botching-up-ioctls.txt 11 KB

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