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: Iago Toral Quiroga <itoral@igalia.com>
Link: https://lore.kernel.org/r/20250826-v3d-queue-lock-v3-6-979efc43e490@igalia.com
Signed-off-by: Maíra Canal <mcanal@igalia.com>
This commit is contained in:
Maíra Canal 2025-08-26 11:19:03 -03:00
parent 78fe02d090
commit 7d9bc9bee2

View File

@ -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++)
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 = {