virtual void RestoreAllTextureUnitBindings(
const ContextState* prev_state) const = 0;
virtual void RestoreActiveTextureUnitBinding(unsigned int target) const = 0;
- virtual void RestoreAttribute(unsigned index) const = 0;
virtual void RestoreBufferBindings() const = 0;
virtual void RestoreFramebufferBindings() const = 0;
virtual void RestoreGlobalState() const = 0;
virtual void ClearAllAttributes() const = 0;
virtual void RestoreAllAttributes() const = 0;
+ virtual void SetIgnoreCachedStateForTest(bool ignore) = 0;
+
// Gets the QueryManager for this context.
virtual QueryManager* GetQueryManager() = 0;