#include "ui/gl/scoped_binders.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/gl_state_restorer.h"
namespace gl {
ScopedFramebufferBinder::ScopedFramebufferBinder(unsigned int fbo)
: … { … }
ScopedFramebufferBinder::~ScopedFramebufferBinder() { … }
ScopedActiveTexture::ScopedActiveTexture(unsigned int texture)
: … { … }
ScopedActiveTexture::~ScopedActiveTexture() { … }
ScopedTextureBinder::ScopedTextureBinder(unsigned int target, unsigned int id)
: … { … }
ScopedTextureBinder::~ScopedTextureBinder() { … }
ScopedUseProgram::ScopedUseProgram(unsigned int program)
: … { … }
ScopedUseProgram::~ScopedUseProgram() { … }
ScopedVertexAttribArray::ScopedVertexAttribArray(unsigned int index,
int size,
unsigned int type,
char normalized,
int stride,
const void* pointer)
: … { … }
ScopedVertexAttribArray::~ScopedVertexAttribArray() { … }
ScopedBufferBinder::ScopedBufferBinder(unsigned int target, unsigned int id)
: … { … }
ScopedBufferBinder::~ScopedBufferBinder() { … }
ScopedViewport::ScopedViewport(int x, int y, int width, int height) { … }
ScopedViewport::~ScopedViewport() { … }
ScopedColorMask::ScopedColorMask(char red, char green, char blue, char alpha) { … }
ScopedColorMask::~ScopedColorMask() { … }
ScopedCapability::ScopedCapability(unsigned capability, unsigned char enabled)
: … { … }
ScopedCapability::~ScopedCapability() { … }
}