mesa: remove Driver.BindArrayObject

Nothing sets it.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Marek Olšák 2015-09-27 21:28:22 +02:00
parent d1269a844f
commit 82a950f187
3 changed files with 0 additions and 18 deletions

View File

@ -176,14 +176,8 @@ _mesa_init_driver_functions(struct dd_function_table *driver)
driver->DiscardFramebuffer = NULL;
_mesa_init_texture_barrier_functions(driver);
/* APPLE_vertex_array_object */
driver->BindArrayObject = NULL;
_mesa_init_shader_object_functions(driver);
_mesa_init_transform_feedback_functions(driver);
_mesa_init_sampler_object_functions(driver);
/* T&L stuff */

View File

@ -443,10 +443,6 @@ bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
ctx->NewState |= _NEW_ARRAY;
_mesa_reference_vao(ctx, &ctx->Array.VAO, newObj);
/* Pass BindVertexArray call to device driver */
if (ctx->Driver.BindArrayObject && newObj)
ctx->Driver.BindArrayObject(ctx, newObj);
}

View File

@ -747,14 +747,6 @@ struct dd_function_table {
GLint *bytesWritten);
/*@}*/
/**
* \name Vertex Array objects
*/
/*@{*/
void (*BindArrayObject)(struct gl_context *ctx, struct gl_vertex_array_object *);
/*@}*/
/**
* \name GLSL-related functions (ARB extensions and OpenGL 2.x)
*/