drm/vc4_validate: Remove VLA usage
In preparation to enabling -Wvla, remove VLA. In this particular case use macro ARRAY_SIZE so the length of array _bo_ can be computed at preprocessing time. The use of stack Variable Length Arrays needs to be avoided, as they can be a vector for stack exhaustion, which can be both a runtime bug or a security flaw. Also, in general, as code evolves it is easy to lose track of how big a VLA can get. Thus, we can end up having runtime failures that are hard to debug. Also, fixed as part of the directive to remove all VLAs from the kernel: https://lkml.org/lkml/2018/3/7/621 Signed-off-by: Gustavo A. R. Silva <gustavo@embeddedor.com> Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Eric Anholt <eric@anholt.net> Link: https://patchwork.freedesktop.org/patch/msgid/20180313143151.GA27486@embeddedgus
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@ -753,7 +753,7 @@ validate_gl_shader_rec(struct drm_device *dev,
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28, /* cs */
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28, /* cs */
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};
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};
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uint32_t shader_reloc_count = ARRAY_SIZE(shader_reloc_offsets);
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uint32_t shader_reloc_count = ARRAY_SIZE(shader_reloc_offsets);
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struct drm_gem_cma_object *bo[shader_reloc_count + 8];
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struct drm_gem_cma_object *bo[ARRAY_SIZE(shader_reloc_offsets) + 8];
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uint32_t nr_attributes, nr_relocs, packet_size;
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uint32_t nr_attributes, nr_relocs, packet_size;
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int i;
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int i;
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