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