mesa: remove Driver.BindArrayObject
Nothing sets it. Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@ -176,14 +176,8 @@ _mesa_init_driver_functions(struct dd_function_table *driver)
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driver->DiscardFramebuffer = NULL;
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_mesa_init_texture_barrier_functions(driver);
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/* APPLE_vertex_array_object */
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driver->BindArrayObject = NULL;
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_mesa_init_shader_object_functions(driver);
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_mesa_init_transform_feedback_functions(driver);
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_mesa_init_sampler_object_functions(driver);
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/* T&L stuff */
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@ -443,10 +443,6 @@ bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
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ctx->NewState |= _NEW_ARRAY;
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_mesa_reference_vao(ctx, &ctx->Array.VAO, newObj);
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/* Pass BindVertexArray call to device driver */
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if (ctx->Driver.BindArrayObject && newObj)
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ctx->Driver.BindArrayObject(ctx, newObj);
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}
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@ -747,14 +747,6 @@ struct dd_function_table {
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GLint *bytesWritten);
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/*@}*/
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/**
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* \name Vertex Array objects
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*/
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/*@{*/
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void (*BindArrayObject)(struct gl_context *ctx, struct gl_vertex_array_object *);
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/*@}*/
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/**
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* \name GLSL-related functions (ARB extensions and OpenGL 2.x)
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*/
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