From: Daniel J Blueman Date: Mon, 2 Apr 2018 07:10:35 +0000 (+0800) Subject: drm/vc4: Fix memory leak during BO teardown X-Git-Tag: v4.9.97~72 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=5ddab9f7be78b36ded2a7a93d45642dff46fd409;p=platform%2Fkernel%2Flinux-amlogic.git drm/vc4: Fix memory leak during BO teardown 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 Signed-off-by: Eric Anholt Reviewed-by: Eric Anholt Link: https://patchwork.freedesktop.org/patch/msgid/20180402071035.25356-1-daniel@quora.org Signed-off-by: Greg Kroah-Hartman --- diff --git a/drivers/gpu/drm/vc4/vc4_bo.c b/drivers/gpu/drm/vc4/vc4_bo.c index ec9023bd935b..d53e805d392f 100644 --- a/drivers/gpu/drm/vc4/vc4_bo.c +++ b/drivers/gpu/drm/vc4/vc4_bo.c @@ -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; diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/gpu/drm/vc4/vc4_validate_shaders.c index 917321ce832f..19a5bde8e490 100644 --- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c +++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c @@ -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); }