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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 WebGLShaderPrecisionFormat_h
#define WebGLShaderPrecisionFormat_h

#include "bindings/v8/ScriptWrappable.h"
#include "platform/graphics/GraphicsTypes3D.h"
#include "wtf/PassRefPtr.h"
#include "wtf/RefCounted.h"

namespace WebCore {

class WebGLShaderPrecisionFormat : public RefCounted<WebGLShaderPrecisionFormat>, public ScriptWrappable {
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;
};

}

#endif // WebGLShaderPrecisionFormat_h