Description
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.
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.
Published:
2026-06-25
Score:
n/a
EPSS:
< 1% Very Low
KEV:
No
Impact:
n/a
Action:
n/a
Analysis and contextual insights are available on OpenCVE Cloud.
Remediation
No vendor fix or workaround currently provided.
Additional remediation guidance may be available on OpenCVE Cloud.
Tracking
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Advisories
No advisories yet.
References
History
Fri, 26 Jun 2026 14:15:00 +0000
| Type | Values Removed | Values Added |
|---|---|---|
| Weaknesses | CWE-665 CWE-770 |
Fri, 26 Jun 2026 12:15:00 +0000
| Type | Values Removed | Values Added |
|---|---|---|
| Weaknesses | CWE-1284 | |
| References |
|
Thu, 25 Jun 2026 10:45:00 +0000
| Type | Values Removed | Values Added |
|---|---|---|
| Weaknesses | CWE-665 CWE-770 |
Thu, 25 Jun 2026 09:15:00 +0000
| Type | Values Removed | Values Added |
|---|---|---|
| Description | 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. | |
| Title | drm/v3d: Skip CSD when it has zeroed workgroups | |
| First Time appeared |
Linux
Linux linux Kernel |
|
| CPEs | cpe:2.3:o:linux:linux_kernel:*:*:*:*:*:*:*:* | |
| Vendors & Products |
Linux
Linux linux Kernel |
|
| References |
|
Status: PUBLISHED
Assigner: Linux
Published:
Updated: 2026-06-25T08:38:27.738Z
Reserved: 2026-06-09T07:44:35.387Z
Link: CVE-2026-53139
No data.
No data.
OpenCVE Enrichment
Updated: 2026-06-26T15:45:02Z
Weaknesses