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.
https://git.kernel.org/stable/c/b3a8dd72b0d008ff142880b4dbe5ca37dcf962b4
https://git.kernel.org/stable/c/ad166139d123dc162e8636f0c7962516d04074e1
https://git.kernel.org/stable/c/abb069fdf51a9ddabcc1ed125dafe54e2089900b
https://git.kernel.org/stable/c/9655b56b6de918e1c22b92f3880ae41b052cbd00
https://git.kernel.org/stable/c/8b51c5406ad748c3d5575b66b6009b5dbbc08b80
https://git.kernel.org/stable/c/7f93fad5ea0affc9e1505dd0f7596c0fdb496213
https://git.kernel.org/stable/c/11e6432836394e00d39e468cd514f9ddb66f1e49