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Message-ID: <52EFCBB7.9070509@infradead.org>
Date: Mon, 03 Feb 2014 09:02:47 -0800
From: Randy Dunlap <rdunlap@...radead.org>
To: Michael Ellerman <mpe@...erman.id.au>, rob@...dley.net
CC: linux-doc@...r.kernel.org, linux-kernel@...r.kernel.org,
daniel.vetter@...ll.ch
Subject: Re: [PATCH] Documentation: Add Daniel Vetter's excellent "Botching
up ioctls"
On 01/31/2014 10:05 PM, Michael Ellerman wrote:
> I pointed some folks at this and they wondered why it wasn't in the
> kernel Documentation directory. So now it is.
>
> Signed-off-by: Daniel Vetter <daniel.vetter@...ll.ch>
> Signed-off-by: Michael Ellerman <mpe@...erman.id.au>
> ---
> Documentation/ioctl/00-INDEX | 2 +
> Documentation/ioctl/botching-up-ioctls.txt | 219 +++++++++++++++++++++++++++++
> 2 files changed, 221 insertions(+)
> create mode 100644 Documentation/ioctl/botching-up-ioctls.txt
>
> diff --git a/Documentation/ioctl/00-INDEX b/Documentation/ioctl/00-INDEX
> index d2fe4d4..c1a9257 100644
> --- a/Documentation/ioctl/00-INDEX
> +++ b/Documentation/ioctl/00-INDEX
> @@ -1,5 +1,7 @@
> 00-INDEX
> - this file
> +botching-up-ioctls.txt
> + - how to avoid botching up ioctls
> cdrom.txt
> - summary of CDROM ioctl calls
> hdio.txt
> diff --git a/Documentation/ioctl/botching-up-ioctls.txt b/Documentation/ioctl/botching-up-ioctls.txt
> new file mode 100644
> index 0000000..50be7e4
> --- /dev/null
> +++ b/Documentation/ioctl/botching-up-ioctls.txt
> @@ -0,0 +1,219 @@
> +(How to avoid) Botching up ioctls
> +=================================
> +
> +From: http://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 basic - without these the fail already starts with the need for a
basics - ^^^^ failures or faults ?
already start
Maybe this "basics" should be "requirements" since there is another Basics
section below.
> +32bit compat layer:
32-bit
> +
> + * Only use fix sized integers. To avoid conflicts with typedefs in userspace
fixed
> + the kernel has special types like __u32, __s64. Use them.
> +
> + * Align everything to the natural size and use explicit padding. 32bit
32-bit
> + platforms don't necessarily align 64bit values to 64bit boundaries, but
64-bit 64-bit
> + 64bit platforms do. So we always need padding to the natural size to get
64-bit
etc. throughout the text.
> + this right.
> +
> + * Pad the entire struct to a multiple of 64bits - the structure size will
> + otherwise differ on 32bit versus 64bit. Which hurts when passing arrays of
> + structures to the kernel. Or with the ioctl structure size checking that
> + e.g. the drm core does.
last 2 "sentences" above are not complete sentences.
> +
> + * Pointers are __u64, cast from/to a uintprt_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.
> +
> +
> +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.
> +
> + * 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. Which means we both need full input validation and solid
This
> +error handling paths - GPUs will die eventually in the oddmost cornercases
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 hw has gone bananas.
hardware
> +
> + * Have testcases for the really tricky cornercases in your error recovery code
corner cases
> + - it's way too easy to create a deadlock between your hangcheck code and
> + waiters.
> +
> +
> +Time, Waiting and Missing it
> +----------------------------
> +
> +GPUs do most everything asynchronous, so we have a need to time operations and
asynchronously,
> +wait for oustanding ones. This is really tricky business, at the moment none of
business;
> +the ioctls supported by the drm/i915 get this fully right. Which means there's
right, which
> +still a tons more lessons to learn here.
still tons
> +
> + * 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 also those.
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 laywer 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. Which means a driver needs to expose tons of handles
either:
platforms, which means
or
platforms. This means
> +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
> + explictly. 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 it's
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
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.
>
--
~Randy
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