ScopedTexture2DBinder::~ScopedTexture2DBinder() {
  ScopedGLErrorSuppressor suppressor(decoder_);
  GLES2DecoderImpl::TextureUnit& info = decoder_->texture_units_[0];
  GLuint last_id;
  if (info.bound_texture_2d)
    last_id = info.bound_texture_2d->service_id();
  else
    last_id = 0;

  glBindTexture(GL_TEXTURE_2D, last_id);
  glActiveTexture(GL_TEXTURE0 + decoder_->active_texture_unit_);
}

Unknown