drm/v3d: Skip CSD when it has zeroed workgroups
- Published
- Last modified
- Where the record stands: published, rejected by its publisher, or superseded by another id.What do these mean? →
- published
- Whether CISA lists it in its Known Exploited Vulnerabilities catalog: proof that attackers are using it.What do these mean? →
- Not listed in CISA KEV
- Whether working attack code is public (Exploit-DB, Metasploit, Nuclei or GitHub). Public code makes attacks easier.What do these mean? →
- None on Exploit-DB, Metasploit or GitHub
Summary
In the Linux kernel, the following vulnerability has been resolved: drm/v3d: Skip CSD when it has zeroed workgroups A compute shader dispatch encodes its workgroup counts in the CFG0..CFG2 registers. Kicking off a dispatch with a zero count in any of the three dimensions is invalid. First, the hardware will process 0 as 65536, while the user-space driver exposes a maximum of 65535. Over that, a submission with a zeroed workgroup dimension should be a no-op. These zeroed counts can reach the dispatch path through an indirect CSD job, whose workgroup counts are only known once the indirect buffer is read and may legitimately be zero, but such scenario should only result in a no-op. Overwrite the indirect CSD job workgroup counts with the indirect BO ones, even if they are zeroed, and don't submit the job to the hardware when any of the workgroup counts is zero, so the job completes immediately instead of running the shader.
Timeline
- CVE published
- Record last updated
Affected versions
- Linux Linux
Version range not reported
- Linux Linux
5.3
References 7
git.kernel.org
- stable/c/b3a8dd72b0d008ff142880b4dbe5ca37dcf962b4
- stable/c/8b51c5406ad748c3d5575b66b6009b5dbbc08b80
- stable/c/abb069fdf51a9ddabcc1ed125dafe54e2089900b
- stable/c/ad166139d123dc162e8636f0c7962516d04074e1
- stable/c/9655b56b6de918e1c22b92f3880ae41b052cbd00
- stable/c/11e6432836394e00d39e468cd514f9ddb66f1e49
- stable/c/7f93fad5ea0affc9e1505dd0f7596c0fdb496213