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