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Date:   Wed, 25 Apr 2018 12:33:18 +0200
From:   Greg Kroah-Hartman <gregkh@...uxfoundation.org>
To:     linux-kernel@...r.kernel.org
Cc:     Greg Kroah-Hartman <gregkh@...uxfoundation.org>,
        stable@...r.kernel.org, Daniel J Blueman <daniel@...ra.org>,
        Eric Anholt <eric@...olt.net>
Subject: [PATCH 4.16 09/26] drm/vc4: Fix memory leak during BO teardown

4.16-stable review patch.  If anyone has any objections, please let me know.

------------------

From: Daniel J Blueman <daniel@...ra.org>

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@...r.kernel.org
Fixes: 6d45c81d229d ("drm/vc4: Add support for branching in shader validation.")
Signed-off-by: Daniel J Blueman <daniel@...ra.org>
Signed-off-by: Eric Anholt <eric@...olt.net>
Reviewed-by: Eric Anholt <eric@...olt.net>
Link: https://patchwork.freedesktop.org/patch/msgid/20180402071035.25356-1-daniel@quora.org
Signed-off-by: Greg Kroah-Hartman <gregkh@...uxfoundation.org>

---
 drivers/gpu/drm/vc4/vc4_bo.c               |    2 ++
 drivers/gpu/drm/vc4/vc4_validate_shaders.c |    1 +
 2 files changed, 3 insertions(+)

--- a/drivers/gpu/drm/vc4/vc4_bo.c
+++ b/drivers/gpu/drm/vc4/vc4_bo.c
@@ -195,6 +195,7 @@ static void vc4_bo_destroy(struct vc4_bo
 	vc4_bo_set_label(obj, -1);
 
 	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;
@@ -591,6 +592,7 @@ void vc4_free_object(struct drm_gem_obje
 	}
 
 	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;
--- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c
+++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c
@@ -942,6 +942,7 @@ vc4_validate_shader(struct drm_gem_cma_o
 fail:
 	kfree(validation_state.branch_targets);
 	if (validated_shader) {
+		kfree(validated_shader->uniform_addr_offsets);
 		kfree(validated_shader->texture_samples);
 		kfree(validated_shader);
 	}


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