Re: [PATCH v3] drm/vc4: fix krealloc() memory leak
From: Maíra Canal
Date: Sat Jun 06 2026 - 09:33:02 EST
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@xxxxxxxxxxxx>
Reviewed-by: Maíra Canal <mcanal@xxxxxxxxxx>
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@xxxxxxxxxxx
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++;