gecko-dev/dom/canvas/WebGLShaderPrecisionFormat.h

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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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<JSObject*> givenProto,
JS::MutableHandle<JSObject*> 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_