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;