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Ever found yourself in a moment of boredom, scrolling aimlessly, and wishing for something simple yet utterly satisfying to engage your mind? Look no further than the delightful genre of slicing games, and specifically, the incredibly addictive Slice Master. These games offer a unique blend of precision, timing, and visual gratification, making them a perfect pick-up-and-play experience for anyone looking to unwind.
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What is Slice Master, and Why Should You Try It?
At its core, Slice Master is a game about, well, slicing! Imagine a canvas filled with various shapes and objects, and your goal is to meticulously cut them into smaller, designated pieces using a virtual blade. It sounds deceptively simple, but the genius lies in its execution. The game's intuitive controls and satisfying physics make each slice feel impactful, and the challenge gradually increases, keeping you hooked.
Think of it as a digital meditation, where the act of carefully dissecting objects becomes a strangely calming and rewarding experience. The visual feedback of cleanly cut shapes, often accompanied by satisfying sound effects, creates a positive loop that encourages you to keep playing.
Getting Started: A Glimpse into the Gameplay
Playing Slice Master is incredibly straightforward, making it accessible to gamers of all ages and skill levels. Here's a basic rundown of what you can expect:
The Objective: Each level presents you with a set of objects. Your goal is to slice them into a specific number of smaller pieces, often along indicated lines or into particular shapes.
The Blade: You control a virtual blade, usually by dragging your finger or mouse across the screen. The key is to make smooth, precise movements to achieve clean cuts.
Precision is Key: Hitting the target lines perfectly often yields higher scores or unlocks bonus points. Messy cuts might mean restarting a section or losing points.
Varying Challenges: As you progress, you'll encounter different materials that require more careful slicing, moving objects, or even time limits, adding layers of complexity to the core mechanic.
Tips for Becoming a Slice Master
While the game is easy to pick up, mastering it requires a bit of finesse. Here are a few friendly tips to enhance your slicing skills:
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The dma-buf pseudo filesystem dispenses S_ANON_INODE inodes via
alloc_anon_inode() but never sets SB_I_NOEXEC on its superblock.
Since commit 1e7ab6f67824 ("anon_inode: rework assertions") in 6.17,
path_noexec() warns on exactly that combination, so an mmap() on any
dma-buf fd trips the warning:
WARNING: CPU: 11 PID: 121813 at fs/exec.c:118 path_noexec+0x47/0x50
do_mmap+0x2b5/0x680
vm_mmap_pgoff+0x129/0x210
ksys_mmap_pgoff+0x177/0x240
__x64_sys_mmap+0x33/0x70
dma-bufs have no business being executable, which is the invariant
that the new assertion is enforcing. Set SB_I_NOEXEC. Also set
SB_I_NODEV, since the pseudo filesystem creates no device nodes.
Reproducer on a CONFIG_DEBUG_VFS=y kernel:
make -C tools/testing/selftests/dmabuf-heaps
sudo ./tools/testing/selftests/dmabuf-heaps/dmabuf-heap -t system
The selftest allocates from /dev/dma_heap/system and mmaps the
returned fd, which trips the warning without this patch.
Fixes: 1e7ab6f67824 ("anon_inode: rework assertions")
Cc: stable(a)vger.kernel.org
Reviewed-by: Christian Brauner (Amutable) <brauner(a)kernel.org>
Signed-off-by: John Hubbard <jhubbard(a)nvidia.com>
---
Changes since v1:
* Also set SB_I_NODEV (suggested by Christian Brauner).
* Added Christian Brauner's Reviewed-by tag (thanks!)
drivers/dma-buf/dma-buf.c | 2 ++
1 file changed, 2 insertions(+)
diff --git a/drivers/dma-buf/dma-buf.c b/drivers/dma-buf/dma-buf.c
index 71f37544a5c6..ea1ddd4293b2 100644
--- a/drivers/dma-buf/dma-buf.c
+++ b/drivers/dma-buf/dma-buf.c
@@ -216,6 +216,8 @@ static int dma_buf_fs_init_context(struct fs_context *fc)
if (!ctx)
return -ENOMEM;
ctx->dops = &dma_buf_dentry_ops;
+ fc->s_iflags |= SB_I_NOEXEC;
+ fc->s_iflags |= SB_I_NODEV;
return 0;
}
base-commit: 6779b50faa562e6cca1aa6a4649a4d764c6c7e28
--
2.54.0
In case MMIO size is bigger than 4G and peer2peer DMA goes
through host bridge, we trigger a code path that assigns the
total linked IOVA (which is greater than 4G) to mapped_len.
Previously, `mapped_len` was declared as 32-bit `unsigned int`.
When accumulating `size_t` lengths, this leads to a silent wrap-around.
This truncation causes truncated lengths to be passed to functions
like `fill_sg_entry()`.
Fix this by changing `mapped_len` to `size_t` (64-bit). While
at it, fix similar potential overflow issues in `calc_sg_nents`
by using `size_t` for `nents` and checking against `UINT_MAX`
and using `unsigned int` for the loop iterator in `fill_sg_entry`
to match.
to mapped_len, and leading to a silent overflow
Fixes: 3aa31a8bb11e ("dma-buf: provide phys_vec to scatter-gather mapping routine")
Cc: stable(a)vger.kernel.org
Cc: iommu(a)lists.linux.dev
Reviewed-by: Pranjal Shrivastava <praan(a)google.com>
Signed-off-by: David Hu <xuehaohu(a)google.com>
---
Changes in v2:
Fixed 'IVOA' -> 'IOVA' typo and expanded commit message (Claude Bot).
Added Reverse Xmas tree formatting (Pranjal).
Folded in extra bounds checking for calc_sg_nents() (Pranjal).
Folded in type consistency fix for fill_sg_entry() (Pranjal).
Droped unnecessary `nents = 0` initialization (Claude Bot).
drivers/dma-buf/dma-buf-mapping.c | 10 +++++++---
1 file changed, 7 insertions(+), 3 deletions(-)
diff --git a/drivers/dma-buf/dma-buf-mapping.c b/drivers/dma-buf/dma-buf-mapping.c
index 794acff2546a..5bc769fc42ea 100644
--- a/drivers/dma-buf/dma-buf-mapping.c
+++ b/drivers/dma-buf/dma-buf-mapping.c
@@ -10,7 +10,7 @@ static struct scatterlist *fill_sg_entry(struct scatterlist *sgl, size_t length,
dma_addr_t addr)
{
unsigned int len, nents;
- int i;
+ unsigned int i;
nents = DIV_ROUND_UP(length, UINT_MAX);
for (i = 0; i < nents; i++) {
@@ -36,7 +36,7 @@ static unsigned int calc_sg_nents(struct dma_iova_state *state,
struct phys_vec *phys_vec, size_t nr_ranges,
size_t size)
{
- unsigned int nents = 0;
+ size_t nents = 0;
size_t i;
if (!state || !dma_use_iova(state)) {
@@ -51,6 +51,9 @@ static unsigned int calc_sg_nents(struct dma_iova_state *state,
nents = DIV_ROUND_UP(size, UINT_MAX);
}
+ if (nents > UINT_MAX)
+ return 0;
+
return nents;
}
@@ -95,9 +98,10 @@ struct sg_table *dma_buf_phys_vec_to_sgt(struct dma_buf_attachment *attach,
size_t nr_ranges, size_t size,
enum dma_data_direction dir)
{
- unsigned int nents, mapped_len = 0;
struct dma_buf_dma *dma;
struct scatterlist *sgl;
+ size_t mapped_len = 0;
+ unsigned int nents;
dma_addr_t addr;
size_t i;
int ret;
--
2.54.0.794.g4f17f83d09-goog
(was previously Rust bindings for gem shmem)
Most of this patch series has already been pushed upstream, this is just
the second half of the patch series that has not been pushed yet + some
additional changes which were required to implement changes requested by
the mailing list. This patch series is originally from Asahi, previously
posted by Daniel Almeida.
The previous version of the patch series can be found here:
https://patchwork.freedesktop.org/series/164580/
Branch with patches applied available here:
https://gitlab.freedesktop.org/lyudess/linux/-/commits/rust/gem-shmem
This patch series applies on top of drm-rust-next with the following
dependencies applied:
https://lkml.org/lkml/2026/5/26/1960
Lyude Paul (6):
rust: faux: Allow retrieving a bound Device
rust: gem: shmem: Fix Default implementation for ObjectConfig
rust: drm: gem: s/device::Device/Device/ for shmem.rs
drm/gem/shmem: Introduce __drm_gem_shmem_free_sgt_locked()
rust: drm: gem/shmem: Add DmaResvGuard helper
rust: drm: gem: Introduce shmem::Object::sg_table()
drivers/gpu/drm/drm_gem_shmem_helper.c | 32 ++-
include/drm/drm_gem_shmem_helper.h | 1 +
rust/kernel/drm/gem/shmem.rs | 264 +++++++++++++++++++++++--
rust/kernel/faux.rs | 7 +-
4 files changed, 279 insertions(+), 25 deletions(-)
base-commit: 2cf1840b0fa7637b6731fd554529f8d57ea34c04
prerequisite-patch-id: c8ade07eec6e9c9e875800b114137c459d362e4e
prerequisite-patch-id: dc4f750bc885b867842587b994261f43602bc6a8
--
2.54.0
From: Li RongQing <lirongqing(a)baidu.com>
Move dma_resv_assert_held() after the validation of 'attach' and
'attach->dmabuf' to avoid a potential null pointer dereference if
the function is ever called with invalid arguments.
Signed-off-by: Li RongQing <lirongqing(a)baidu.com>
---
drivers/dma-buf/dma-buf-mapping.c | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/drivers/dma-buf/dma-buf-mapping.c b/drivers/dma-buf/dma-buf-mapping.c
index 794acff..e6ecd6c 100644
--- a/drivers/dma-buf/dma-buf-mapping.c
+++ b/drivers/dma-buf/dma-buf-mapping.c
@@ -102,12 +102,12 @@ struct sg_table *dma_buf_phys_vec_to_sgt(struct dma_buf_attachment *attach,
size_t i;
int ret;
- dma_resv_assert_held(attach->dmabuf->resv);
-
if (WARN_ON(!attach || !attach->dmabuf || !provider))
/* This function is supposed to work on MMIO memory only */
return ERR_PTR(-EINVAL);
+ dma_resv_assert_held(attach->dmabuf->resv);
+
dma = kzalloc_obj(*dma);
if (!dma)
return ERR_PTR(-ENOMEM);
--
2.9.4
Mobile games come and go, but some titles remain popular for years because of their addictive gameplay and unique style. One of those games is Geometry Dash Lite, the free version of the famous rhythm-based platformer developed by RobTop Games. Even with its simple controls and minimalist design, the game continues to attract millions of players worldwide.
Easy to Play, Difficult to Master
The gameplay of Geometry Dash Lite is very straightforward. Players control a geometric icon that automatically moves forward through obstacle-filled levels. The main objective is to jump at the correct time to avoid spikes, traps, and dangerous platforms.
The controls only require a single tap or click, making the game easy for anyone to pick up. However, the real challenge comes from mastering timing and memorizing level patterns. One small mistake sends you back to the beginning, which can be frustrating but also highly motivating.
Rhythm and Music Create the Experience
What truly makes Geometry Dash Lite stand out is its connection between gameplay and music. Every level is synchronized with energetic electronic soundtracks that guide the player through obstacles and jumps. The rhythm helps create a fast-paced and immersive experience that feels both exciting and satisfying.
As the music intensifies, so does the gameplay. Players must stay focused and react quickly to survive increasingly difficult sections.
Colorful Graphics and Creative Design
Although the game uses simple geometric visuals, the design is stylish and memorable. Bright neon colors, smooth animations, and creative level layouts give each stage its own personality. Different gameplay mechanics are introduced as players progress, keeping the experience fresh and challenging.
Why Players Keep Coming Back
One of the biggest strengths of Geometry Dash Lite is the sense of achievement it provides. Completing a difficult level after dozens of failed attempts feels incredibly rewarding. This balance between frustration and satisfaction is what makes the game so addictive.
The game is also perfect for short gaming sessions, allowing players to quickly retry levels and improve their skills over time.
Final Thoughts
Geometry Dash Lite proves that a game does not need complicated mechanics or realistic graphics to become successful. Its combination of rhythm-based gameplay, challenging obstacles, and energetic music creates an experience that is simple, fun, and highly addictive.
Whether you are a beginner looking for a fun mobile game or a competitive player seeking a difficult challenge, Geometry Dash Lite offers an exciting adventure that is hard to put down.
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