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  • Hash : 4928b7ca
    Author : Jamie Madill
    Date : 2017-06-20T12:57:39

    Proliferate gl::Context everywhere.
    
    This gives the D3D back-end access to the GL state almost anywhere.
    This uses the onDestroy hook for Textures to push errors up from
    destructors, although they still don't quite make it to the Context.
    
    There are places, such as in EGL object (Context/Surface) destruction,
    where we end up calling through to GL implementation internals without
    having access to a gl::Context. We handle this via a proxy Context
    to a Display, basically a null context, that has access to impl-side
    state like the Renderer pointer if necessary. It does not have access
    to the normal GL state.
    
    Also Pass gl::Context to RefCountObject::release(). Since we're using
    destroy() methods now, we should not ever call the destructor directly.
    
    BUG=angleproject:1156
    
    Change-Id: Ie4c32ad6bf6caaff0289901f30b5c6bafa2ce259
    Reviewed-on: https://chromium-review.googlesource.com/529707
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    

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