On 5/28/26 20:17, Maíra Canal wrote:
Hi Alexander, LGTM, but a small styling nit: On 26/05/26 15:41, 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; Fixes: 6d45c81d229d ("drm/vc4: Add support for branching in shader validation.") Signed-off-by: Alexander A. Klimov <[email protected]> --- drivers/gpu/drm/vc4/vc4_validate_shaders.c | 12 ++++++------ 1 file changed, 6 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..af48758592f9 100644 --- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c +++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c @@ -291,14 +291,14 @@ 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;Declare the variable here.
Strange... It comes already directly after num_uniforms, doesn't it? At least when I apply my patch to Linus' master.
