#include "gpu/command_buffer/service/gl_state_restorer_impl.h"
#include "gpu/command_buffer/service/gl_context_virtual_delegate.h"
#include "gpu/command_buffer/service/query_manager.h"
namespace gpu {
GLStateRestorerImpl::GLStateRestorerImpl(
base::WeakPtr<GLContextVirtualDelegate> delegate)
: … { … }
GLStateRestorerImpl::~GLStateRestorerImpl() = default;
bool GLStateRestorerImpl::IsInitialized() { … }
void GLStateRestorerImpl::RestoreState(const gl::GLStateRestorer* prev_state) { … }
void GLStateRestorerImpl::RestoreAllTextureUnitAndSamplerBindings() { … }
void GLStateRestorerImpl::RestoreActiveTexture() { … }
void GLStateRestorerImpl::RestoreActiveTextureUnitBinding(unsigned int target) { … }
void GLStateRestorerImpl::RestoreAllExternalTextureBindingsIfNeeded() { … }
void GLStateRestorerImpl::RestoreFramebufferBindings() { … }
void GLStateRestorerImpl::RestoreProgramBindings() { … }
void GLStateRestorerImpl::RestoreBufferBinding(unsigned int target) { … }
void GLStateRestorerImpl::RestoreVertexAttribArray(unsigned int index) { … }
void GLStateRestorerImpl::PauseQueries() { … }
void GLStateRestorerImpl::ResumeQueries() { … }
const gles2::ContextState* GLStateRestorerImpl::GetContextState() const { … }
}