Re: [PATCH v2 2/3] drm: Add a drm_gem_objects_lookup helper

From: Eric Anholt
Date: Tue Apr 09 2019 - 12:55:32 EST


Rob Herring <robh@xxxxxxxxxx> writes:

> On Mon, Apr 1, 2019 at 10:43 AM Eric Anholt <eric@xxxxxxxxxx> wrote:
>>
>> Chris Wilson <chris@xxxxxxxxxxxxxxxxxx> writes:
>>
>> > Quoting Daniel Vetter (2019-04-01 14:06:48)
>> >> On Mon, Apr 1, 2019 at 9:47 AM Rob Herring <robh@xxxxxxxxxx> wrote:
>> >> > +{
>> >> > + int i, ret = 0;
>> >> > + struct drm_gem_object *obj;
>> >> > +
>> >> > + spin_lock(&filp->table_lock);
>> >> > +
>> >> > + for (i = 0; i < count; i++) {
>> >> > + /* Check if we currently have a reference on the object */
>> >> > + obj = idr_find(&filp->object_idr, handle[i]);
>> >> > + if (!obj) {
>> >> > + ret = -ENOENT;
>> >
>> > Unwind previous drm_gem_object_get(), the caller has no idea how many
>> > were processed before the error.
>>
>> I had the same thought, but the pattern we have is that you're loading
>> into a refcounted struct that will free the BOs when you're done,
>> anyway.
>
> The real bug here is if allocation of the array fails. The BO array
> may be NULL when the count is not. So this V3D cleanup hunk:
>
> for (i = 0; i < exec->bo_count; i++)
> drm_gem_object_put_unlocked(&exec->bo[i]->base.base);
> kvfree(exec->bo);
>
> Needs to be wrapped with 'if (exec->bo)'. We have a similar problem
> with fence arrays too.

Yeah, seems legit. Not really going to write new patches when I've got
month-old critical patches I can't get acked, though. :/

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