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/*
* Copyright (c) 2012, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef SKY_ENGINE_CORE_HTML_CANVAS_WEBGLSHADERPRECISIONFORMAT_H_
#define SKY_ENGINE_CORE_HTML_CANVAS_WEBGLSHADERPRECISIONFORMAT_H_
#include "sky/engine/bindings/core/v8/ScriptWrappable.h"
#include "sky/engine/platform/graphics/GraphicsTypes3D.h"
#include "sky/engine/platform/heap/Handle.h"
#include "sky/engine/wtf/PassRefPtr.h"
#include "sky/engine/wtf/RefCounted.h"
namespace blink {
class WebGLShaderPrecisionFormat final : public RefCounted<WebGLShaderPrecisionFormat>, public ScriptWrappable {
DEFINE_WRAPPERTYPEINFO();
public:
static PassRefPtr<WebGLShaderPrecisionFormat> create(GLint rangeMin, GLint rangeMax, GLint precision);
GLint rangeMin() const;
GLint rangeMax() const;
GLint precision() const;
private:
WebGLShaderPrecisionFormat(GLint rangeMin, GLint rangeMax, GLint precision);
GLint m_rangeMin;
GLint m_rangeMax;
GLint m_precision;
};
} // namespace blink
#endif // SKY_ENGINE_CORE_HTML_CANVAS_WEBGLSHADERPRECISIONFORMAT_H_