Fixed Vertex Array Objects Fixed glBindVertexArray. The early return was wrong, binding vertex array 0 is perfectly valid. All related dEQP tests pass. Change-Id: Idd0ae745dc15877afb7c7323aab8253fb71e9017 Reviewed-on: https://swiftshader-review.googlesource.com/13549 Tested-by: Alexis Hétu <sugoi@google.com> Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/OpenGL/libGLESv2/libGLESv3.cpp b/src/OpenGL/libGLESv2/libGLESv3.cpp index f995d2d..a300753 100644 --- a/src/OpenGL/libGLESv2/libGLESv3.cpp +++ b/src/OpenGL/libGLESv2/libGLESv3.cpp
@@ -1647,11 +1647,6 @@ { TRACE("(GLuint array = %d)", array); - if(array == 0) - { - return; - } - es2::Context *context = es2::getContext(); if(context)