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