Commit be26b522 by Jamie Madill

Make a slight style change to clarify that VAOs are not stored in the ResourceManager.

TRAC #23446 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods Authored-by: Jamie Madill
parent 33dc8439
...@@ -256,7 +256,6 @@ class Context ...@@ -256,7 +256,6 @@ class Context
GLuint createProgram(); GLuint createProgram();
GLuint createTexture(); GLuint createTexture();
GLuint createRenderbuffer(); GLuint createRenderbuffer();
GLuint createVertexArray();
GLuint createSampler(); GLuint createSampler();
void deleteBuffer(GLuint buffer); void deleteBuffer(GLuint buffer);
...@@ -264,7 +263,6 @@ class Context ...@@ -264,7 +263,6 @@ class Context
void deleteProgram(GLuint program); void deleteProgram(GLuint program);
void deleteTexture(GLuint texture); void deleteTexture(GLuint texture);
void deleteRenderbuffer(GLuint renderbuffer); void deleteRenderbuffer(GLuint renderbuffer);
void deleteVertexArray(GLuint vertexArray);
void deleteSampler(GLuint sampler); void deleteSampler(GLuint sampler);
// Framebuffers are owned by the Context, so these methods do not pass through // Framebuffers are owned by the Context, so these methods do not pass through
...@@ -279,6 +277,10 @@ class Context ...@@ -279,6 +277,10 @@ class Context
GLuint createQuery(); GLuint createQuery();
void deleteQuery(GLuint query); void deleteQuery(GLuint query);
// Vertex arrays are owned by the Context
GLuint createVertexArray();
void deleteVertexArray(GLuint vertexArray);
void bindArrayBuffer(GLuint buffer); void bindArrayBuffer(GLuint buffer);
void bindElementArrayBuffer(GLuint buffer); void bindElementArrayBuffer(GLuint buffer);
void bindTexture2D(GLuint texture); void bindTexture2D(GLuint texture);
......
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