Commit 7d9bc9be authored by Maíra Canal's avatar Maíra Canal
Browse files

drm/v3d: Protect per-fd reset counter against fd release



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.

Reviewed-by: default avatarIago Toral Quiroga <itoral@igalia.com>
Link: https://lore.kernel.org/r/20250826-v3d-queue-lock-v3-6-979efc43e490@igalia.com


Signed-off-by: default avatarMaíra Canal <mcanal@igalia.com>
parent 78fe02d0
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+17 −13
Original line number Diff line number Diff line
@@ -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++;
	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++)
		drm_sched_resubmit_jobs(&v3d->queue[q].sched);
	for (i = 0; i < V3D_MAX_QUEUES; i++)
		drm_sched_resubmit_jobs(&v3d->queue[i].sched);

	/* 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);

	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 = {