From 5d563a5da8717629ae72f9eadf1e0e340bd1658b Mon Sep 17 00:00:00 2001 From: "Alexander A. Klimov" Date: Sat, 6 Jun 2026 14:38:10 +0200 Subject: [PATCH] drm/vc4: fix krealloc() memory leak MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 Signed-off-by: MaĆ­ra Canal Link: https://patch.msgid.link/20260606123817.37222-1-grandmaster@al2klimov.de --- 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++;