Nothing reimplements it.
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
_mesa_init_texture_barrier_functions(driver);
/* APPLE_vertex_array_object */
- driver->NewArrayObject = _mesa_new_vao;
driver->DeleteArrayObject = _mesa_delete_vao;
driver->BindArrayObject = NULL;
* Allocate and initialize a new vertex array object.
*
* This function is intended to be called via
- * \c dd_function_table::NewArrayObject.
*/
struct gl_vertex_array_object *
_mesa_new_vao(struct gl_context *ctx, GLuint name)
}
/* For APPLE version, generate a new array object now */
- newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
+ newObj = _mesa_new_vao(ctx, id);
if (!newObj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
return;
struct gl_vertex_array_object *obj;
GLuint name = first + i;
- obj = (*ctx->Driver.NewArrayObject)( ctx, name );
+ obj = _mesa_new_vao(ctx, name);
if (!obj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func);
return;
* \name Vertex Array objects
*/
/*@{*/
- struct gl_vertex_array_object * (*NewArrayObject)(struct gl_context *ctx, GLuint id);
void (*DeleteArrayObject)(struct gl_context *ctx, struct gl_vertex_array_object *);
void (*BindArrayObject)(struct gl_context *ctx, struct gl_vertex_array_object *);
/*@}*/
void
_mesa_init_varray(struct gl_context *ctx)
{
- ctx->Array.DefaultVAO = ctx->Driver.NewArrayObject(ctx, 0);
+ ctx->Array.DefaultVAO = _mesa_new_vao(ctx, 0);
_mesa_reference_vao(ctx, &ctx->Array.VAO, ctx->Array.DefaultVAO);
ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
functions->ClearBufferSubData = st_clear_buffer_subdata;
/* For GL_APPLE_vertex_array_object */
- functions->NewArrayObject = _mesa_new_vao;
functions->DeleteArrayObject = _mesa_delete_vao;
}