|  | ================================= | 
|  | (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 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 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. 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. |