Mauro Carvalho Chehab | 5c04dce | 2019-04-18 11:38:26 -0300 | [diff] [blame] | 1 | ================================= |
Michael Ellerman | efe4a77 | 2014-08-05 23:32:17 -0700 | [diff] [blame] | 2 | (How to avoid) Botching up ioctls |
| 3 | ================================= |
| 4 | |
Alexander A. Klimov | e7b4311 | 2020-06-21 15:36:30 +0200 | [diff] [blame] | 5 | From: https://blog.ffwll.ch/2013/11/botching-up-ioctls.html |
Michael Ellerman | efe4a77 | 2014-08-05 23:32:17 -0700 | [diff] [blame] | 6 | |
| 7 | By: Daniel Vetter, Copyright © 2013 Intel Corporation |
| 8 | |
| 9 | One clear insight kernel graphics hackers gained in the past few years is that |
| 10 | trying to come up with a unified interface to manage the execution units and |
| 11 | memory on completely different GPUs is a futile effort. So nowadays every |
| 12 | driver has its own set of ioctls to allocate memory and submit work to the GPU. |
| 13 | Which is nice, since there's no more insanity in the form of fake-generic, but |
| 14 | actually only used once interfaces. But the clear downside is that there's much |
| 15 | more potential to screw things up. |
| 16 | |
| 17 | To avoid repeating all the same mistakes again I've written up some of the |
| 18 | lessons learned while botching the job for the drm/i915 driver. Most of these |
| 19 | only cover technicalities and not the big-picture issues like what the command |
| 20 | submission ioctl exactly should look like. Learning these lessons is probably |
| 21 | something every GPU driver has to do on its own. |
| 22 | |
| 23 | |
| 24 | Prerequisites |
| 25 | ------------- |
| 26 | |
| 27 | First the prerequisites. Without these you have already failed, because you |
Masanari Iida | 8da9704 | 2017-01-24 21:45:15 +0900 | [diff] [blame] | 28 | will need to add a 32-bit compat layer: |
Michael Ellerman | efe4a77 | 2014-08-05 23:32:17 -0700 | [diff] [blame] | 29 | |
| 30 | * Only use fixed sized integers. To avoid conflicts with typedefs in userspace |
| 31 | the kernel has special types like __u32, __s64. Use them. |
| 32 | |
| 33 | * Align everything to the natural size and use explicit padding. 32-bit |
| 34 | platforms don't necessarily align 64-bit values to 64-bit boundaries, but |
| 35 | 64-bit platforms do. So we always need padding to the natural size to get |
| 36 | this right. |
| 37 | |
Laura Abbott | c6517b78 | 2016-09-02 15:42:24 -0700 | [diff] [blame] | 38 | * Pad the entire struct to a multiple of 64-bits if the structure contains |
| 39 | 64-bit types - the structure size will otherwise differ on 32-bit versus |
| 40 | 64-bit. Having a different structure size hurts when passing arrays of |
| 41 | structures to the kernel, or if the kernel checks the structure size, which |
| 42 | e.g. the drm core does. |
Michael Ellerman | efe4a77 | 2014-08-05 23:32:17 -0700 | [diff] [blame] | 43 | |
| 44 | * Pointers are __u64, cast from/to a uintprt_t on the userspace side and |
| 45 | from/to a void __user * in the kernel. Try really hard not to delay this |
| 46 | conversion or worse, fiddle the raw __u64 through your code since that |
Laura Abbott | c6517b78 | 2016-09-02 15:42:24 -0700 | [diff] [blame] | 47 | diminishes the checking tools like sparse can provide. The macro |
| 48 | u64_to_user_ptr can be used in the kernel to avoid warnings about integers |
Chris Packham | b275fb6 | 2019-10-21 14:43:36 +1300 | [diff] [blame] | 49 | and pointers of different sizes. |
Michael Ellerman | efe4a77 | 2014-08-05 23:32:17 -0700 | [diff] [blame] | 50 | |
| 51 | |
| 52 | Basics |
| 53 | ------ |
| 54 | |
| 55 | With the joys of writing a compat layer avoided we can take a look at the basic |
| 56 | fumbles. Neglecting these will make backward and forward compatibility a real |
| 57 | pain. And since getting things wrong on the first attempt is guaranteed you |
| 58 | will have a second iteration or at least an extension for any given interface. |
| 59 | |
| 60 | * Have a clear way for userspace to figure out whether your new ioctl or ioctl |
| 61 | extension is supported on a given kernel. If you can't rely on old kernels |
| 62 | rejecting the new flags/modes or ioctls (since doing that was botched in the |
| 63 | past) then you need a driver feature flag or revision number somewhere. |
| 64 | |
| 65 | * Have a plan for extending ioctls with new flags or new fields at the end of |
| 66 | the structure. The drm core checks the passed-in size for each ioctl call |
| 67 | and zero-extends any mismatches between kernel and userspace. That helps, |
| 68 | but isn't a complete solution since newer userspace on older kernels won't |
| 69 | notice that the newly added fields at the end get ignored. So this still |
| 70 | needs a new driver feature flags. |
| 71 | |
| 72 | * Check all unused fields and flags and all the padding for whether it's 0, |
| 73 | and reject the ioctl if that's not the case. Otherwise your nice plan for |
| 74 | future extensions is going right down the gutters since someone will submit |
| 75 | an ioctl struct with random stack garbage in the yet unused parts. Which |
| 76 | then bakes in the ABI that those fields can never be used for anything else |
Daniel Vetter | 1897e8f | 2018-05-02 09:51:06 +0200 | [diff] [blame] | 77 | but garbage. This is also the reason why you must explicitly pad all |
| 78 | structures, even if you never use them in an array - the padding the compiler |
| 79 | might insert could contain garbage. |
Michael Ellerman | efe4a77 | 2014-08-05 23:32:17 -0700 | [diff] [blame] | 80 | |
| 81 | * Have simple testcases for all of the above. |
| 82 | |
| 83 | |
| 84 | Fun with Error Paths |
| 85 | -------------------- |
| 86 | |
| 87 | Nowadays we don't have any excuse left any more for drm drivers being neat |
| 88 | little root exploits. This means we both need full input validation and solid |
| 89 | error handling paths - GPUs will die eventually in the oddmost corner cases |
| 90 | anyway: |
| 91 | |
| 92 | * The ioctl must check for array overflows. Also it needs to check for |
| 93 | over/underflows and clamping issues of integer values in general. The usual |
| 94 | example is sprite positioning values fed directly into the hardware with the |
| 95 | hardware just having 12 bits or so. Works nicely until some odd display |
| 96 | server doesn't bother with clamping itself and the cursor wraps around the |
| 97 | screen. |
| 98 | |
| 99 | * Have simple testcases for every input validation failure case in your ioctl. |
| 100 | Check that the error code matches your expectations. And finally make sure |
| 101 | that you only test for one single error path in each subtest by submitting |
| 102 | otherwise perfectly valid data. Without this an earlier check might reject |
| 103 | the ioctl already and shadow the codepath you actually want to test, hiding |
| 104 | bugs and regressions. |
| 105 | |
| 106 | * Make all your ioctls restartable. First X really loves signals and second |
| 107 | this will allow you to test 90% of all error handling paths by just |
| 108 | interrupting your main test suite constantly with signals. Thanks to X's |
| 109 | love for signal you'll get an excellent base coverage of all your error |
| 110 | paths pretty much for free for graphics drivers. Also, be consistent with |
| 111 | how you handle ioctl restarting - e.g. drm has a tiny drmIoctl helper in its |
| 112 | userspace library. The i915 driver botched this with the set_tiling ioctl, |
| 113 | now we're stuck forever with some arcane semantics in both the kernel and |
| 114 | userspace. |
| 115 | |
| 116 | * If you can't make a given codepath restartable make a stuck task at least |
| 117 | killable. GPUs just die and your users won't like you more if you hang their |
| 118 | entire box (by means of an unkillable X process). If the state recovery is |
| 119 | still too tricky have a timeout or hangcheck safety net as a last-ditch |
| 120 | effort in case the hardware has gone bananas. |
| 121 | |
| 122 | * Have testcases for the really tricky corner cases in your error recovery code |
| 123 | - it's way too easy to create a deadlock between your hangcheck code and |
| 124 | waiters. |
| 125 | |
| 126 | |
| 127 | Time, Waiting and Missing it |
| 128 | ---------------------------- |
| 129 | |
| 130 | GPUs do most everything asynchronously, so we have a need to time operations and |
Masanari Iida | d53a7b8 | 2015-11-16 20:07:37 +0900 | [diff] [blame] | 131 | wait for outstanding ones. This is really tricky business; at the moment none of |
Michael Ellerman | efe4a77 | 2014-08-05 23:32:17 -0700 | [diff] [blame] | 132 | the ioctls supported by the drm/i915 get this fully right, which means there's |
| 133 | still tons more lessons to learn here. |
| 134 | |
| 135 | * Use CLOCK_MONOTONIC as your reference time, always. It's what alsa, drm and |
| 136 | v4l use by default nowadays. But let userspace know which timestamps are |
| 137 | derived from different clock domains like your main system clock (provided |
| 138 | by the kernel) or some independent hardware counter somewhere else. Clocks |
| 139 | will mismatch if you look close enough, but if performance measuring tools |
| 140 | have this information they can at least compensate. If your userspace can |
| 141 | get at the raw values of some clocks (e.g. through in-command-stream |
| 142 | performance counter sampling instructions) consider exposing those also. |
| 143 | |
| 144 | * Use __s64 seconds plus __u64 nanoseconds to specify time. It's not the most |
| 145 | convenient time specification, but it's mostly the standard. |
| 146 | |
| 147 | * Check that input time values are normalized and reject them if not. Note |
| 148 | that the kernel native struct ktime has a signed integer for both seconds |
| 149 | and nanoseconds, so beware here. |
| 150 | |
| 151 | * For timeouts, use absolute times. If you're a good fellow and made your |
| 152 | ioctl restartable relative timeouts tend to be too coarse and can |
| 153 | indefinitely extend your wait time due to rounding on each restart. |
| 154 | Especially if your reference clock is something really slow like the display |
Masanari Iida | d53a7b8 | 2015-11-16 20:07:37 +0900 | [diff] [blame] | 155 | frame counter. With a spec lawyer hat on this isn't a bug since timeouts can |
Michael Ellerman | efe4a77 | 2014-08-05 23:32:17 -0700 | [diff] [blame] | 156 | always be extended - but users will surely hate you if their neat animations |
| 157 | starts to stutter due to this. |
| 158 | |
| 159 | * Consider ditching any synchronous wait ioctls with timeouts and just deliver |
| 160 | an asynchronous event on a pollable file descriptor. It fits much better |
| 161 | into event driven applications' main loop. |
| 162 | |
| 163 | * Have testcases for corner-cases, especially whether the return values for |
| 164 | already-completed events, successful waits and timed-out waits are all sane |
| 165 | and suiting to your needs. |
| 166 | |
| 167 | |
| 168 | Leaking Resources, Not |
| 169 | ---------------------- |
| 170 | |
| 171 | A full-blown drm driver essentially implements a little OS, but specialized to |
| 172 | the given GPU platforms. This means a driver needs to expose tons of handles |
| 173 | for different objects and other resources to userspace. Doing that right |
| 174 | entails its own little set of pitfalls: |
| 175 | |
| 176 | * Always attach the lifetime of your dynamically created resources to the |
| 177 | lifetime of a file descriptor. Consider using a 1:1 mapping if your resource |
| 178 | needs to be shared across processes - fd-passing over unix domain sockets |
| 179 | also simplifies lifetime management for userspace. |
| 180 | |
| 181 | * Always have O_CLOEXEC support. |
| 182 | |
| 183 | * Ensure that you have sufficient insulation between different clients. By |
| 184 | default pick a private per-fd namespace which forces any sharing to be done |
Masanari Iida | d53a7b8 | 2015-11-16 20:07:37 +0900 | [diff] [blame] | 185 | explicitly. Only go with a more global per-device namespace if the objects |
Michael Ellerman | efe4a77 | 2014-08-05 23:32:17 -0700 | [diff] [blame] | 186 | are truly device-unique. One counterexample in the drm modeset interfaces is |
| 187 | that the per-device modeset objects like connectors share a namespace with |
| 188 | framebuffer objects, which mostly are not shared at all. A separate |
| 189 | namespace, private by default, for framebuffers would have been more |
| 190 | suitable. |
| 191 | |
| 192 | * Think about uniqueness requirements for userspace handles. E.g. for most drm |
| 193 | drivers it's a userspace bug to submit the same object twice in the same |
| 194 | command submission ioctl. But then if objects are shareable userspace needs |
| 195 | to know whether it has seen an imported object from a different process |
| 196 | already or not. I haven't tried this myself yet due to lack of a new class |
| 197 | of objects, but consider using inode numbers on your shared file descriptors |
| 198 | as unique identifiers - it's how real files are told apart, too. |
| 199 | Unfortunately this requires a full-blown virtual filesystem in the kernel. |
| 200 | |
| 201 | |
| 202 | Last, but not Least |
| 203 | ------------------- |
| 204 | |
| 205 | Not every problem needs a new ioctl: |
| 206 | |
| 207 | * Think hard whether you really want a driver-private interface. Of course |
| 208 | it's much quicker to push a driver-private interface than engaging in |
| 209 | lengthy discussions for a more generic solution. And occasionally doing a |
| 210 | private interface to spearhead a new concept is what's required. But in the |
| 211 | end, once the generic interface comes around you'll end up maintainer two |
| 212 | interfaces. Indefinitely. |
| 213 | |
| 214 | * Consider other interfaces than ioctls. A sysfs attribute is much better for |
| 215 | per-device settings, or for child objects with fairly static lifetimes (like |
| 216 | output connectors in drm with all the detection override attributes). Or |
| 217 | maybe only your testsuite needs this interface, and then debugfs with its |
| 218 | disclaimer of not having a stable ABI would be better. |
| 219 | |
| 220 | Finally, the name of the game is to get it right on the first attempt, since if |
| 221 | your driver proves popular and your hardware platforms long-lived then you'll |
| 222 | be stuck with a given ioctl essentially forever. You can try to deprecate |
| 223 | horrible ioctls on newer iterations of your hardware, but generally it takes |
| 224 | years to accomplish this. And then again years until the last user able to |
| 225 | complain about regressions disappears, too. |