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)