| ================================= |
| (How to avoid) Botching up ioctls |
| ================================= |
| |
| From: https://blog.ffwll.ch/2013/11/botching-up-ioctls.html |
| |
| By: Daniel Vetter, Copyright © 2013 Intel Corporation |
| |
| One clear insight kernel graphics hackers gained in the past few years is that |
| trying to come up with a unified interface to manage the execution units and |
| memory on completely different GPUs is a futile effort. So nowadays every |
| driver has its own set of ioctls to allocate memory and submit work to the GPU. |
| Which is nice, since there's no more insanity in the form of fake-generic, but |
| actually only used once interfaces. But the clear downside is that there's much |
| more potential to screw things up. |
| |
| To avoid repeating all the same mistakes again I've written up some of the |
| lessons learned while botching the job for the drm/i915 driver. Most of these |
| only cover technicalities and not the big-picture issues like what the command |
| submission ioctl exactly should look like. Learning these lessons is probably |
| something every GPU driver has to do on its own. |
| |
| |
| Prerequisites |
| ------------- |
| |
| First the prerequisites. Without these you have already failed, because you |
| will need to add a 32-bit compat layer: |
| |
| * Only use fixed sized integers. To avoid conflicts with typedefs in userspace |
| the kernel has special types like __u32, __s64. Use them. |
| |
| * Align everything to the natural size and use explicit padding. 32-bit |
| platforms don't necessarily align 64-bit values to 64-bit boundaries, but |
| 64-bit platforms do. So we always need padding to the natural size to get |
| this right. |
| |
| * Pad the entire struct to a multiple of 64-bits if the structure contains |
| 64-bit types - the structure size will otherwise differ on 32-bit versus |
| 64-bit. Having a different structure size hurts when passing arrays of |
| structures to the kernel, or if the kernel checks the structure size, which |
| e.g. the drm core does. |
| |
| * Pointers are __u64, cast from/to a uintptr_t on the userspace side and |
| from/to a void __user * in the kernel. Try really hard not to delay this |
| conversion or worse, fiddle the raw __u64 through your code since that |
| diminishes the checking tools like sparse can provide. The macro |
| u64_to_user_ptr can be used in the kernel to avoid warnings about integers |
| and pointers of different sizes. |
| |
| |
| Basics |
| ------ |
| |
| With the joys of writing a compat layer avoided we can take a look at the basic |
| fumbles. Neglecting these will make backward and forward compatibility a real |
| pain. And since getting things wrong on the first attempt is guaranteed you |
| will have a second iteration or at least an extension for any given interface. |
| |
| * Have a clear way for userspace to figure out whether your new ioctl or ioctl |
| extension is supported on a given kernel. If you can't rely on old kernels |
| rejecting the new flags/modes or ioctls (since doing that was botched in the |
| past) then you need a driver feature flag or revision number somewhere. |
| |
| * Have a plan for extending ioctls with new flags or new fields at the end of |
| the structure. The drm core checks the passed-in size for each ioctl call |
| and zero-extends any mismatches between kernel and userspace. That helps, |
| but isn't a complete solution since newer userspace on older kernels won't |
| notice that the newly added fields at the end get ignored. So this still |
| needs a new driver feature flags. |
| |
| * Check all unused fields and flags and all the padding for whether it's 0, |
| and reject the ioctl if that's not the case. Otherwise your nice plan for |
| future extensions is going right down the gutters since someone will submit |
| an ioctl struct with random stack garbage in the yet unused parts. Which |
| then bakes in the ABI that those fields can never be used for anything else |
| but garbage. This is also the reason why you must explicitly pad all |
| structures, even if you never use them in an array - the padding the compiler |
| might insert could contain garbage. |
| |
| * Have simple testcases for all of the above. |
| |
| |
| Fun with Error Paths |
| -------------------- |
| |
| Nowadays we don't have any excuse left any more for drm drivers being neat |
| little root exploits. This means we both need full input validation and solid |
| error handling paths - GPUs will die eventually in the oddmost corner cases |
| anyway: |
| |
| * The ioctl must check for array overflows. Also it needs to check for |
| over/underflows and clamping issues of integer values in general. The usual |
| example is sprite positioning values fed directly into the hardware with the |
| hardware just having 12 bits or so. Works nicely until some odd display |
| server doesn't bother with clamping itself and the cursor wraps around the |
| screen. |
| |
| * Have simple testcases for every input validation failure case in your ioctl. |
| Check that the error code matches your expectations. And finally make sure |
| that you only test for one single error path in each subtest by submitting |
| otherwise perfectly valid data. Without this an earlier check might reject |
| the ioctl already and shadow the codepath you actually want to test, hiding |
| bugs and regressions. |
| |
| * Make all your ioctls restartable. First X really loves signals and second |
| this will allow you to test 90% of all error handling paths by just |
| interrupting your main test suite constantly with signals. Thanks to X's |
| love for signal you'll get an excellent base coverage of all your error |
| paths pretty much for free for graphics drivers. Also, be consistent with |
| how you handle ioctl restarting - e.g. drm has a tiny drmIoctl helper in its |
| userspace library. The i915 driver botched this with the set_tiling ioctl, |
| now we're stuck forever with some arcane semantics in both the kernel and |
| userspace. |
| |
| * If you can't make a given codepath restartable make a stuck task at least |
| killable. GPUs just die and your users won't like you more if you hang their |
| entire box (by means of an unkillable X process). If the state recovery is |
| still too tricky have a timeout or hangcheck safety net as a last-ditch |
| effort in case the hardware has gone bananas. |
| |
| * Have testcases for the really tricky corner cases in your error recovery code |
| - it's way too easy to create a deadlock between your hangcheck code and |
| waiters. |
| |
| |
| Time, Waiting and Missing it |
| ---------------------------- |
| |
| GPUs do most everything asynchronously, so we have a need to time operations and |
| wait for outstanding ones. This is really tricky business; at the moment none of |
| the ioctls supported by the drm/i915 get this fully right, which means there's |
| still tons more lessons to learn here. |
| |
| * Use CLOCK_MONOTONIC as your reference time, always. It's what alsa, drm and |
| v4l use by default nowadays. But let userspace know which timestamps are |
| derived from different clock domains like your main system clock (provided |
| by the kernel) or some independent hardware counter somewhere else. Clocks |
| will mismatch if you look close enough, but if performance measuring tools |
| have this information they can at least compensate. If your userspace can |
| get at the raw values of some clocks (e.g. through in-command-stream |
| performance counter sampling instructions) consider exposing those also. |
| |
| * Use __s64 seconds plus __u64 nanoseconds to specify time. It's not the most |
| convenient time specification, but it's mostly the standard. |
| |
| * Check that input time values are normalized and reject them if not. Note |
| that the kernel native struct ktime has a signed integer for both seconds |
| and nanoseconds, so beware here. |
| |
| * For timeouts, use absolute times. If you're a good fellow and made your |
| ioctl restartable relative timeouts tend to be too coarse and can |
| indefinitely extend your wait time due to rounding on each restart. |
| Especially if your reference clock is something really slow like the display |
| frame counter. With a spec lawyer hat on this isn't a bug since timeouts can |
| always be extended - but users will surely hate you if their neat animations |
| starts to stutter due to this. |
| |
| * Consider ditching any synchronous wait ioctls with timeouts and just deliver |
| an asynchronous event on a pollable file descriptor. It fits much better |
| into event driven applications' main loop. |
| |
| * Have testcases for corner-cases, especially whether the return values for |
| already-completed events, successful waits and timed-out waits are all sane |
| and suiting to your needs. |
| |
| |
| Leaking Resources, Not |
| ---------------------- |
| |
| A full-blown drm driver essentially implements a little OS, but specialized to |
| the given GPU platforms. This means a driver needs to expose tons of handles |
| for different objects and other resources to userspace. Doing that right |
| entails its own little set of pitfalls: |
| |
| * Always attach the lifetime of your dynamically created resources to the |
| lifetime of a file descriptor. Consider using a 1:1 mapping if your resource |
| needs to be shared across processes - fd-passing over unix domain sockets |
| also simplifies lifetime management for userspace. |
| |
| * Always have O_CLOEXEC support. |
| |
| * Ensure that you have sufficient insulation between different clients. By |
| default pick a private per-fd namespace which forces any sharing to be done |
| explicitly. Only go with a more global per-device namespace if the objects |
| are truly device-unique. One counterexample in the drm modeset interfaces is |
| that the per-device modeset objects like connectors share a namespace with |
| framebuffer objects, which mostly are not shared at all. A separate |
| namespace, private by default, for framebuffers would have been more |
| suitable. |
| |
| * Think about uniqueness requirements for userspace handles. E.g. for most drm |
| drivers it's a userspace bug to submit the same object twice in the same |
| command submission ioctl. But then if objects are shareable userspace needs |
| to know whether it has seen an imported object from a different process |
| already or not. I haven't tried this myself yet due to lack of a new class |
| of objects, but consider using inode numbers on your shared file descriptors |
| as unique identifiers - it's how real files are told apart, too. |
| Unfortunately this requires a full-blown virtual filesystem in the kernel. |
| |
| |
| Last, but not Least |
| ------------------- |
| |
| Not every problem needs a new ioctl: |
| |
| * Think hard whether you really want a driver-private interface. Of course |
| it's much quicker to push a driver-private interface than engaging in |
| lengthy discussions for a more generic solution. And occasionally doing a |
| private interface to spearhead a new concept is what's required. But in the |
| end, once the generic interface comes around you'll end up maintainer two |
| interfaces. Indefinitely. |
| |
| * Consider other interfaces than ioctls. A sysfs attribute is much better for |
| per-device settings, or for child objects with fairly static lifetimes (like |
| output connectors in drm with all the detection override attributes). Or |
| maybe only your testsuite needs this interface, and then debugfs with its |
| disclaimer of not having a stable ABI would be better. |
| |
| Finally, the name of the game is to get it right on the first attempt, since if |
| your driver proves popular and your hardware platforms long-lived then you'll |
| be stuck with a given ioctl essentially forever. You can try to deprecate |
| horrible ioctls on newer iterations of your hardware, but generally it takes |
| years to accomplish this. And then again years until the last user able to |
| complain about regressions disappears, too. |