drivers/gpu/drm/vc4/vc4_validate_shaders.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-)
Don't just overwrite the original pointer passed to krealloc()
with its return value without checking latter:
MEM = krealloc(MEM, SZ, GFP);
If krealloc() returns NULL, that erases the pointer
to the still allocated memory, hence leaks this memory.
Instead, use a temporary variable, check it's not NULL
and only then assign it to the original pointer:
TMP = krealloc(MEM, SZ, GFP);
if (!TMP) return;
MEM = TMP;
Fixes: 6d45c81d229d ("drm/vc4: Add support for branching in shader validation.")
Signed-off-by: Alexander A. Klimov <grandmaster@al2klimov.de>
---
drivers/gpu/drm/vc4/vc4_validate_shaders.c | 12 ++++++------
1 file changed, 6 insertions(+), 6 deletions(-)
diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
index d48cf76983c0..af48758592f9 100644
--- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c
+++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
@@ -291,14 +291,14 @@ static bool require_uniform_address_uniform(struct vc4_validated_shader_info *va
uint32_t o = validated_shader->num_uniform_addr_offsets;
uint32_t num_uniforms = validated_shader->uniforms_size / 4;
- validated_shader->uniform_addr_offsets =
- krealloc(validated_shader->uniform_addr_offsets,
- (o + 1) *
- sizeof(*validated_shader->uniform_addr_offsets),
- GFP_KERNEL);
- if (!validated_shader->uniform_addr_offsets)
+ void *mem = krealloc(validated_shader->uniform_addr_offsets,
+ (o + 1) *
+ sizeof(*validated_shader->uniform_addr_offsets),
+ GFP_KERNEL);
+ if (!mem)
return false;
+ validated_shader->uniform_addr_offsets = mem;
validated_shader->uniform_addr_offsets[o] = num_uniforms;
validated_shader->num_uniform_addr_offsets++;
--
2.54.0
Hi Alexander,
LGTM, but a small styling nit:
On 26/05/26 15:41, Alexander A. Klimov wrote:
> Don't just overwrite the original pointer passed to krealloc()
> with its return value without checking latter:
>
> MEM = krealloc(MEM, SZ, GFP);
>
> If krealloc() returns NULL, that erases the pointer
> to the still allocated memory, hence leaks this memory.
> Instead, use a temporary variable, check it's not NULL
> and only then assign it to the original pointer:
>
> TMP = krealloc(MEM, SZ, GFP);
> if (!TMP) return;
> MEM = TMP;
>
> Fixes: 6d45c81d229d ("drm/vc4: Add support for branching in shader validation.")
> Signed-off-by: Alexander A. Klimov <grandmaster@al2klimov.de>
> ---
> drivers/gpu/drm/vc4/vc4_validate_shaders.c | 12 ++++++------
> 1 file changed, 6 insertions(+), 6 deletions(-)
>
> diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
> index d48cf76983c0..af48758592f9 100644
> --- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c
> +++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
> @@ -291,14 +291,14 @@ static bool require_uniform_address_uniform(struct vc4_validated_shader_info *va
> uint32_t o = validated_shader->num_uniform_addr_offsets;
> uint32_t num_uniforms = validated_shader->uniforms_size / 4;
Declare the variable here.
>
> - validated_shader->uniform_addr_offsets =
> - krealloc(validated_shader->uniform_addr_offsets,
> - (o + 1) *
> - sizeof(*validated_shader->uniform_addr_offsets),
> - GFP_KERNEL);
> - if (!validated_shader->uniform_addr_offsets)
> + void *mem = krealloc(validated_shader->uniform_addr_offsets,
Instead of void *, you should probably use uint32_t *.
Best regards,
- Maíra
> + (o + 1) *
> + sizeof(*validated_shader->uniform_addr_offsets),
> + GFP_KERNEL);
> + if (!mem)
> return false;
>
> + validated_shader->uniform_addr_offsets = mem;
> validated_shader->uniform_addr_offsets[o] = num_uniforms;
> validated_shader->num_uniform_addr_offsets++;
>
On 5/28/26 20:17, Maíra Canal wrote:
> Hi Alexander,
>
> LGTM, but a small styling nit:
>
> On 26/05/26 15:41, Alexander A. Klimov wrote:
>> Don't just overwrite the original pointer passed to krealloc()
>> with its return value without checking latter:
>>
>> MEM = krealloc(MEM, SZ, GFP);
>>
>> If krealloc() returns NULL, that erases the pointer
>> to the still allocated memory, hence leaks this memory.
>> Instead, use a temporary variable, check it's not NULL
>> and only then assign it to the original pointer:
>>
>> TMP = krealloc(MEM, SZ, GFP);
>> if (!TMP) return;
>> MEM = TMP;
>>
>> Fixes: 6d45c81d229d ("drm/vc4: Add support for branching in shader validation.")
>> Signed-off-by: Alexander A. Klimov <grandmaster@al2klimov.de>
>> ---
>> drivers/gpu/drm/vc4/vc4_validate_shaders.c | 12 ++++++------
>> 1 file changed, 6 insertions(+), 6 deletions(-)
>>
>> diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
>> index d48cf76983c0..af48758592f9 100644
>> --- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c
>> +++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
>> @@ -291,14 +291,14 @@ static bool require_uniform_address_uniform(struct vc4_validated_shader_info *va
>> uint32_t o = validated_shader->num_uniform_addr_offsets;
>> uint32_t num_uniforms = validated_shader->uniforms_size / 4;
>
> Declare the variable here.
Strange...
It comes already directly after num_uniforms, doesn't it?
At least when I apply my patch to Linus' master.
Hi Alexander,
On 28/05/26 15:54, Alexander A. Klimov wrote:
>
>
> On 5/28/26 20:17, Maíra Canal wrote:
>> Hi Alexander,
>>
>> LGTM, but a small styling nit:
>>
>> On 26/05/26 15:41, Alexander A. Klimov wrote:
>>> Don't just overwrite the original pointer passed to krealloc()
>>> with its return value without checking latter:
>>>
>>> MEM = krealloc(MEM, SZ, GFP);
>>>
>>> If krealloc() returns NULL, that erases the pointer
>>> to the still allocated memory, hence leaks this memory.
>>> Instead, use a temporary variable, check it's not NULL
>>> and only then assign it to the original pointer:
>>>
>>> TMP = krealloc(MEM, SZ, GFP);
>>> if (!TMP) return;
>>> MEM = TMP;
>>>
>>> Fixes: 6d45c81d229d ("drm/vc4: Add support for branching in shader
>>> validation.")
>>> Signed-off-by: Alexander A. Klimov <grandmaster@al2klimov.de>
>>> ---
>>> drivers/gpu/drm/vc4/vc4_validate_shaders.c | 12 ++++++------
>>> 1 file changed, 6 insertions(+), 6 deletions(-)
>>>
>>> diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/
>>> gpu/drm/vc4/vc4_validate_shaders.c
>>> index d48cf76983c0..af48758592f9 100644
>>> --- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c
>>> +++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
>>> @@ -291,14 +291,14 @@ static bool
>>> require_uniform_address_uniform(struct vc4_validated_shader_info *va
>>> uint32_t o = validated_shader->num_uniform_addr_offsets;
>>> uint32_t num_uniforms = validated_shader->uniforms_size / 4;
>>
>> Declare the variable here.
>
> Strange...
> It comes already directly after num_uniforms, doesn't it?
Yeah, it does. However, usually, we declare the variables and then we
proceed to the functions. Check, for example, the function
record_texture_sample() in vc4.
Best regards,
- Maíra
> At least when I apply my patch to Linus' master.
Don't just overwrite the original pointer passed to krealloc()
with its return value without checking latter:
MEM = krealloc(MEM, SZ, GFP);
If krealloc() returns NULL, that erases the pointer
to the still allocated memory, hence leaks this memory.
Instead, use a temporary variable, check it's not NULL
and only then assign it to the original pointer:
TMP = krealloc(MEM, SZ, GFP);
if (!TMP) return;
MEM = TMP;
Fixes: 6d45c81d229d ("drm/vc4: Add support for branching in shader validation.")
Signed-off-by: Alexander A. Klimov <grandmaster@al2klimov.de>
---
v2: Declare the variable explicitly
v2: Instead of void *, use u32 *
v2: While on it, enhance variable name
[✓] scripts/checkpatch.pl --strict
[✓] allmodconfig compiled (i686, LLVM)
[✓] localyesconfig booted (IBM T43)
Note to myself: use --in-reply-to=2b602ec6-d563-4fa0-a0c5-89b97a46abf9@igalia.com
drivers/gpu/drm/vc4/vc4_validate_shaders.c | 13 +++++++------
1 file changed, 7 insertions(+), 6 deletions(-)
diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
index d48cf76983c0..6f52b4db9cc9 100644
--- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c
+++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
@@ -290,15 +290,16 @@ static bool require_uniform_address_uniform(struct vc4_validated_shader_info *va
{
uint32_t o = validated_shader->num_uniform_addr_offsets;
uint32_t num_uniforms = validated_shader->uniforms_size / 4;
+ u32 *offsets;
- validated_shader->uniform_addr_offsets =
- krealloc(validated_shader->uniform_addr_offsets,
- (o + 1) *
- sizeof(*validated_shader->uniform_addr_offsets),
- GFP_KERNEL);
- if (!validated_shader->uniform_addr_offsets)
+ offsets = krealloc(validated_shader->uniform_addr_offsets,
+ (o + 1) *
+ sizeof(*validated_shader->uniform_addr_offsets),
+ GFP_KERNEL);
+ if (!offsets)
return false;
+ validated_shader->uniform_addr_offsets = offsets;
validated_shader->uniform_addr_offsets[o] = num_uniforms;
validated_shader->num_uniform_addr_offsets++;
--
2.54.0
On Sun, 2026-05-31 at 21:55 +0200, Alexander A. Klimov wrote:
> Don't just overwrite the original pointer passed to krealloc()
> with its return value without checking latter:
[]
> diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
[]
> @@ -290,15 +290,16 @@ static bool require_uniform_address_uniform(struct vc4_validated_shader_info *va
> {
> uint32_t o = validated_shader->num_uniform_addr_offsets;
> uint32_t num_uniforms = validated_shader->uniforms_size / 4;
> + u32 *offsets;
>
> - validated_shader->uniform_addr_offsets =
> - krealloc(validated_shader->uniform_addr_offsets,
> - (o + 1) *
> - sizeof(*validated_shader->uniform_addr_offsets),
> - GFP_KERNEL);
> - if (!validated_shader->uniform_addr_offsets)
> + offsets = krealloc(validated_shader->uniform_addr_offsets,
> + (o + 1) *
> + sizeof(*validated_shader->uniform_addr_offsets),
> + GFP_KERNEL);
krealloc_array ?
> + if (!offsets)
> return false;
>
> + validated_shader->uniform_addr_offsets = offsets;
> validated_shader->uniform_addr_offsets[o] = num_uniforms;
> validated_shader->num_uniform_addr_offsets++;
Don't just overwrite the original pointer passed to krealloc()
with its return value without checking latter:
MEM = krealloc(MEM, SZ, GFP);
If krealloc() returns NULL, that erases the pointer
to the still allocated memory, hence leaks this memory.
Instead, use a temporary variable, check it's not NULL
and only then assign it to the original pointer:
TMP = krealloc(MEM, SZ, GFP);
if (!TMP) return;
MEM = TMP;
While on it, use krealloc_array().
Fixes: 6d45c81d229d ("drm/vc4: Add support for branching in shader validation.")
Signed-off-by: Alexander A. Klimov <grandmaster@al2klimov.de>
---
v2: Declare the variable explicitly
v2: Instead of void *, use u32 *
v2: While on it, enhance variable name
v3: Use krealloc_array()
[✓] scripts/checkpatch.pl --strict
[✓] allmodconfig compiled (i686, LLVM)
[✓] localyesconfig booted (IBM T43)
Note to myself: use --in-reply-to=e1edeadb7c161580a5cd5c7e642dc1b28db8ee86.camel@perches.com
drivers/gpu/drm/vc4/vc4_validate_shaders.c | 13 +++++++------
1 file changed, 7 insertions(+), 6 deletions(-)
diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
index d48cf76983c0..66502a6a4a8e 100644
--- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c
+++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
@@ -290,15 +290,16 @@ static bool require_uniform_address_uniform(struct vc4_validated_shader_info *va
{
uint32_t o = validated_shader->num_uniform_addr_offsets;
uint32_t num_uniforms = validated_shader->uniforms_size / 4;
+ u32 *offsets;
- validated_shader->uniform_addr_offsets =
- krealloc(validated_shader->uniform_addr_offsets,
- (o + 1) *
- sizeof(*validated_shader->uniform_addr_offsets),
- GFP_KERNEL);
- if (!validated_shader->uniform_addr_offsets)
+ offsets = krealloc_array(validated_shader->uniform_addr_offsets,
+ o + 1,
+ sizeof(*validated_shader->uniform_addr_offsets),
+ GFP_KERNEL);
+ if (!offsets)
return false;
+ validated_shader->uniform_addr_offsets = offsets;
validated_shader->uniform_addr_offsets[o] = num_uniforms;
validated_shader->num_uniform_addr_offsets++;
--
2.54.0
On 06/06/26 09:38, Alexander A. Klimov wrote:
> Don't just overwrite the original pointer passed to krealloc()
> with its return value without checking latter:
>
> MEM = krealloc(MEM, SZ, GFP);
>
> If krealloc() returns NULL, that erases the pointer
> to the still allocated memory, hence leaks this memory.
> Instead, use a temporary variable, check it's not NULL
> and only then assign it to the original pointer:
>
> TMP = krealloc(MEM, SZ, GFP);
> if (!TMP) return;
> MEM = TMP;
>
> While on it, use krealloc_array().
>
> Fixes: 6d45c81d229d ("drm/vc4: Add support for branching in shader validation.")
> Signed-off-by: Alexander A. Klimov <grandmaster@al2klimov.de>
Reviewed-by: Maíra Canal <mcanal@igalia.com>
Best regards,
- Maíra
> ---
> v2: Declare the variable explicitly
> v2: Instead of void *, use u32 *
> v2: While on it, enhance variable name
> v3: Use krealloc_array()
>
> [✓] scripts/checkpatch.pl --strict
> [✓] allmodconfig compiled (i686, LLVM)
> [✓] localyesconfig booted (IBM T43)
>
> Note to myself: use --in-reply-to=e1edeadb7c161580a5cd5c7e642dc1b28db8ee86.camel@perches.com
>
> drivers/gpu/drm/vc4/vc4_validate_shaders.c | 13 +++++++------
> 1 file changed, 7 insertions(+), 6 deletions(-)
>
> diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
> index d48cf76983c0..66502a6a4a8e 100644
> --- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c
> +++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
> @@ -290,15 +290,16 @@ static bool require_uniform_address_uniform(struct vc4_validated_shader_info *va
> {
> uint32_t o = validated_shader->num_uniform_addr_offsets;
> uint32_t num_uniforms = validated_shader->uniforms_size / 4;
> + u32 *offsets;
>
> - validated_shader->uniform_addr_offsets =
> - krealloc(validated_shader->uniform_addr_offsets,
> - (o + 1) *
> - sizeof(*validated_shader->uniform_addr_offsets),
> - GFP_KERNEL);
> - if (!validated_shader->uniform_addr_offsets)
> + offsets = krealloc_array(validated_shader->uniform_addr_offsets,
> + o + 1,
> + sizeof(*validated_shader->uniform_addr_offsets),
> + GFP_KERNEL);
> + if (!offsets)
> return false;
>
> + validated_shader->uniform_addr_offsets = offsets;
> validated_shader->uniform_addr_offsets[o] = num_uniforms;
> validated_shader->num_uniform_addr_offsets++;
>
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