535,44 @@
 		return false;
 	}
 
-	ok = (check_reg_write(inst, validated_shader, validation_state,
-			      false) &&
-	      check_reg_write(inst, validated_shader, validation_state,
-			      true));
+	ok = (check_reg_write(validated_shader, validation_state, false) &&
+	      check_reg_write(validated_shader, validation_state, true));
 
-	track_live_clamps(inst, validated_shader, validation_state);
+	track_live_clamps(validated_shader, validation_state);
 
 	return ok;
 }
 
 static bool
-check_instruction_reads(uint64_t inst,
-			struct vc4_validated_shader_info *validated_shader)
+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_ERROR("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);
@@ -407,40 +584,204 @@
 		 * already be OOM.
 		 */
 		validated_shader->uniforms_size += 4;
+
+		if (validation_state->needs_uniform_address_update) {
+			DRM_ERROR("Uniform read with undefined uniform "
+				  "address\n");
+			return false;
+		}
 	}
 
 	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;
+}
+
+/* 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_ERROR("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 ip, max_ip;
-	uint64_t *shader;
-	struct vc4_validated_shader_info *validated_shader;
+	uint32_t ip;
+	struct vc4_validated_shader_info *validated_shader = NULL;
 	struct vc4_shader_validation_state validation_state;
-	int i;
 
 	memset(&validation_state, 0, sizeof(validation_state));
+	validation_state.shader = shader_obj->vaddr;
+	validation_state.max_ip = shader_obj->base.size / sizeof(uint64_t);
 
-	for (i = 0; i < 8; i++)
-		validation_state.tmu_setup[i / 4].p_offset[i % 4] = ~0;
-	for (i = 0; i < ARRAY_SIZE(validation_state.live_min_clamp_offsets); i++)
-		validation_state.live_min_clamp_offsets[i] = ~0;
+	reset_validation_state(&validation_state);
 
-	shader = shader_obj->vaddr;
-	max_ip = shader_obj->base.size / sizeof(uint64_t);
+	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;
 
-	for (ip = 0; ip < max_ip; ip++) {
-		uint64_t inst = shader[ip];
+	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;
+
 		switch (sig) {
 		case QPU_SIG_NONE:
 		case QPU_SIG_WAIT_FOR_SCOREBOARD:
@@ -450,13 +791,14 @@
 		case QPU_SIG_LOAD_TMU1:
 		case QPU_SIG_PROG_END:
 		case QPU_SIG_SMALL_IMM:
-			if (!check_instruction_writes(inst, validated_shader,
+			if (!check_instruction_writes(validated_shader,
 						      &validation_state)) {
 				DRM_ERROR("Bad write at ip %d\n", ip);
 				goto fail;
 			}
 
-			if (!check_instruction_reads(inst, validated_shader))
+			if (!check_instruction_reads(validated_shader,
+						     &validation_state))
 				goto fail;
 
 			if (sig == QPU_SIG_PROG_END) {
@@ -467,13 +809,18 @@
 			break;
 
 		case QPU_SIG_LOAD_IMM:
-			if (!check_instruction_writes(inst, validated_shader,
+			if (!check_instruction_writes(validated_shader,
 						      &validation_state)) {
 				DRM_ERROR("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;
+			break;
 		default:
 			DRM_ERROR("Unsupported QPU signal %d at "
 				  "instruction %d\n", sig, ip);
@@ -487,13 +834,28 @@
 			break;
 	}
 
-	if (ip == max_ip) {
+	if (ip == validation_state.max_ip) {
 		DRM_ERROR("shader failed to terminate before "
 			  "shader BO end at %zd\n",
 			  shader_obj->base.size);
 		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.
@@ -502,9 +864,12 @@
 		(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);
diff --git a/include/uapi/drm/vc4_drm.h b/include/uapi/drm/vc4_drm.h
index af12e8a..ad7edc3 100644
--- a/include/uapi/drm/vc4_drm.h
+++ b/include/uapi/drm/vc4_drm.h
@@ -37,6 +37,7 @@
 #define DRM_VC4_MMAP_BO                           0x04
 #define DRM_VC4_CREATE_SHADER_BO                  0x05
 #define DRM_VC4_GET_HANG_STATE                    0x06
+#define DRM_VC4_GET_PARAM                         0x07
 
 #define DRM_IOCTL_VC4_SUBMIT_CL           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_SUBMIT_CL, struct drm_vc4_submit_cl)
 #define DRM_IOCTL_VC4_WAIT_SEQNO          DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_WAIT_SEQNO, struct drm_vc4_wait_seqno)
@@ -45,6 +46,7 @@
 #define DRM_IOCTL_VC4_MMAP_BO             DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_MMAP_BO, struct drm_vc4_mmap_bo)
 #define DRM_IOCTL_VC4_CREATE_SHADER_BO    DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_CREATE_SHADER_BO, struct drm_vc4_create_shader_bo)
 #define DRM_IOCTL_VC4_GET_HANG_STATE      DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_HANG_STATE, struct drm_vc4_get_hang_state)
+#define DRM_IOCTL_VC4_GET_PARAM           DRM_IOWR(DRM_COMMAND_BASE + DRM_VC4_GET_PARAM, struct drm_vc4_get_param)
 
 struct drm_vc4_submit_rcl_surface {
 	__u32 hindex; /* Handle index, or ~0 if not present. */
@@ -280,6 +282,17 @@
 	__u32 pad[16];
 };
 
+#define DRM_VC4_PARAM_V3D_IDENT0		0
+#define DRM_VC4_PARAM_V3D_IDENT1		1
+#define DRM_VC4_PARAM_V3D_IDENT2		2
+#define DRM_VC4_PARAM_SUPPORTS_BRANCHES		3
+
+struct drm_vc4_get_param {
+	__u32 param;
+	__u32 pad;
+	__u64 value;
+};
+
 #if defined(__cplusplus)
 }
 #endif