OpenCloudOS-Kernel/include/linux/prandom.h

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/* SPDX-License-Identifier: GPL-2.0 */
/*
* include/linux/prandom.h
*
* Include file for the fast pseudo-random 32-bit
* generation.
*/
#ifndef _LINUX_PRANDOM_H
#define _LINUX_PRANDOM_H
#include <linux/types.h>
#include <linux/percpu.h>
random32: use real rng for non-deterministic randomness random32.c has two random number generators in it: one that is meant to be used deterministically, with some predefined seed, and one that does the same exact thing as random.c, except does it poorly. The first one has some use cases. The second one no longer does and can be replaced with calls to random.c's proper random number generator. The relatively recent siphash-based bad random32.c code was added in response to concerns that the prior random32.c was too deterministic. Out of fears that random.c was (at the time) too slow, this code was anonymously contributed. Then out of that emerged a kind of shadow entropy gathering system, with its own tentacles throughout various net code, added willy nilly. Stop👏making👏bespoke👏random👏number👏generators👏. Fortunately, recent advances in random.c mean that we can stop playing with this sketchiness, and just use get_random_u32(), which is now fast enough. In micro benchmarks using RDPMC, I'm seeing the same median cycle count between the two functions, with the mean being _slightly_ higher due to batches refilling (which we can optimize further need be). However, when doing *real* benchmarks of the net functions that actually use these random numbers, the mean cycles actually *decreased* slightly (with the median still staying the same), likely because the additional prandom code means icache misses and complexity, whereas random.c is generally already being used by something else nearby. The biggest benefit of this is that there are many users of prandom who probably should be using cryptographically secure random numbers. This makes all of those accidental cases become secure by just flipping a switch. Later on, we can do a tree-wide cleanup to remove the static inline wrapper functions that this commit adds. There are also some low-ish hanging fruits for making this even faster in the future: a get_random_u16() function for use in the networking stack will give a 2x performance boost there, using SIMD for ChaCha20 will let us compute 4 or 8 or 16 blocks of output in parallel, instead of just one, giving us large buffers for cheap, and introducing a get_random_*_bh() function that assumes irqs are already disabled will shave off a few cycles for ordinary calls. These are things we can chip away at down the road. Acked-by: Jakub Kicinski <kuba@kernel.org> Acked-by: Theodore Ts'o <tytso@mit.edu> Signed-off-by: Jason A. Donenfeld <Jason@zx2c4.com>
2022-05-11 22:11:29 +08:00
#include <linux/random.h>
struct rnd_state {
__u32 s1, s2, s3, s4;
};
u32 prandom_u32_state(struct rnd_state *state);
void prandom_bytes_state(struct rnd_state *state, void *buf, size_t nbytes);
void prandom_seed_full_state(struct rnd_state __percpu *pcpu_state);
#define prandom_init_once(pcpu_state) \
DO_ONCE(prandom_seed_full_state, (pcpu_state))
random: use rejection sampling for uniform bounded random integers Until the very recent commits, many bounded random integers were calculated using `get_random_u32() % max_plus_one`, which not only incurs the price of a division -- indicating performance mostly was not a real issue -- but also does not result in a uniformly distributed output if max_plus_one is not a power of two. Recent commits moved to using `prandom_u32_max(max_plus_one)`, which replaces the division with a faster multiplication, but still does not solve the issue with non-uniform output. For some users, maybe this isn't a problem, and for others, maybe it is, but for the majority of users, probably the question has never been posed and analyzed, and nobody thought much about it, probably assuming random is random is random. In other words, the unthinking expectation of most users is likely that the resultant numbers are uniform. So we implement here an efficient way of generating uniform bounded random integers. Through use of compile-time evaluation, and avoiding divisions as much as possible, this commit introduces no measurable overhead. At least for hot-path uses tested, any potential difference was lost in the noise. On both clang and gcc, code generation is pretty small. The new function, get_random_u32_below(), lives in random.h, rather than prandom.h, and has a "get_random_xxx" function name, because it is suitable for all uses, including cryptography. In order to be efficient, we implement a kernel-specific variant of Daniel Lemire's algorithm from "Fast Random Integer Generation in an Interval", linked below. The kernel's variant takes advantage of constant folding to avoid divisions entirely in the vast majority of cases, works on both 32-bit and 64-bit architectures, and requests a minimal amount of bytes from the RNG. Link: https://arxiv.org/pdf/1805.10941.pdf Cc: stable@vger.kernel.org # to ease future backports that use this api Signed-off-by: Jason A. Donenfeld <Jason@zx2c4.com>
2022-10-09 10:42:54 +08:00
/* Deprecated: use get_random_u32_below() instead. */
static inline u32 prandom_u32_max(u32 ep_ro)
{
random: use rejection sampling for uniform bounded random integers Until the very recent commits, many bounded random integers were calculated using `get_random_u32() % max_plus_one`, which not only incurs the price of a division -- indicating performance mostly was not a real issue -- but also does not result in a uniformly distributed output if max_plus_one is not a power of two. Recent commits moved to using `prandom_u32_max(max_plus_one)`, which replaces the division with a faster multiplication, but still does not solve the issue with non-uniform output. For some users, maybe this isn't a problem, and for others, maybe it is, but for the majority of users, probably the question has never been posed and analyzed, and nobody thought much about it, probably assuming random is random is random. In other words, the unthinking expectation of most users is likely that the resultant numbers are uniform. So we implement here an efficient way of generating uniform bounded random integers. Through use of compile-time evaluation, and avoiding divisions as much as possible, this commit introduces no measurable overhead. At least for hot-path uses tested, any potential difference was lost in the noise. On both clang and gcc, code generation is pretty small. The new function, get_random_u32_below(), lives in random.h, rather than prandom.h, and has a "get_random_xxx" function name, because it is suitable for all uses, including cryptography. In order to be efficient, we implement a kernel-specific variant of Daniel Lemire's algorithm from "Fast Random Integer Generation in an Interval", linked below. The kernel's variant takes advantage of constant folding to avoid divisions entirely in the vast majority of cases, works on both 32-bit and 64-bit architectures, and requests a minimal amount of bytes from the RNG. Link: https://arxiv.org/pdf/1805.10941.pdf Cc: stable@vger.kernel.org # to ease future backports that use this api Signed-off-by: Jason A. Donenfeld <Jason@zx2c4.com>
2022-10-09 10:42:54 +08:00
return get_random_u32_below(ep_ro);
}
/*
* Handle minimum values for seeds
*/
static inline u32 __seed(u32 x, u32 m)
{
return (x < m) ? x + m : x;
}
/**
* prandom_seed_state - set seed for prandom_u32_state().
* @state: pointer to state structure to receive the seed.
* @seed: arbitrary 64-bit value to use as a seed.
*/
static inline void prandom_seed_state(struct rnd_state *state, u64 seed)
{
u32 i = ((seed >> 32) ^ (seed << 10) ^ seed) & 0xffffffffUL;
state->s1 = __seed(i, 2U);
state->s2 = __seed(i, 8U);
state->s3 = __seed(i, 16U);
state->s4 = __seed(i, 128U);
}
/* Pseudo random number generator from numerical recipes. */
static inline u32 next_pseudo_random32(u32 seed)
{
return seed * 1664525 + 1013904223;
}
#endif