/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef WEBGL_SHADER_PRECISION_FORMAT_H_ #define WEBGL_SHADER_PRECISION_FORMAT_H_ #include "WebGLObjectModel.h" namespace mozilla { class WebGLShaderPrecisionFormat final : public WebGLContextBoundObject { public: WebGLShaderPrecisionFormat(WebGLContext* context, GLint rangeMin, GLint rangeMax, GLint precision) : WebGLContextBoundObject(context) , mRangeMin(rangeMin) , mRangeMax(rangeMax) , mPrecision(precision) { } bool WrapObject(JSContext* cx, JS::Handle givenProto, JS::MutableHandle reflector); // WebIDL WebGLShaderPrecisionFormat API GLint RangeMin() const { return mRangeMin; } GLint RangeMax() const { return mRangeMax; } GLint Precision() const { return mPrecision; } NS_INLINE_DECL_REFCOUNTING(WebGLShaderPrecisionFormat) private: // Private destructor, to discourage deletion outside of Release(): ~WebGLShaderPrecisionFormat() { } GLint mRangeMin; GLint mRangeMax; GLint mPrecision; }; } // namespace mozilla #endif // WEBGL_SHADER_PRECISION_FORMAT_H_