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Documentation: add How to avoid botching up ioctls

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@ffwll.ch>
Signed-off-by: Michael Ellerman <mpe@ellerman.id.au>
Signed-off-by: Randy Dunlap <rdunlap@infradead.org>
Signed-off-by: Linus Torvalds <torvalds@linux-foundation.org>

authored by

Michael Ellerman and committed by
Linus Torvalds
efe4a772 c309bfa9

+221
+2
Documentation/ioctl/00-INDEX
··· 1 1 00-INDEX 2 2 - this file 3 + botching-up-ioctls.txt 4 + - how to avoid botching up ioctls 3 5 cdrom.txt 4 6 - summary of CDROM ioctl calls 5 7 hdio.txt
+219
Documentation/ioctl/botching-up-ioctls.txt
··· 1 + (How to avoid) Botching up ioctls 2 + ================================= 3 + 4 + From: http://blog.ffwll.ch/2013/11/botching-up-ioctls.html 5 + 6 + By: Daniel Vetter, Copyright © 2013 Intel Corporation 7 + 8 + One clear insight kernel graphics hackers gained in the past few years is that 9 + trying to come up with a unified interface to manage the execution units and 10 + memory on completely different GPUs is a futile effort. So nowadays every 11 + driver has its own set of ioctls to allocate memory and submit work to the GPU. 12 + Which is nice, since there's no more insanity in the form of fake-generic, but 13 + actually only used once interfaces. But the clear downside is that there's much 14 + more potential to screw things up. 15 + 16 + To avoid repeating all the same mistakes again I've written up some of the 17 + lessons learned while botching the job for the drm/i915 driver. Most of these 18 + only cover technicalities and not the big-picture issues like what the command 19 + submission ioctl exactly should look like. Learning these lessons is probably 20 + something every GPU driver has to do on its own. 21 + 22 + 23 + Prerequisites 24 + ------------- 25 + 26 + First the prerequisites. Without these you have already failed, because you 27 + will need to add a a 32-bit compat layer: 28 + 29 + * Only use fixed sized integers. To avoid conflicts with typedefs in userspace 30 + the kernel has special types like __u32, __s64. Use them. 31 + 32 + * Align everything to the natural size and use explicit padding. 32-bit 33 + platforms don't necessarily align 64-bit values to 64-bit boundaries, but 34 + 64-bit platforms do. So we always need padding to the natural size to get 35 + this right. 36 + 37 + * Pad the entire struct to a multiple of 64-bits - the structure size will 38 + otherwise differ on 32-bit versus 64-bit. Having a different structure size 39 + hurts when passing arrays of structures to the kernel, or if the kernel 40 + checks the structure size, which e.g. the drm core does. 41 + 42 + * Pointers are __u64, cast from/to a uintprt_t on the userspace side and 43 + from/to a void __user * in the kernel. Try really hard not to delay this 44 + conversion or worse, fiddle the raw __u64 through your code since that 45 + diminishes the checking tools like sparse can provide. 46 + 47 + 48 + Basics 49 + ------ 50 + 51 + With the joys of writing a compat layer avoided we can take a look at the basic 52 + fumbles. Neglecting these will make backward and forward compatibility a real 53 + pain. And since getting things wrong on the first attempt is guaranteed you 54 + will have a second iteration or at least an extension for any given interface. 55 + 56 + * Have a clear way for userspace to figure out whether your new ioctl or ioctl 57 + extension is supported on a given kernel. If you can't rely on old kernels 58 + rejecting the new flags/modes or ioctls (since doing that was botched in the 59 + past) then you need a driver feature flag or revision number somewhere. 60 + 61 + * Have a plan for extending ioctls with new flags or new fields at the end of 62 + the structure. The drm core checks the passed-in size for each ioctl call 63 + and zero-extends any mismatches between kernel and userspace. That helps, 64 + but isn't a complete solution since newer userspace on older kernels won't 65 + notice that the newly added fields at the end get ignored. So this still 66 + needs a new driver feature flags. 67 + 68 + * Check all unused fields and flags and all the padding for whether it's 0, 69 + and reject the ioctl if that's not the case. Otherwise your nice plan for 70 + future extensions is going right down the gutters since someone will submit 71 + an ioctl struct with random stack garbage in the yet unused parts. Which 72 + then bakes in the ABI that those fields can never be used for anything else 73 + but garbage. 74 + 75 + * Have simple testcases for all of the above. 76 + 77 + 78 + Fun with Error Paths 79 + -------------------- 80 + 81 + Nowadays we don't have any excuse left any more for drm drivers being neat 82 + little root exploits. This means we both need full input validation and solid 83 + error handling paths - GPUs will die eventually in the oddmost corner cases 84 + anyway: 85 + 86 + * The ioctl must check for array overflows. Also it needs to check for 87 + over/underflows and clamping issues of integer values in general. The usual 88 + example is sprite positioning values fed directly into the hardware with the 89 + hardware just having 12 bits or so. Works nicely until some odd display 90 + server doesn't bother with clamping itself and the cursor wraps around the 91 + screen. 92 + 93 + * Have simple testcases for every input validation failure case in your ioctl. 94 + Check that the error code matches your expectations. And finally make sure 95 + that you only test for one single error path in each subtest by submitting 96 + otherwise perfectly valid data. Without this an earlier check might reject 97 + the ioctl already and shadow the codepath you actually want to test, hiding 98 + bugs and regressions. 99 + 100 + * Make all your ioctls restartable. First X really loves signals and second 101 + this will allow you to test 90% of all error handling paths by just 102 + interrupting your main test suite constantly with signals. Thanks to X's 103 + love for signal you'll get an excellent base coverage of all your error 104 + paths pretty much for free for graphics drivers. Also, be consistent with 105 + how you handle ioctl restarting - e.g. drm has a tiny drmIoctl helper in its 106 + userspace library. The i915 driver botched this with the set_tiling ioctl, 107 + now we're stuck forever with some arcane semantics in both the kernel and 108 + userspace. 109 + 110 + * If you can't make a given codepath restartable make a stuck task at least 111 + killable. GPUs just die and your users won't like you more if you hang their 112 + entire box (by means of an unkillable X process). If the state recovery is 113 + still too tricky have a timeout or hangcheck safety net as a last-ditch 114 + effort in case the hardware has gone bananas. 115 + 116 + * Have testcases for the really tricky corner cases in your error recovery code 117 + - it's way too easy to create a deadlock between your hangcheck code and 118 + waiters. 119 + 120 + 121 + Time, Waiting and Missing it 122 + ---------------------------- 123 + 124 + GPUs do most everything asynchronously, so we have a need to time operations and 125 + wait for oustanding ones. This is really tricky business; at the moment none of 126 + the ioctls supported by the drm/i915 get this fully right, which means there's 127 + still tons more lessons to learn here. 128 + 129 + * Use CLOCK_MONOTONIC as your reference time, always. It's what alsa, drm and 130 + v4l use by default nowadays. But let userspace know which timestamps are 131 + derived from different clock domains like your main system clock (provided 132 + by the kernel) or some independent hardware counter somewhere else. Clocks 133 + will mismatch if you look close enough, but if performance measuring tools 134 + have this information they can at least compensate. If your userspace can 135 + get at the raw values of some clocks (e.g. through in-command-stream 136 + performance counter sampling instructions) consider exposing those also. 137 + 138 + * Use __s64 seconds plus __u64 nanoseconds to specify time. It's not the most 139 + convenient time specification, but it's mostly the standard. 140 + 141 + * Check that input time values are normalized and reject them if not. Note 142 + that the kernel native struct ktime has a signed integer for both seconds 143 + and nanoseconds, so beware here. 144 + 145 + * For timeouts, use absolute times. If you're a good fellow and made your 146 + ioctl restartable relative timeouts tend to be too coarse and can 147 + indefinitely extend your wait time due to rounding on each restart. 148 + Especially if your reference clock is something really slow like the display 149 + frame counter. With a spec laywer hat on this isn't a bug since timeouts can 150 + always be extended - but users will surely hate you if their neat animations 151 + starts to stutter due to this. 152 + 153 + * Consider ditching any synchronous wait ioctls with timeouts and just deliver 154 + an asynchronous event on a pollable file descriptor. It fits much better 155 + into event driven applications' main loop. 156 + 157 + * Have testcases for corner-cases, especially whether the return values for 158 + already-completed events, successful waits and timed-out waits are all sane 159 + and suiting to your needs. 160 + 161 + 162 + Leaking Resources, Not 163 + ---------------------- 164 + 165 + A full-blown drm driver essentially implements a little OS, but specialized to 166 + the given GPU platforms. This means a driver needs to expose tons of handles 167 + for different objects and other resources to userspace. Doing that right 168 + entails its own little set of pitfalls: 169 + 170 + * Always attach the lifetime of your dynamically created resources to the 171 + lifetime of a file descriptor. Consider using a 1:1 mapping if your resource 172 + needs to be shared across processes - fd-passing over unix domain sockets 173 + also simplifies lifetime management for userspace. 174 + 175 + * Always have O_CLOEXEC support. 176 + 177 + * Ensure that you have sufficient insulation between different clients. By 178 + default pick a private per-fd namespace which forces any sharing to be done 179 + explictly. Only go with a more global per-device namespace if the objects 180 + are truly device-unique. One counterexample in the drm modeset interfaces is 181 + that the per-device modeset objects like connectors share a namespace with 182 + framebuffer objects, which mostly are not shared at all. A separate 183 + namespace, private by default, for framebuffers would have been more 184 + suitable. 185 + 186 + * Think about uniqueness requirements for userspace handles. E.g. for most drm 187 + drivers it's a userspace bug to submit the same object twice in the same 188 + command submission ioctl. But then if objects are shareable userspace needs 189 + to know whether it has seen an imported object from a different process 190 + already or not. I haven't tried this myself yet due to lack of a new class 191 + of objects, but consider using inode numbers on your shared file descriptors 192 + as unique identifiers - it's how real files are told apart, too. 193 + Unfortunately this requires a full-blown virtual filesystem in the kernel. 194 + 195 + 196 + Last, but not Least 197 + ------------------- 198 + 199 + Not every problem needs a new ioctl: 200 + 201 + * Think hard whether you really want a driver-private interface. Of course 202 + it's much quicker to push a driver-private interface than engaging in 203 + lengthy discussions for a more generic solution. And occasionally doing a 204 + private interface to spearhead a new concept is what's required. But in the 205 + end, once the generic interface comes around you'll end up maintainer two 206 + interfaces. Indefinitely. 207 + 208 + * Consider other interfaces than ioctls. A sysfs attribute is much better for 209 + per-device settings, or for child objects with fairly static lifetimes (like 210 + output connectors in drm with all the detection override attributes). Or 211 + maybe only your testsuite needs this interface, and then debugfs with its 212 + disclaimer of not having a stable ABI would be better. 213 + 214 + Finally, the name of the game is to get it right on the first attempt, since if 215 + your driver proves popular and your hardware platforms long-lived then you'll 216 + be stuck with a given ioctl essentially forever. You can try to deprecate 217 + horrible ioctls on newer iterations of your hardware, but generally it takes 218 + years to accomplish this. And then again years until the last user able to 219 + complain about regressions disappears, too.