Fixed issue with compositor texture bindings leaking through to WebGL contexts.
BUG=524144
Review URL: https://codereview.chromium.org/1337613002
Cr-Commit-Position: refs/heads/master@{#348822}
diff --git a/gpu/command_buffer/service/context_state.h b/gpu/command_buffer/service/context_state.h
index f07c83cd..f9d4ff7 100644
--- a/gpu/command_buffer/service/context_state.h
+++ b/gpu/command_buffer/service/context_state.h
@@ -81,24 +81,6 @@
NOTREACHED();
return NULL;
}
-
- void Unbind(TextureRef* texture) {
- if (bound_texture_2d.get() == texture) {
- bound_texture_2d = NULL;
- }
- if (bound_texture_cube_map.get() == texture) {
- bound_texture_cube_map = NULL;
- }
- if (bound_texture_external_oes.get() == texture) {
- bound_texture_external_oes = NULL;
- }
- if (bound_texture_3d.get() == texture) {
- bound_texture_3d = NULL;
- }
- if (bound_texture_2d_array.get() == texture) {
- bound_texture_2d_array = NULL;
- }
- }
};
class GPU_EXPORT Vec4 {
@@ -234,6 +216,8 @@
void SetBoundBuffer(GLenum target, Buffer* buffer);
void RemoveBoundBuffer(Buffer* buffer);
+ void UnbindTexture(TextureRef* texture);
+
#include "gpu/command_buffer/service/context_state_autogen.h"
EnableFlags enable_flags;