/* * 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