UEFI News and Commentary

Sunday, April 29, 2018

20 Year Anniversary: The CIH Virus and the BIOS

As noted in this article, April 26th marked the anniversary when the CIH (or Chernobyl) virus would deliberately attack the contents of the flash chip containing the BIOS part on certain motherboards, making those systems inoperable. The write-protect line on the flash chip was easily disabled, if you knew the little-known access sequence. As the author correctly concludes, "Don't rely on security through obscurity." OEMs and BIOS vendors are sometimes guilty of assuming that BIOS code is so obscure that no one will bother. But in an era where the data on the computer is so much more valuable than the cost of disassembling (or purchasing!) the code, that is no longer a safe assumption. 


Saturday, April 21, 2018

The Oft-Rumored Death of UEFI's CSM Prophesied Again by Intel

Sometimes I feel like discussions about the death of the CSM (and thus legacy OS support in BIOS) to be somewhat akin to prophesying the return of Christ.  This has been the promise of UEFI since it was just a gleam in Intel's Itanium eye. Now Intel has publicly stated that they will not provide the related silicon pieces needed for delivering CSM in BIOS, starting with platforms that ship in 2020. The CSM (Compatibility Support Module) is the portion of the UEFI BIOS that delivers support for older operating systems, including DOS  and (surprisingly), Windows 7. The 16-bit x86 assembly looks sort of like someone took a 90's era BIOS, gutted it and attached the limbs to the UEFI torso.

[1]
For those of you keeping track, that would be two chipset generations from the current Cannon Lake/Coffee Lake generation. This would include legacy option ROMs for devices like video, NIC, RAID and ME as well as various testing and manufacturing tools that run under DOS (which relies on the CSM).

Windows 7 is a big sticking point, since was the last version (before Windows 10) adopted by many companies as their standard install version. But DOS is a hidden requirement that few people know or talk about, because they don't use DOS, but the manufacturers do, when they are building, testing and shipping the box.  

Why DOS? First, it is a low-overhead environment, putting few barriers between a testing or diagnostic application and the hardware. Second, it is free, in its FreeDOS incarnation. Third, because they have years of experience using it, with scripts, test tools and processes all built around it. Changes in this area introduces risk on the manufacturing line, and computer makers are risk-averse.

Intel would like to replace DOS with the UEFI Shell. It has many of the same intrinsic features (free, low hardware requirements). My feeling is that the UEFI shell is a great idea, but a lot of recent effort has ignored improving the built-in shell commands in favor of trying to support Python (see, AppPkg's Python port or more recent efforts to support MicroPython). Python is great, but I think that a little more work to port some command-prompt standards like printf and diskpart or ?.

What will it mean for BIOS manufacturers if the CSM and support for legacy OSes is removed? Certainly the fact that we don't have to test and validate tons of older, out-of-support OSes. Also, there is a lot of code for handling the "dual-boot" options that appear in setup. That is, we permit the user to choose legacy boot, UEFI boot, or auto-detect.  This adds a lot of complexity throughout the boot code.  Get rid of that and we can simplify. The other big area is hardware support. Even as new hardware standards, like USB-3 and NVMe have come along, support for these devices had to be added to the CSM, even though the CSM was never designed to support this. Oh, and we don't want to duplicate code, which has often caused code to be pushed into SMM so that it can be shared between legacy and UEFI OS. All of these to a simplification of the BIOS code and the effort required to validate it.

On the other hand, BIOS has always been the last bastion of compatibility with older standards. As I've often said, BIOS is where industry standards go to die...and then they stink. Anyone remember EISA, QEMM (not QEMU!) and using Flight Simulator as a BIOS test? The CSM was one of the pieces of firmware that was hard to reproduce in BIOS-something that forced people to talk to us, because there are few software companies with the necessary 30 year histories to remember why we did certain things. What will we do now?

That is the question, isn't it? What will we do now? Dang, now that we don't need to do CSM, we actually have time to do some more innovation! So, go on, let it die.

[1] "Last Mile" Barriers to Removing Legacy BIOS Fall 2017 UEFI Plugfest (October 2017), Brian Richardson (Intel Corporation) retrieved from http://www.uefi.org/sites/default/files/resources/Brian_Richardson_Intel_Final.pdf on 4/21/2018.





Thursday, April 05, 2018

Spring 2018 UEFI Plugfest Presentations Now Available

Head here to get the latest UEFI plugfest presentations on a variety of topics, although security dominates the topic list, with top notch presentations by Insyde, Intel (and here), ARM, Phoenix and Microsoft. The presentation by Microsoft is a redacted version of what was presented live because it contained details about unreleased versions of the Windows operating systems.

After security, it was programming languages, with presentations by Intel for ACPI Source Language (ASL) and MicroPython

My presentation focused on adapting Microsoft's Security Development Lifecycle to UEFI and firmware, based on our ongoing experience at Insyde. Conversations afterward showed a great level of interest in introducing these processes into an industry that has traditionally not worried about this level of discipline in security.

Rounding out the topic list was the state of UEFI (the illustrious Mark Doran, Intel), SMBIOS and ACPI table construction (ARM), EDK2 platforms (Linaro), UEFI capsule update (Microsoft), and NVMe (AMI).

Sunday, April 01, 2018

Repository for the Misc. UEFI Code Posted Here

Just as a reminder, all of the code that's been posted here over time is checked in over at SourceForge here. No guarantees.

UEFI Notes: CS2AI, UEFI Plugfest and the Zimmer Anniversary Post

After some gentle ribbing from colleagues at the UEFI plug-fest in Bellevue, WA, I've decided to try to keep track of recent trends in UEFI here again.

My collaborator on the UEFI shell book, Vincent Zimmer has posted some thoughts on open source and open platforms in his anniversary blog post here. He has a long history within the UEFI community and is currently working to lower the barrier of entry to server firmware design. And for the record, it is U-E-F-I (not YOO-FI or micro-EFI) and A-C-P-I (not AK-PIE). On a side note about competing acronym pronunciations, in the early days of the EISA (Extended ISA) bus architecture, it was pointed out that while English speakers naturally pronounced EISA as EEE-SA and ISA as AY-SA, other European languages had would naturally pronounce it exactly opposite (EISA as AY-SA and ISA as EE-SA).

Meanwhile, on the firmware security front, some focused industry organizations are doing a great job of bring the reality of these issues to professionals and college students. For example, CS2AI (with more than 15 chapters worldwide) zeroes in on control systems and how they present unique challenges for security, as well as the recent impacts of the Meltdown and Spectre with excellent Q&A afterwards.

The UEFI plugfest in Seattle this past week brought a host of security related presentations. I presented on "UEFI and the Security Development Lifecycle". Many of the same process disciplines are becoming a requirement in the BIOS world because of the attention BIOS security is now getting from hackers, academics and professionals. This is also raising interesting business issues for a low-margin industry that has traditionally assumed its obscurity made it a low-priority target.

Intel's CHIPSEC team had a great presentation on how their threat models have now expanded to include attackers who have physical access to the hardware. There was a lot of other good stuff, which I'll talk about when the presentations become publicly available.

Friday, August 04, 2017

So What Does Security In IoT With UEFI Really Look Like?

As usual, security continues to dominate the news about UEFI. DEFCON had several presentations related to firmware security. There is a good overview of the hardware and firmware attacks discussed over at Dark Reading. This included one by my friend Vincent Zimmer and his colleagues at Intel analyzing over 90 reported firmware vulnerabilities over the past 3 years. He discusses his experience on his blog. Another, by security researcher Alex Matrosov described exploits and called out specific computer models. Then there was some stuff on using CHIPSEC to detect improperly configured chipsets.

As often as I deal with security issues in firmware, I am still ignorant of how the types of exploits that are available and the tools that are used by cyber-security professionals. There are always new kits coming out, with new features. But where do you get them and how do you use them safely without making you and your computer system a target-rich environment? Recently the CS2AI of Sacramento hosted two lectures. The first lecture focused on giving the nuts and bolts (step-by-step) of setting up your own environment, including virtual machines, TOR and Kali and even configuring a cheap Raspberry Pi as an analysis tool. The second lecture focused on the tools available under Kali, such as password hash crackers (with an up-close hack that used it), Sparta and Wireshark for network analysis and then an introduction to using Tor to venture onto the dark net with Tor. Why the dark net? So that you can see how much it costs to buy a hack of your company or a company that you care about!

Next month will be wireless attacks and the tools that sniff out vulnerabilities. Good stuff.

Security today has a lifespan-in hours, or maybe in months or years. My firmware job is to keep your system secure for the duration of one boot.

Wednesday, June 07, 2017

UEFI Releases New Specifications and Adds ARM to the Board

For anyone who has been working on the UEFI specification, for the past few years, it should be no surprise to hear that UEFI has decided to welcome ARM onto the board of directors. This shows the growth of interest in firmware standards by the non-x86 world and also recognizes ARM's outstanding level of effort to improving the specifications. Dong Wei, who was the vice president of UEFI while at HP, now returns to the same role but now from ARM, where he is the senior director platform architecture. This seems like a smart move on both sides.

This announcement came on the heels of the release of a spate of new spec and test tool revisions. There are a whole bunch of goodies in here, from wifi and BlueTooth to new SMM (now called MM) models (including TrustZone!).


There are rumblings about another UEFI plugfest in the works. More on what's changes in the specs and other industry happenings later.

Thursday, June 01, 2017

UEFI Security In The News: Craigslist, Zimmer & Cyber-Security Meet Ups

Using a UEFI-based BIOS on a MacBook Pro/Air and forgot your password and live in New York, New Jersey or Connecticut? Craigslist to the rescue! From the ad:
REMOVAL PROCESS: the password removal process will NOT damage your Macbook or VOID your Apple warranty in any way we do not modify any hardware nor do we use any software to remove the password a professional external password analyser will be used to remove the EFI Firmware BIOS Password and/or the iCloud System Lock PIN Code the repair turnaround will take 1 HOUR
Not sure how this works and I don't have a Mac, but some people have done extensive reverse engineering to look at it and found it pretty solid. Barring access to a hardware flash programmer "...there is no way for an outsider to generate the codes to reset your Mac firmware. So please stop sending me emails and comments asking for it."

Meanwhile, everyone seems to be trying to hack the firmware, even to the point where firmware guys are starting to worry about how solid the firmware written by other guys really is. My friend and co-author Vincent Zimmer gives a pretty good round up of the current findings and presentations, including some of his own.

Meanwhile, the local chapter of CS2AI is sponsoring a series of security meetings that gathers local industry practitioners and educators together to discuss different topics surrounding IT and control-system security. Last time the focus was on "The Mind of a Cyber Attacker" The next topic will be Defensive Tools for Cyber-Security, hosted by Prof. Jun Dai at Sacramento State University. Recent sessions have been hosted by speakers from McAfee, Palo Alto Networks and Grimm. Good stuff, practical from the physical, hardware, software and network attacks.

Some OEMs are more paranoid than others. In the firmware world, that keeps us on our toes to engineer creative solutions that make systems buildable, shippable and usable but not vulnerable.

Sunday, May 21, 2017

Using C++ With EDK2, Part 1: new and delete

This is the first in a series of articles looking at what it takes to compile a UEFI C++ application under EDK2. This isn't an attempt to cover everything. I'm not a compiler library expert, so I'm not trying to port everything in the STL over. Nor am I a regular GCC user, so my efforts have been focused on Visual Studio 2015. Finally, I am focused on UEFI Shell applications, rather than normal UEFI apps or UEFI drivers.

I was initially intrigued by the fact that "#ifdef __cplusplus" occurs in several places. It appears in the StdLib header files, but that makes sense since they were originally a port from an environment that supported C++ and C. It also appears in the AutoGen.h files that are automatically created by the EDK2 build system for each module. It looks something like this:

#ifdef __cplusplus
extern "C" {
#endif

#include
#include
#include

extern GUID  gEfiCallerIdGuid;
extern CHAR8 *gEfiCallerBaseName;
...

// Guids
extern EFI_GUID gEfiAuthenticatedVariableGuid;
extern EFI_GUID gEfiVariableGuid;
...

// Definition of PCDs used in this module
#define _PCD_TOKEN_PcdFlashNvStorageVariableBase  5U
...
EFI_STATUS
EFIAPI
PeimInitializeVariableServices (
  IN       EFI_PEI_FILE_HANDLE  FileHandle,
  IN CONST EFI_PEI_SERVICES     **PeiServices
  );
...
#ifdef __cplusplus
}
#endif

That is, all of the C symbols that are automatically included into the build have the extern "C" linkage specifier placed around them so that they will handle calls from either C or C++ source code. So someone was thinking about C++.

For my solution, which is checked in on SourceForge here, I started simply by handling the necessary support for the new and delete operators, with no support for exceptions. This C++ library depends on the StdLib C library that comes with EDK2. For the most part, the C headers would work just fine, but two critical files (MdePkg/Include/Base.h and StdLib/Include/sys/EfiCDefs.h) generate errors when pulled in to C++ code. For now, I simply created new, slightly modified versions to work around the minor issues. This requres that your .inf file list the new library before listing the StdLib.

[Packages]
  SysLib/SysLib.dec
  StdLib/Stdlib.dec

This changes the include order so that, if there is a modified version for the C++ library, it will be preferred over the one in StdLib.

So far, only the new header file declares anything of substance. The others (wchar.h, stdlib.h, stdio.h) just provide wrappers for the StdLib that bring in the versions of Base.h and EfiCDefs.h that work with the library.

But the results are pretty nice. Assuming you don't need exception handling or the C++ standard library, you can use all of the normal C++ features, such as classes and inheritance and templates.

This is just the starting point. Over the next articles, I will expand the support for both the C++ and C libraries.

Wednesday, April 26, 2017

Maze Game Source Code

Feeling frustrated by the fact that I used bitmaps for all source code in the simple maze game articles I posted? Fret no more, the code has been checked in under BSD license here:

https://svn.code.sf.net/p/syslibforuefi/code/trunk

Look in Applications\Maze

Tuesday, April 11, 2017

Control Systems, UEFI & Cyber-Security

A few weeks ago, I had a chance to attend the meeting sponsored by the Control System Cyber Security Association International (CS2AI), They are working with experts like Dr. Jun Dai (professor at Sacramento State) and Martin Noufer (McAfee, Intel) to develop emphasize and develop security expertise.

The session started with an excellent overview of IoT security by Rahner James, who works with cyber-security solutions firm GRIMM and teaches a computer forensics course locally. His excellent presentation (which can be found here), his knowledge of industry war stories and his collection of fascinating little testing "devices" gave us insight into the range of possible attacks (hardware, software, social) and possible goals (theft, disruption). The large number of IoT devices and the low profit margins mean a high probability that there are a substantial number of devices on the net that are easily hackable.

One of the key points that was raised during the discussion that followed is how little help is given to software engineers to understand and defend against security issues in IoT devices. Market pressures demand quick deliver of functional (but not necessarily secure) hardware. Open source provides access to amazing security primitives, but also gives access to catastrophic security holes. The real answer is education, one of CS2AI's goals.

Education is certainly needed when it comes to UEFI and security. UEFI isn't for everybody in the IoT space, because of RAM and ROM size, but it does have a thorough security story with Secure Boot, Capsule Update and even User Identity. Working with well-designed hardware, UEFI helps guard the integrity of the flash device in which the firmware resides and the memory in which it executes. My colleague, David Chen, gave an excellent overview of some of these topics at the recent UEFI Plug-Fest in Nanjing. Others talked about SMM security, ARM security and flash update security.

The presentation we saw claimed that in 2020 there will be 50 billion IoT devices. Security for these devices is become a board-of-directors conversation topic: are our devices secure? What will you say when they ask you? What will you do when you're wrong?


[1] See Matthew Garrett's summary here.
[2] See a quick summary about AMD's stuff here.

Wednesday, March 29, 2017

UEFI Plugfest 2017 in Nanjing

My colleague from Insyde, David Chen, talking about security in UEFI
The UEFI Forum hosted a plug-fest and educational seminar in Nanjing, China this week. I have many fond memories of visiting this historic city over a period of 2-3 years.

For those that don't know, a plug-fest is an occasion where folks who provide the different parts of an industry standard ecosystem get together to make sure that they all play nicely together. So, for UEFI, this includes motherboard, plug-in card, OS, system application and BIOS vendors.

These events, along with the SCT (Self-Certification Test) tools, help the wildly diverse group of folks who use UEFI specifications to increase the chances that the blind-date scenario that is the PC industry works harmoniously.

The presentations are being posted on-line here. Insyde posted a few other pictures from the event here.


Sample Chapter from Harnessing the UEFI Shell

Not to be out-done by the Beyond BIOS book, another UEFI book has made an appearance: Harnessing the UEFI Shell. Two of the likely suspects (Zimmer and Rothman) are involved with both new editions (as they should be!) and I joined them on the latter since I write a lot of shell apps.

You can get a glimpse inside a sample chapter and the table of contents.

Friday, March 24, 2017

Sample Chapter From Beyond BIOS

My friends Zimmer and Rothman, co-authors with me on Harnessing the UEFI Shell have also recently released an updated version of their definitive work on UEFI, Beyond BIOS, with Suresh Marisetty. They have been driving forces in the UEFI standardization process from the beginning and their expertise shines through here.

Don't believe me? Well, take a look at a free sample chapter from the book and the table of contents.

Tuesday, March 21, 2017

Harnessing The UEFI Shell, 3rd Edition Now Available.

The 3rd edition of our book (co-written with Mike Rothman and Vincent Zimmer at Intel) is a substantial update, incorporating the latest from the UEFI Shell specification 2.2. It includes updates on security and how-to sections on UEFI shell applications and scripts. Before the OS starts, the UEFI Shell is small, fast and light-weight manufacturing, provisioning, diagnostics and configuration environment. Go pick up a copy here.

This follows up on the revised edition of another great UEFI book, Beyond BIOS, that came out last month. Between, they serve as an unrivaled introduction into all things UEFI.

Sunday, February 19, 2017

The UEFI Maze Game, Part 4

This is the fourth part of our series on a simple maze game built as a UEFI shell application. The first three parts discussed the main application, game loop and maze generation. This time, I will focus on UEFI's Graphics Output Protocol (GOP) and loading and decoding bitmaps from files.

The first part searches for the instances of the Graphics Output protocol in the system, chooses the one where the maze will be displayed and stores a pointer to it in a global variable.

Figure 1 - Find the Graphics Output Protocol, Bitmap.c

Line 25-35

Find all instances of the Graphics Output protocol that are available in the system. There can be one instance per graphical device in the system. Each one of the instances can be set to a different resolution and support a different number of colors. Rather than requiring the application to manage all of the devices, most systems use the Console Splitter driver, which acts as a meta-driver, aggregating the information from all of the drivers and drawing all bitmaps on all displays. The LocateHandleBuffer() function in the UEFI Boot Services allocates a buffer to hold all of the handles that support a specified protocol. 

Lines 37-46

Now that we have found handles for all drivers that support the Graphics Output protocol, we examine each handle to see if it also has an instance of the Device Path protocol. Why? Because the one way to distinguish the Console Splitter from all other graphical devices in the system is that it is not actually a hardware device. Since it is not a hardware device, it does not have a Device Path protocol associated with it, since the Device Path protocol used to describe how a device is attached to the system. If we find a handle that doesn't have an instance, the pointer to that instance of the Graphics Output protocol is saved in a global variable.

Lines 47-53

Now we just have to clean things up and return. First, we free the buffer that the system allocated when we called LocateHandleBuffer. Then, we check whether we found a Graphics Output protocol instance that meets our need and return TRUE if we did and FALSE if we did not.


Now, in the next section, we're going to dive into the meat of converting a buffer formatted as a Bitmap (BMP) into a format that can be used with the Graphics Output protocol.

Figure 2 - Converting .bmp Files to Graphics Output format, Bitmap.c

Lines 73-83

On entry, this function takes a buffer that is formatted following the BMP format (see here for more information), along with its size. On output, this function returns a pointer to an array of pixels (GopBlt), the size of that buffer in bytes (GopBltSize). The pixels are divided into PixelHeight rows, with each row containing PixelWidth pixels. Each of the output pixels is formatted as a EFI_GRAPHICS_OUTPUT_BLT_PIXEL structure. This structure has 8 bits for red, green and blue, and 8 reserved bits, making 32-bits per pixel.

Lines 85-98

These are the local variable declarations. BmpHeader and BmpColorMap are pointers to structures that are part of the BMP specification. The EDK2 implementation stores these structures in MdePkg\Include\IndustryStandard\Bmp.h.

Lines 100-104

A simple sanity check makes sure that the buffer passed in at least has the number of bytes required to hold the standard BMP format header structure. 

Figure 3 - Perform Sanity Checks on the BMP Header, Bitmap.c

Lines 106-108

Another basic sanity check is so see if the first couple of bytes in the file have the signature 'B' and 'M'. 

Lines 110-123

This function doesn't support all of the various sub-formats described in the BMP specification. For example, it doesn't support any of the compression formats or any of the extended headers.

Lines 125-137

This function then checks to see whether the data is 4-byte aligned, relative to the start of the buffer. Also, the remaining size of the buffer after the header should be equal to the size of the bitmap as specified in the bitmap header.


Lines 139-146

The color map translates bytes in the bitmap buffer portion of the BMP format into actual colors. The pixels in the bitmap are packed as 1-bit per pixel (2 colors), 4-bits per pixel (16 colors), 8-bits per pixel (256 colors) or the default (24-bits per pixel). The color map translates the bits-per-pixel in the bitmap into actual colors. So 0 might be black, but 1 might be blue (not black) and 2 might be green, etc.  

Lines 148-166

The number of pixels determines the size of the color map. So 1-bit per pixel has two possible color map values (0 and 1) while 4-bits per pixel has 16 possible color map values (0, 1...15). If there are 24-bits per pixel, then no color map is needed. The color map appears between the BMP header and the actual bitmap, so the function performs a sanity check to make sure that the color map is the right size.

Lines 168-172

Now the temporary Image and ImageHeader are set to the beginning of the image within the BMP format. Image will be incremented as pixels are processed while ImageHeader remains unchanged.

Figure 5 - Allocate Buffer to Hold Returned Bitmap, Bitmap.c

Lines 174-184

The function determines how much memory will be required to hold the returned bitmap based on the vertical and horizontal dimensions of the image. A sanity check makes sure that this doesn't result in multiplied value that is ridiculously large.

Lines 186-205

If the user passed in a buffer pointer via GopBlt, then try to use that buffer, as long as it is large enough. This improves performance by reusing a buffer, where possible. If it isn't large enough, it returns the EFI_OUT_OF_RESOURCES error to let the caller know the buffer was too small and returns the size that would be required. If the user did not pass in a buffer pointer via GopBlt, then the function allocates a buffer that is large enough. 

Lines 207-208

Now that we have the buffers, and the size, set the return size in pixels.

Lines 210-215

This outer loop cycles through all of the rows in the input image buffer, setting Blt to the first pixel in the output row. 

Line 216

This inner loop cycles through all of the packed pixels in an input image buffer row.

Line 217

Each of the following switch case statements deals with one way of packing pixels into bytes. Each of the case statements is responsible for leaving the loop counter Width and the output buffer pointer Blt in the correct location for the next iteration of the inner loop. 

Lines 218-232

This section handles the case whether there are 8 pixels packed in a single byte in the input image buffer. The loop works through all 8 bits, isolating the pixel value and then translating it to a full GOP pixel value in the output buffer using the color map.


Lines 234-250

This section handles the 4-bits per pixel case, where two pixels are packed into a single byte. Each half of the byte is translated into a pixel in the output bitmap using the color map. There is a special check for the case when there are an odd number of pixels on a line and this is the last byte in the input image buffer.

Lines 252-259

This section handles the 8-bits per pixel case, where a single pixel is packed into a single byte. Each byte is translated into a pixel in the output bitmap using the color map.

Lines 261-268

This section handles the 24-bits per pixel case, where a single pixel is packed into three bytes. No translation is done with the color map, since it is already in full color encoding. 


Lines 270-280

This section handles the case when the bitmap header specified anything other than 1, 4, 8 or 24-bits per pixel. In this case, buffers are freed and an error status code is returned. 

Lines 284-291

After finishing a single row, the input buffer pointer is bumped up to the next 32-bit boundary.

Line 293

At this point, we're all done and have a completely decoded bitmap.


The next section loads any file into memory.

Lines 297-303

This function loads an entire file into memory. On entry, the caller provides the path of the file. Since this is a shell application, the caller can use mappings such as FS0, FS1, etc. On exit, this function returns a pointer to the buffer containing the entire file's contents and the size of the file, in bytes.

Lines 305-308

Using the standard C library functions, the file is opened. If there is a problem, an error is returned.

Lines 310-312

Now that the file is open, see to the end in order to determine the file's size. Then return back to the start.

Lines 314-317

Now allocate a buffer large enough to hold the entire file, using the file size calculated.

Lines 319-322

Read the entire file into the allocated buffer, close the file and return.



Now we will wrap up this article with a helper function that uses all of the pieces we've introduced so far. This function reads a file into memory, converts it into a Graphics Output protocol bitmap, and then frees the allocated memory for the file.

Lines 327-333

On entry, the caller provides the path of the BMP format file to convert. On exit, this function returns a pointer to the bitmap, and the bitmap's width and height.

Lines 335-343

First, load the file into an allocated buffer.

Lines 345-357

Now convert the file into a GOP style bitmap.

Lines 359-360

Now free the memory occupied by the file (but not the bitmap) and return success.




Now we have come to the end of our little program. The files will be checked into the sourceforge repository in the next week.


Thursday, January 12, 2017

Firmware Bugs and Firmware Updates

My co-author and partner in various things UEFI, Vincent Zimmer, has penned some wise words about how firmware bugs are perceived on his blog (here). He quotes the first chapter of Embedded Firmware Solutions wherein an anonymous manager states, "If you can fix a hardware bug in firmware, it’s not a bug but a documentation issue."

What Vincent said about hardware used to be the same for operating systems. That is, it was often hard to (a) convince an OS company that they had a bug, (b) get them to fix that bug and (c) get that fix out to customers. But now, Patch Tuesday is a weekly event, monitored by websites everywhere. The OS images used by OEMs can have hot-fixes applied. So, now the situation is fixed. Hardware is the hardest to fix, followed by firmware, followed by the OS, followed by applications.

That is why firmware update has been a major focus of the recent UEFI specification updates, standardizing how 3rd party components can produce and process updates (c.f. capsules and the Firmware Management protocol, ESRT). These updates are not only for the system firmware's flash device, but also for the embedded flash on smaller chips, as well as attached USB and PCI devices. Security concerns, in particular, are driving the need for reliable and timely updates of all of these.

The next frontier is delivery of these firmware updates via the OS. While there has been some progress here by the OS vendors (Redhat, Microsoft, Canonical, see older summary here), there seems to be reluctance on the part of some OEMs. Part of this is that some of their unique value(if you can call the little tray icon apps "value") is getting sucked into the OS. Part of this is relying on the process by a 3rd party (or more than one 3rd parties) to deliver updates. Part of this is: older, out of production platforms aren't interesting any more. But highly publicized hacks and bugs are putting pressure on the industry to solve the distribution problem.

Whatever the case, platform stability rests solidly on firmware stability because of its unique capabilities to fix or mitigate hardware and OS issues, as testified to by Marvel's Agents of SHIELD.

Saturday, December 03, 2016

The UEFI Maze Game, Part 3

This is the third part in a series of posts about a simple game written as a UEFI Shell application. It consists of generating a random graphical maze and navigating a little man through that maze from entrance to exit.

This post gets to the actual maze generation, which is actually a recursive function. Pick a random position. Then pick a random direction and, if that cell is completely surrounded, then mark the cell as a path. If there is no such cell in any direction, then back up. This algorithm generates that there are no circular paths through the maze.

Figure 10.40  Maze generation main function, part 1 in Game.c
Lines 272-280
This function gets called once for each grid cell. The coordinates of the current cell are X and Y.
Lines 282-288
The local variables keep track of which neighbors to the current cell. The number of valid neighbors and then the direction from the current cell. 
Lines 293-299
If the neighboring cell to the left is surrounded by walls, then it is a possible cell that we could go to next. So record the cell’s coordinates and increment the number of valid neighbors.
Lines 301-307
If the neighboring cell above is surrounded by walls, then it is a possible cell that we could go to next. So record the cell’s coordinates and increment the number of valid neighbors.

Figure 10.41 Maze generation main function, part 2 in Game.c
Lines 310-315
If the neighboring cell down is surrounded by walls, then it is a possible cell that we could go to next. So record the cell’s coordinates and increment the number of valid neighbors.
Lines 301-307
If the neighboring cell to the right is surrounded by walls, then it is a possible cell that we could go to next. So record the cell’s coordinates and increment the number of valid neighbors.
Lines 328-331
If there are no valid neighbors then we need to back track to the last valid position and try again.

Figure 10.42 Maze generation main function, part 3 in Game.c

Lines 336-340
Pick a random direction and update the coordinates in that direction.
Lines 343-345
Save the coordinates in the backtrack list.
Lines 349-357
Mark the maze in that direction as a path and increment the number of cells visited.
Lines 361
Now recursively call this function, but this time start at the next location.

Next Steps

Now the finish line is nearly in sight. We have the environment, we have the bitmaps, and we have the maze. Now we just need to draw it and move the man around.

Oh, wait. We haven't seen how to read the bitmap files or draw them with transparency. These functions are not provided within UEFI itself, so we will add them in a single post!

Tuesday, November 22, 2016

The UEFI Maze Game, Part 2

This is the second article in a series describing a simple UEFI Shell game that generates a random maze and lets you navigate a character through that maze to the exit. The goal is to show how to use graphics and the UEFI Shell together, line by line.

The next step is to initialize the grid and the maze. The maze uses two-by-two sections of the grid. These sections can have one of the following configurations


Notice that in each chase, the lower-right cell is always a rock, and the upper-right cell is always empty. The only question is whether there is a pathway to the right, to the bottom, or both.

Figure 35

Lines 407-423
This function divides up the screen into cells based on the size of the loaded bitmap images. If there aren’t e

nough cells to make a reasonable maze then the function exits with an error. The maze uses a two by two section for each part of the maze. In addition, the first row and first column must be all walls. This means that the number of rows and columns must be odd. 
Lines 425-434
The function creates the buffer for the maze bitmap.
Lines 436-441
The function creates the buffer for the maze grid contents.

Figure 36
Lines 443-448
Initialize every cell in the grid to a background image.
Lines 450-451
Display the empty background grid. This is important, because the other images (rock and player) need to be drawn on to another color besides black.
Lines 454-460
Initialize the maze generation data structures, create the random maze, copy that maze over to the grid and then free up the allocated data structures.
Lines 462-469
The entrance is at a random location on the top edge. The exit is at a random location on the bottom edge.
Lines 471-475
Now move the character to the entrance and draw it on the bitmap. 

During maze initialization, we create a temporary grid.


Figure 37
Lines 231-242
The temporary two-dimensional array mMaze holds either PATH or WALL for every location.
Lines 245-259
The backtrack arrays are used so that when we get to a dead end, the maze generator can back up to the last place where a decision was made.
Lines 261-269
Since in every 2x2 section of the maze, the bottom right cell is a rock wall, set that now.

These utility functions simply make it easier.


Figure 38

Lines 195-200
These global variables hold the maze and the backtrack data structures. The maze (mMaze) is a two-dimensional array where each element is set to either a path (PATH) or wall (WALL). The backtrack arrays contain the coordinates in the maze of the last point where a decision was made.
Lines 202-207
Utility function to return what is at a specific set of coordinates in the maze.
Lines 209-214
Utility function to change what is at a specific set of coordinates in the maze.
Lines 216-226
Utility function that returns whether there are walls in all four directions.

Now there are the two functions to generate the maze and shutdown the maze.

Figure 39


Lines 380-385
This function calls the maze generation function, starting at the upper-left hand cornder of the maze. Since each maze cell requires a 2x2 section of the grid, we divide both the height and width of the grid by 2. We subtract 1 because we leave one extra for the wall on the top and left of the grid.
Lines 389-394
Free up all of the resources used by the maze generation.
Next Steps
Now we have all of the pieces we need to generate the maze and all the parts to draw it. In the next article, we'll dig in to the heart of the maze generation function.

Sunday, November 13, 2016

The UEFI Maze Game, Part 1

This UEFI Shell application features a very simple maze game that uses UEFI’s Graphics Output protocol to draw a random maze and direct a character from entrance to exit using a keyboard. It will be added to the SVN repository after the last article in this series is published.

This application features a few nifty touches, including converting bitmap (.bmp) files to HII, merging bitmaps using transparency and a nifty maze generation algorithm. This application uses both the standard C library, as well as UEFI-specific libraries.


This game doesn’t have any villains or time limits, yet. Originally, I planned to integrate the thermometer application previously discussed so that the main character got hotter and hotter and little ice cubs in the maze would cool him down. You can add villains in the maze, or the animation could move smoothly from cell to cell or there could be some sort of time limit.

The source is spread over two .C files. It also uses three bitmap files, which are included in the online source code. These bitmaps are: a rock, a player, and a solid green background.

The First Source File: Game.c
Figure 1: Global Variables in Game.c
Lines 1-13
These are the include files for the standard C library, basic UEFI services and, surprise(!) bitmaps. The MdePkg\Include\IndustryStandard contains constants, data structures and file formats from many popular industry standards, including PCI, ACPI and USB.
Lines 15-41
These are the key function declarations from the other source file, Bitmap.c. Rather than create a separate header file, they are just listed here.
Figure 2: Game State Data in Game.c


Next we move on the various global variables that maintain the game state.


Lines 46-47
DisplayImageStack is the global function that refreshes the screen from the internal buffer that holds the game’s bitmap image.
Lines 50-51, 64-65
These globals hold the width of the loaded background images and other images. These should be the same.
Lines 52-54
These point to the three bitmaps used in the game: the rock, the background and the player. Each is 50 x 50 pixels.
Lines 56-58
The game maintains a pixel-for-pixel copy of what is actually going to be displayed on the maze portion of the screen.  All of the player actions are updated here before they are copied to the screen. 
Lines 60-62
The game also maintains a cell-by-cell copy of what is in each part of the grid. The array mGrid contains a two dimensional array, mGridWidth cells wide by mGridHeight cells tall. Each element in the array points to one of the bitmaps: rock, background or player. The size of the array is calculated based on the screen resolution.
Lines 67-74
These mark the coordinates (within mGrid) of the character’s position, the entrance position and the exit position. Initially, the character’s position is at the entrance position. The game ends when the character reaches the exit position.
Figure 3 Game entry point in Game.c

Now that you are thoroughly bored with the global definitions, we finally reach the entry point of the game. 

Lines 590-596
This uses the standard C-style entry point. But there are no command-line options parsed.
Line 598
The srand() function is used to initialize the random number generator with a seed value. In this case, the seed value is derived from the system time. When debugging the maze generation algorithm, it was useful to set this to a fixed value so that the maze would be the same each time, facilitation easier debugging of issues.
Line 600
Reset the console so that the screen is empty.
Lines 602-606
Load all of the bitmap images and convert them into the format used by the UEFI graphics output functions. If there is an error, it means that not all of the images could be loaded or (less likely) the system cannot switch to graphics mode.
Line 608
Initialize the game data structures, including the maze.
Line 610-614
Display the maze for the first time.
Line 616
Enter the main game loop. This loop continues until the user indicates they are finished or they have reached the maze exit.
Line 619-621
Clear the screen and exit.

Figure 4 Setup bitmap images and Graphics Output Protocol in Game.c

The first step for the game is to load all of the bitmaps out of the files.

Lines 108-110
Find the instance of the UEFI Graphics Output protocol.
Lines 112-127
Load each of the three bitmaps from external files. Each of the files is formatted using the industry standard .bmp file format. 

Next Time
In the next installment, we'll look at exactly how to initialize UEFI's Graphics Output Protocol and load a bitmap.