Use bitmap_zalloc()/bitmap_free() instead of hand-writing them. It is less verbose and it improves the semantic. Signed-off-by: Christophe JAILLET <christophe.jaillet@xxxxxxxxxx> --- drivers/gpu/drm/vc4/vc4_validate_shaders.c | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/drivers/gpu/drm/vc4/vc4_validate_shaders.c b/drivers/gpu/drm/vc4/vc4_validate_shaders.c index e315aeb5fef5..d074d2014be4 100644 --- a/drivers/gpu/drm/vc4/vc4_validate_shaders.c +++ b/drivers/gpu/drm/vc4/vc4_validate_shaders.c @@ -795,9 +795,8 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj) reset_validation_state(&validation_state); - validation_state.branch_targets = - kcalloc(BITS_TO_LONGS(validation_state.max_ip), - sizeof(unsigned long), GFP_KERNEL); + validation_state.branch_targets = bitmap_zalloc(validation_state.max_ip, + GFP_KERNEL); if (!validation_state.branch_targets) goto fail; @@ -939,12 +938,12 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj) (validated_shader->uniforms_size + 4 * validated_shader->num_texture_samples); - kfree(validation_state.branch_targets); + bitmap_free(validation_state.branch_targets); return validated_shader; fail: - kfree(validation_state.branch_targets); + bitmap_free(validation_state.branch_targets); if (validated_shader) { kfree(validated_shader->uniform_addr_offsets); kfree(validated_shader->texture_samples); -- 2.34.1