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->DeleteArrayObject = _mesa_delete_vao;
driver->BindArrayObject = NULL;
_mesa_init_shader_object_functions(driver);
deleteFlag = (oldObj->RefCount == 0);
mtx_unlock(&oldObj->Mutex);
- if (deleteFlag) {
- assert(ctx->Driver.DeleteArrayObject);
- ctx->Driver.DeleteArrayObject(ctx, oldObj);
- }
+ if (deleteFlag)
+ _mesa_delete_vao(ctx, oldObj);
*ptr = NULL;
}
* \name Vertex Array objects
*/
/*@{*/
- void (*DeleteArrayObject)(struct gl_context *ctx, struct gl_vertex_array_object *);
void (*BindArrayObject)(struct gl_context *ctx, struct gl_vertex_array_object *);
/*@}*/
functions->UnmapBuffer = st_bufferobj_unmap;
functions->CopyBufferSubData = st_copy_buffer_subdata;
functions->ClearBufferSubData = st_clear_buffer_subdata;
-
- /* For GL_APPLE_vertex_array_object */
- functions->DeleteArrayObject = _mesa_delete_vao;
}