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.
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.
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.
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.
Review the upstream advisory, identify the affected product in your inventory, and apply the vendor update when one is available.
CVE-2026-53139 is listed in the HOL Guard supply-chain feed, but affected software is not mapped to a package. Review the upstream advisory for the affected product and vendor guidance. 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.
Affected software not mapped. Review the upstream record for vendor-specific product and version guidance.
Reported by NVD (nvd).
HOL Guard can help your team monitor supply-chain activity while the upstream record is clarified.
Explore HOL GuardReview the upstream advisory, identify the affected product in your inventory, and apply the vendor update when one is available.
CVE-2026-53139 is listed in the HOL Guard supply-chain feed, but affected software is not mapped to a package. Review the upstream advisory for the affected product and vendor guidance. 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.
Affected software not mapped. Review the upstream record for vendor-specific product and version guidance.
Reported by NVD (nvd).
HOL Guard can help your team monitor supply-chain activity while the upstream record is clarified.
Explore HOL Guard