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      1 /*
      2  * Copyright (c) 2012, Google Inc. All rights reserved.
      3  *
      4  * Redistribution and use in source and binary forms, with or without
      5  * modification, are permitted provided that the following conditions are
      6  * met:
      7  *     * Redistributions of source code must retain the above copyright
      8  * notice, this list of conditions and the following disclaimer.
      9  *     * Redistributions in binary form must reproduce the above
     10  * copyright notice, this list of conditions and the following disclaimer
     11  * in the documentation and/or other materials provided with the
     12  * distribution.
     13  *
     14  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     15  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
     16  * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
     17  * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
     18  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
     19  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
     20  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
     21  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     22  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     23  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     24  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     25  */
     26 
     27 #ifndef WebGLShaderPrecisionFormat_h
     28 #define WebGLShaderPrecisionFormat_h
     29 
     30 #include "bindings/v8/ScriptWrappable.h"
     31 #include "platform/graphics/GraphicsTypes3D.h"
     32 #include "wtf/PassRefPtr.h"
     33 #include "wtf/RefCounted.h"
     34 
     35 namespace WebCore {
     36 
     37 class WebGLShaderPrecisionFormat : public RefCounted<WebGLShaderPrecisionFormat>, public ScriptWrappable {
     38 public:
     39     static PassRefPtr<WebGLShaderPrecisionFormat> create(GLint rangeMin, GLint rangeMax, GLint precision);
     40 
     41     GLint rangeMin() const;
     42     GLint rangeMax() const;
     43     GLint precision() const;
     44 
     45 private:
     46     WebGLShaderPrecisionFormat(GLint rangeMin, GLint rangeMax, GLint precision);
     47 
     48     GLint m_rangeMin;
     49     GLint m_rangeMax;
     50     GLint m_precision;
     51 };
     52 
     53 }
     54 
     55 #endif // WebGLShaderPrecisionFormat_h
     56