drm/vc4: Fix memory leak during BO teardown
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: 6d45c81d22
("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
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@ -195,6 +195,7 @@ static void vc4_bo_destroy(struct vc4_bo *bo)
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vc4_bo_set_label(obj, -1);
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if (bo->validated_shader) {
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kfree(bo->validated_shader->uniform_addr_offsets);
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kfree(bo->validated_shader->texture_samples);
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kfree(bo->validated_shader);
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bo->validated_shader = NULL;
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@ -591,6 +592,7 @@ void vc4_free_object(struct drm_gem_object *gem_bo)
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}
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if (bo->validated_shader) {
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kfree(bo->validated_shader->uniform_addr_offsets);
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kfree(bo->validated_shader->texture_samples);
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kfree(bo->validated_shader);
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bo->validated_shader = NULL;
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@ -942,6 +942,7 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
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fail:
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kfree(validation_state.branch_targets);
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if (validated_shader) {
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kfree(validated_shader->uniform_addr_offsets);
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kfree(validated_shader->texture_samples);
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kfree(validated_shader);
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}
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