* \param n Number of array objects to delete.
* \param ids Array of \c n array object IDs.
*/
-void GLAPIENTRY
-_mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
+static void
+delete_vertex_arrays(struct gl_context *ctx, GLsizei n, const GLuint *ids)
{
- GET_CURRENT_CONTEXT(ctx);
GLsizei i;
- if (n < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArray(n)");
- return;
- }
-
for (i = 0; i < n; i++) {
struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, ids[i]);
* becomes current."
*/
if (obj == ctx->Array.VAO)
- _mesa_BindVertexArray(0);
+ _mesa_BindVertexArray_no_error(0);
/* The ID is immediately freed for re-use */
_mesa_HashRemoveLocked(ctx->Array.Objects, obj->Name);
}
+void GLAPIENTRY
+_mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (n < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArray(n)");
+ return;
+ }
+
+ delete_vertex_arrays(ctx, n, ids);
+}
+
+
/**
* Generate a set of unique array object IDs and store them in \c arrays.
* Helper for _mesa_GenVertexArrays() and _mesa_CreateVertexArrays()