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@xxxxxxxx> > Signed-off-by: Michael Ellerman <mpe@xxxxxxxxxxxxxx> > --- > 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 -- To unsubscribe from this list: send the line "unsubscribe linux-doc" in the body of a message to majordomo@xxxxxxxxxxxxxxx More majordomo info at http://vger.kernel.org/majordomo-info.html