Refactor blending and texture gl state

Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
diff --git a/libs/hwui/Image.cpp b/libs/hwui/Image.cpp
index edf3930..a31c546 100644
--- a/libs/hwui/Image.cpp
+++ b/libs/hwui/Image.cpp
@@ -39,7 +39,7 @@
     } else {
         // Create a 2D texture to sample from the EGLImage
         glGenTextures(1, &mTexture);
-        Caches::getInstance().bindTexture(mTexture);
+        Caches::getInstance().textureState().bindTexture(mTexture);
         glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, mImage);
 
         GLenum status = GL_NO_ERROR;
@@ -54,7 +54,7 @@
         eglDestroyImageKHR(eglGetDisplay(EGL_DEFAULT_DISPLAY), mImage);
         mImage = EGL_NO_IMAGE_KHR;
 
-        Caches::getInstance().deleteTexture(mTexture);
+        Caches::getInstance().textureState().deleteTexture(mTexture);
         mTexture = 0;
     }
 }