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Linux/Documentation/process/botching-up-ioctls.rst

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  1 =================================
  2 (How to avoid) Botching up ioctls
  3 =================================
  4 
  5 From: https://blog.ffwll.ch/2013/11/botching-up-ioctls.html
  6 
  7 By: Daniel Vetter, Copyright © 2013 Intel Corporation
  8 
  9 One clear insight kernel graphics hackers gained in the past few years is that
 10 trying to come up with a unified interface to manage the execution units and
 11 memory on completely different GPUs is a futile effort. So nowadays every
 12 driver has its own set of ioctls to allocate memory and submit work to the GPU.
 13 Which is nice, since there's no more insanity in the form of fake-generic, but
 14 actually only used once interfaces. But the clear downside is that there's much
 15 more potential to screw things up.
 16 
 17 To avoid repeating all the same mistakes again I've written up some of the
 18 lessons learned while botching the job for the drm/i915 driver. Most of these
 19 only cover technicalities and not the big-picture issues like what the command
 20 submission ioctl exactly should look like. Learning these lessons is probably
 21 something every GPU driver has to do on its own.
 22 
 23 
 24 Prerequisites
 25 -------------
 26 
 27 First the prerequisites. Without these you have already failed, because you
 28 will need to add a 32-bit compat layer:
 29 
 30  * Only use fixed sized integers. To avoid conflicts with typedefs in userspace
 31    the kernel has special types like __u32, __s64. Use them.
 32 
 33  * Align everything to the natural size and use explicit padding. 32-bit
 34    platforms don't necessarily align 64-bit values to 64-bit boundaries, but
 35    64-bit platforms do. So we always need padding to the natural size to get
 36    this right.
 37 
 38  * Pad the entire struct to a multiple of 64-bits if the structure contains
 39    64-bit types - the structure size will otherwise differ on 32-bit versus
 40    64-bit. Having a different structure size hurts when passing arrays of
 41    structures to the kernel, or if the kernel checks the structure size, which
 42    e.g. the drm core does.
 43 
 44  * Pointers are __u64, cast from/to a uintptr_t on the userspace side and
 45    from/to a void __user * in the kernel. Try really hard not to delay this
 46    conversion or worse, fiddle the raw __u64 through your code since that
 47    diminishes the checking tools like sparse can provide. The macro
 48    u64_to_user_ptr can be used in the kernel to avoid warnings about integers
 49    and pointers of different sizes.
 50 
 51 
 52 Basics
 53 ------
 54 
 55 With the joys of writing a compat layer avoided we can take a look at the basic
 56 fumbles. Neglecting these will make backward and forward compatibility a real
 57 pain. And since getting things wrong on the first attempt is guaranteed you
 58 will have a second iteration or at least an extension for any given interface.
 59 
 60  * Have a clear way for userspace to figure out whether your new ioctl or ioctl
 61    extension is supported on a given kernel. If you can't rely on old kernels
 62    rejecting the new flags/modes or ioctls (since doing that was botched in the
 63    past) then you need a driver feature flag or revision number somewhere.
 64 
 65  * Have a plan for extending ioctls with new flags or new fields at the end of
 66    the structure. The drm core checks the passed-in size for each ioctl call
 67    and zero-extends any mismatches between kernel and userspace. That helps,
 68    but isn't a complete solution since newer userspace on older kernels won't
 69    notice that the newly added fields at the end get ignored. So this still
 70    needs a new driver feature flags.
 71 
 72  * Check all unused fields and flags and all the padding for whether it's 0,
 73    and reject the ioctl if that's not the case. Otherwise your nice plan for
 74    future extensions is going right down the gutters since someone will submit
 75    an ioctl struct with random stack garbage in the yet unused parts. Which
 76    then bakes in the ABI that those fields can never be used for anything else
 77    but garbage. This is also the reason why you must explicitly pad all
 78    structures, even if you never use them in an array - the padding the compiler
 79    might insert could contain garbage.
 80 
 81  * Have simple testcases for all of the above.
 82 
 83 
 84 Fun with Error Paths
 85 --------------------
 86 
 87 Nowadays we don't have any excuse left any more for drm drivers being neat
 88 little root exploits. This means we both need full input validation and solid
 89 error handling paths - GPUs will die eventually in the oddmost corner cases
 90 anyway:
 91 
 92  * The ioctl must check for array overflows. Also it needs to check for
 93    over/underflows and clamping issues of integer values in general. The usual
 94    example is sprite positioning values fed directly into the hardware with the
 95    hardware just having 12 bits or so. Works nicely until some odd display
 96    server doesn't bother with clamping itself and the cursor wraps around the
 97    screen.
 98 
 99  * Have simple testcases for every input validation failure case in your ioctl.
100    Check that the error code matches your expectations. And finally make sure
101    that you only test for one single error path in each subtest by submitting
102    otherwise perfectly valid data. Without this an earlier check might reject
103    the ioctl already and shadow the codepath you actually want to test, hiding
104    bugs and regressions.
105 
106  * Make all your ioctls restartable. First X really loves signals and second
107    this will allow you to test 90% of all error handling paths by just
108    interrupting your main test suite constantly with signals. Thanks to X's
109    love for signal you'll get an excellent base coverage of all your error
110    paths pretty much for free for graphics drivers. Also, be consistent with
111    how you handle ioctl restarting - e.g. drm has a tiny drmIoctl helper in its
112    userspace library. The i915 driver botched this with the set_tiling ioctl,
113    now we're stuck forever with some arcane semantics in both the kernel and
114    userspace.
115 
116  * If you can't make a given codepath restartable make a stuck task at least
117    killable. GPUs just die and your users won't like you more if you hang their
118    entire box (by means of an unkillable X process). If the state recovery is
119    still too tricky have a timeout or hangcheck safety net as a last-ditch
120    effort in case the hardware has gone bananas.
121 
122  * Have testcases for the really tricky corner cases in your error recovery code
123    - it's way too easy to create a deadlock between your hangcheck code and
124    waiters.
125 
126 
127 Time, Waiting and Missing it
128 ----------------------------
129 
130 GPUs do most everything asynchronously, so we have a need to time operations and
131 wait for outstanding ones. This is really tricky business; at the moment none of
132 the ioctls supported by the drm/i915 get this fully right, which means there's
133 still tons more lessons to learn here.
134 
135  * Use CLOCK_MONOTONIC as your reference time, always. It's what alsa, drm and
136    v4l use by default nowadays. But let userspace know which timestamps are
137    derived from different clock domains like your main system clock (provided
138    by the kernel) or some independent hardware counter somewhere else. Clocks
139    will mismatch if you look close enough, but if performance measuring tools
140    have this information they can at least compensate. If your userspace can
141    get at the raw values of some clocks (e.g. through in-command-stream
142    performance counter sampling instructions) consider exposing those also.
143 
144  * Use __s64 seconds plus __u64 nanoseconds to specify time. It's not the most
145    convenient time specification, but it's mostly the standard.
146 
147  * Check that input time values are normalized and reject them if not. Note
148    that the kernel native struct ktime has a signed integer for both seconds
149    and nanoseconds, so beware here.
150 
151  * For timeouts, use absolute times. If you're a good fellow and made your
152    ioctl restartable relative timeouts tend to be too coarse and can
153    indefinitely extend your wait time due to rounding on each restart.
154    Especially if your reference clock is something really slow like the display
155    frame counter. With a spec lawyer hat on this isn't a bug since timeouts can
156    always be extended - but users will surely hate you if their neat animations
157    starts to stutter due to this.
158 
159  * Consider ditching any synchronous wait ioctls with timeouts and just deliver
160    an asynchronous event on a pollable file descriptor. It fits much better
161    into event driven applications' main loop.
162 
163  * Have testcases for corner-cases, especially whether the return values for
164    already-completed events, successful waits and timed-out waits are all sane
165    and suiting to your needs.
166 
167 
168 Leaking Resources, Not
169 ----------------------
170 
171 A full-blown drm driver essentially implements a little OS, but specialized to
172 the given GPU platforms. This means a driver needs to expose tons of handles
173 for different objects and other resources to userspace. Doing that right
174 entails its own little set of pitfalls:
175 
176  * Always attach the lifetime of your dynamically created resources to the
177    lifetime of a file descriptor. Consider using a 1:1 mapping if your resource
178    needs to be shared across processes -  fd-passing over unix domain sockets
179    also simplifies lifetime management for userspace.
180 
181  * Always have O_CLOEXEC support.
182 
183  * Ensure that you have sufficient insulation between different clients. By
184    default pick a private per-fd namespace which forces any sharing to be done
185    explicitly. Only go with a more global per-device namespace if the objects
186    are truly device-unique. One counterexample in the drm modeset interfaces is
187    that the per-device modeset objects like connectors share a namespace with
188    framebuffer objects, which mostly are not shared at all. A separate
189    namespace, private by default, for framebuffers would have been more
190    suitable.
191 
192  * Think about uniqueness requirements for userspace handles. E.g. for most drm
193    drivers it's a userspace bug to submit the same object twice in the same
194    command submission ioctl. But then if objects are shareable userspace needs
195    to know whether it has seen an imported object from a different process
196    already or not. I haven't tried this myself yet due to lack of a new class
197    of objects, but consider using inode numbers on your shared file descriptors
198    as unique identifiers - it's how real files are told apart, too.
199    Unfortunately this requires a full-blown virtual filesystem in the kernel.
200 
201 
202 Last, but not Least
203 -------------------
204 
205 Not every problem needs a new ioctl:
206 
207  * Think hard whether you really want a driver-private interface. Of course
208    it's much quicker to push a driver-private interface than engaging in
209    lengthy discussions for a more generic solution. And occasionally doing a
210    private interface to spearhead a new concept is what's required. But in the
211    end, once the generic interface comes around you'll end up maintaining two
212    interfaces. Indefinitely.
213 
214  * Consider other interfaces than ioctls. A sysfs attribute is much better for
215    per-device settings, or for child objects with fairly static lifetimes (like
216    output connectors in drm with all the detection override attributes). Or
217    maybe only your testsuite needs this interface, and then debugfs with its
218    disclaimer of not having a stable ABI would be better.
219 
220 Finally, the name of the game is to get it right on the first attempt, since if
221 your driver proves popular and your hardware platforms long-lived then you'll
222 be stuck with a given ioctl essentially forever. You can try to deprecate
223 horrible ioctls on newer iterations of your hardware, but generally it takes
224 years to accomplish this. And then again years until the last user able to
225 complain about regressions disappears, too.

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