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-rw-r--r--src/mesa/vbo/vbo_exec.c15
1 files changed, 0 insertions, 15 deletions
diff --git a/src/mesa/vbo/vbo_exec.c b/src/mesa/vbo/vbo_exec.c
index bd2b1b1a9df..eb903504328 100644
--- a/src/mesa/vbo/vbo_exec.c
+++ b/src/mesa/vbo/vbo_exec.c
@@ -82,21 +82,6 @@ void vbo_exec_invalidate_state( struct gl_context *ctx, GLuint new_state )
if (!exec->validating && new_state & (_NEW_PROGRAM|_NEW_ARRAY)) {
exec->array.recalculate_inputs = GL_TRUE;
-
- /* If we ended up here because a VAO was deleted, the _DrawArrays
- * pointer which pointed to the VAO might be invalid now, so set it
- * to NULL. This prevents crashes in driver functions like Clear
- * where driver state validation might occur, but the vbo module is
- * still in an invalid state.
- *
- * Drivers should skip vertex array state validation if _DrawArrays
- * is NULL. It also has no effect on performance, because attrib
- * bindings will be recalculated anyway.
- */
- if (vbo->last_draw_method == DRAW_ARRAYS) {
- ctx->Array._DrawArrays = NULL;
- vbo->last_draw_method = DRAW_NONE;
- }
}
if (new_state & _NEW_EVAL)