drm/vc4: Fix memory leak during BO teardown
authorDaniel J Blueman <daniel@quora.org>
Mon, 2 Apr 2018 07:10:35 +0000 (15:10 +0800)
committerGreg Kroah-Hartman <gregkh@linuxfoundation.org>
Sun, 29 Apr 2018 09:31:55 +0000 (11:31 +0200)
commit c0db1b677e1d584fab5d7ac76a32e1c0157542e0 upstream.

During BO teardown, an indirect list 'uniform_addr_offsets' wasn't being
freed leading to leaking many 128B allocations. Fix the memory leak by
releasing it at teardown time.

Cc: stable@vger.kernel.org
Fixes: 6d45c81d229d ("drm/vc4: Add support for branching in shader validation.")
Signed-off-by: Daniel J Blueman <daniel@quora.org>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
Link: https://patchwork.freedesktop.org/patch/msgid/20180402071035.25356-1-daniel@quora.org
Signed-off-by: Greg Kroah-Hartman <gregkh@linuxfoundation.org>
drivers/gpu/drm/vc4/vc4_bo.c
drivers/gpu/drm/vc4/vc4_validate_shaders.c

index ec9023b..d53e805 100644 (file)
@@ -80,6 +80,7 @@ static void vc4_bo_destroy(struct vc4_bo *bo)
        struct vc4_dev *vc4 = to_vc4_dev(obj->dev);
 
        if (bo->validated_shader) {
+               kfree(bo->validated_shader->uniform_addr_offsets);
                kfree(bo->validated_shader->texture_samples);
                kfree(bo->validated_shader);
                bo->validated_shader = NULL;
@@ -328,6 +329,7 @@ void vc4_free_object(struct drm_gem_object *gem_bo)
        }
 
        if (bo->validated_shader) {
+               kfree(bo->validated_shader->uniform_addr_offsets);
                kfree(bo->validated_shader->texture_samples);
                kfree(bo->validated_shader);
                bo->validated_shader = NULL;
index 917321c..19a5bde 100644 (file)
@@ -874,6 +874,7 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
 fail:
        kfree(validation_state.branch_targets);
        if (validated_shader) {
+               kfree(validated_shader->uniform_addr_offsets);
                kfree(validated_shader->texture_samples);
                kfree(validated_shader);
        }