+GLContext::ScopedReleaseCurrent::ScopedReleaseCurrent() : canceled_(false) {}
+
+GLContext::ScopedReleaseCurrent::~ScopedReleaseCurrent() {
+ if (!canceled_ && GetCurrent()) {
+ GetCurrent()->ReleaseCurrent(NULL);
+ }
+}
+
+void GLContext::ScopedReleaseCurrent::Cancel() {
+ canceled_ = true;
+}
+
+GLContext::FlushEvent::FlushEvent() {
+}
+
+GLContext::FlushEvent::~FlushEvent() {
+}
+
+void GLContext::FlushEvent::Signal() {
+ flag_.Set();
+}
+
+bool GLContext::FlushEvent::IsSignaled() {
+ return flag_.IsSet();
+}
+