From: Melissa Wen <mwen@igalia.com>
To: "Maíra Canal" <mcanal@igalia.com>,
"Iago Toral Quiroga" <itoral@igalia.com>,
"Jose Maria Casanova Crespo" <jmcasanova@igalia.com>,
"David Airlie" <airlied@gmail.com>,
"Simona Vetter" <simona@ffwll.ch>
Cc: kernel-dev@igalia.com, dri-devel@lists.freedesktop.org
Subject: Re: [PATCH v2 6/6] drm/v3d: Protect per-fd reset counter against fd release
Date: Mon, 25 Aug 2025 17:15:34 -0300 [thread overview]
Message-ID: <68714a32-ea27-425a-be4c-4826e642e94f@igalia.com> (raw)
In-Reply-To: <20250815-v3d-queue-lock-v2-6-ce37258ffb53@igalia.com>
On 15/08/2025 16:58, Maíra Canal wrote:
> The per-fd reset counter tracks GPU resets caused by jobs submitted
> through a specific file descriptor. However, there's a race condition
> where the file descriptor can be closed while jobs are still running,
> leading to potential access to freed memory when updating the reset
> counter.
>
> Ensure that the per-fd reset counter is only updated when the file
> descriptor is still valid, preventing use-after-free scenarios during
> GPU reset handling.
>
> Signed-off-by: Maíra Canal <mcanal@igalia.com>
> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
> ---
> drivers/gpu/drm/v3d/v3d_sched.c | 28 ++++++++++++++++------------
> 1 file changed, 16 insertions(+), 12 deletions(-)
>
> diff --git a/drivers/gpu/drm/v3d/v3d_sched.c b/drivers/gpu/drm/v3d/v3d_sched.c
> index d2045d0db12e63bc67bac6a47cabcf746189ea88..05b7c2eae3a5dbd34620f2666ffb69364a5136d5 100644
> --- a/drivers/gpu/drm/v3d/v3d_sched.c
> +++ b/drivers/gpu/drm/v3d/v3d_sched.c
> @@ -722,17 +722,19 @@ v3d_cache_clean_job_run(struct drm_sched_job *sched_job)
> }
>
> static enum drm_gpu_sched_stat
> -v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
> +v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job,
> + enum v3d_queue q)
> {
> struct v3d_job *job = to_v3d_job(sched_job);
> struct v3d_file_priv *v3d_priv = job->file_priv;
> - enum v3d_queue q;
> + unsigned long irqflags;
> + enum v3d_queue i;
>
> mutex_lock(&v3d->reset_lock);
>
> /* block scheduler */
> - for (q = 0; q < V3D_MAX_QUEUES; q++)
> - drm_sched_stop(&v3d->queue[q].sched, sched_job);
> + for (i = 0; i < V3D_MAX_QUEUES; i++)
> + drm_sched_stop(&v3d->queue[i].sched, sched_job);
>
> if (sched_job)
> drm_sched_increase_karma(sched_job);
> @@ -741,15 +743,17 @@ v3d_gpu_reset_for_timeout(struct v3d_dev *v3d, struct drm_sched_job *sched_job)
> v3d_reset(v3d);
>
> v3d->reset_counter++;
> - v3d_priv->reset_counter++;
> + spin_lock_irqsave(&v3d->queue[q].queue_lock, irqflags);
> + if (v3d_priv)
> + v3d_priv->reset_counter++;
> + spin_unlock_irqrestore(&v3d->queue[q].queue_lock, irqflags);
>
> - for (q = 0; q < V3D_MAX_QUEUES; q++)
> + for (i = 0; i < V3D_MAX_QUEUES; i++)
> drm_sched_resubmit_jobs(&v3d->queue[q].sched);
I'm a bit confused here.
Why are you iterating over i but always resubmitting jobs of the same queue?
>
> /* Unblock schedulers and restart their jobs. */
> - for (q = 0; q < V3D_MAX_QUEUES; q++) {
> - drm_sched_start(&v3d->queue[q].sched, 0);
> - }
> + for (i = 0; i < V3D_MAX_QUEUES; i++)
> + drm_sched_start(&v3d->queue[i].sched, 0);
Couldn't drm_sched_resumit_jobs() and drm_sched_start() calls be in the
same V3D_MAX_QUEUES loop?
>
> mutex_unlock(&v3d->reset_lock);
>
> @@ -777,7 +781,7 @@ v3d_cl_job_timedout(struct drm_sched_job *sched_job, enum v3d_queue q,
> return DRM_GPU_SCHED_STAT_NO_HANG;
> }
>
> - return v3d_gpu_reset_for_timeout(v3d, sched_job);
> + return v3d_gpu_reset_for_timeout(v3d, sched_job, q);
> }
>
> static enum drm_gpu_sched_stat
> @@ -803,7 +807,7 @@ v3d_tfu_job_timedout(struct drm_sched_job *sched_job)
> {
> struct v3d_job *job = to_v3d_job(sched_job);
>
> - return v3d_gpu_reset_for_timeout(job->v3d, sched_job);
> + return v3d_gpu_reset_for_timeout(job->v3d, sched_job, V3D_TFU);
> }
>
> static enum drm_gpu_sched_stat
> @@ -822,7 +826,7 @@ v3d_csd_job_timedout(struct drm_sched_job *sched_job)
> return DRM_GPU_SCHED_STAT_NO_HANG;
> }
>
> - return v3d_gpu_reset_for_timeout(v3d, sched_job);
> + return v3d_gpu_reset_for_timeout(v3d, sched_job, V3D_CSD);
> }
>
> static const struct drm_sched_backend_ops v3d_bin_sched_ops = {
>
next prev parent reply other threads:[~2025-08-25 20:15 UTC|newest]
Thread overview: 20+ messages / expand[flat|nested] mbox.gz Atom feed top
2025-08-15 19:58 [PATCH v2 0/6] drm/v3d: General job locking improvements + race-condition fixes Maíra Canal
2025-08-15 19:58 ` [PATCH v2 1/6] drm/v3d: Store a pointer to `struct v3d_file_priv` inside each job Maíra Canal
2025-08-25 19:56 ` Melissa Wen
2025-08-25 20:30 ` Maíra Canal
2025-08-25 20:33 ` Melissa Wen
2025-08-15 19:58 ` [PATCH v2 2/6] drm/v3d: Store the active job inside the queue's state Maíra Canal
2025-08-25 20:23 ` Melissa Wen
2025-08-15 19:58 ` [PATCH v2 3/6] drm/v3d: Replace a global spinlock with a per-queue spinlock Maíra Canal
2025-08-25 19:57 ` Melissa Wen
2025-08-25 20:35 ` Maíra Canal
2025-08-15 19:58 ` [PATCH v2 4/6] drm/v3d: Address race-condition between per-fd GPU stats and fd release Maíra Canal
2025-08-25 20:03 ` Melissa Wen
2025-08-25 20:53 ` Maíra Canal
2025-08-25 23:09 ` Melissa Wen
2025-08-26 12:03 ` Maíra Canal
2025-08-15 19:58 ` [PATCH v2 5/6] drm/v3d: Synchronous operations can't timeout Maíra Canal
2025-08-25 20:31 ` Melissa Wen
2025-08-15 19:58 ` [PATCH v2 6/6] drm/v3d: Protect per-fd reset counter against fd release Maíra Canal
2025-08-25 20:15 ` Melissa Wen [this message]
2025-08-25 20:50 ` Maíra Canal
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