break;
}
- for (i = 0; i <= ICE_NVM_ACCESS_GL_HIDA_MAX; i++)
+ for (i = 0; i <= GL_HIDA_MAX_INDEX; i++)
if (offset == (u32)GL_HIDA(i))
return ICE_SUCCESS;
- for (i = 0; i <= ICE_NVM_ACCESS_GL_HIBA_MAX; i++)
+ for (i = 0; i <= GL_HIBA_MAX_INDEX; i++)
if (offset == (u32)GL_HIBA(i))
return ICE_SUCCESS;