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1 /* | 1 /* |
2 * Copyright (c) 2012, Google Inc. All rights reserved. | 2 * Copyright (c) 2012, Google Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions are | 5 * modification, are permitted provided that the following conditions are |
6 * met: | 6 * met: |
7 * * Redistributions of source code must retain the above copyright | 7 * * Redistributions of source code must retain the above copyright |
8 * notice, this list of conditions and the following disclaimer. | 8 * notice, this list of conditions and the following disclaimer. |
9 * * Redistributions in binary form must reproduce the above | 9 * * Redistributions in binary form must reproduce the above |
10 * copyright notice, this list of conditions and the following disclaimer | 10 * copyright notice, this list of conditions and the following disclaimer |
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21 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY | 21 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
22 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 22 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
23 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | 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. | 24 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
25 */ | 25 */ |
26 | 26 |
27 #ifndef WebGLShaderPrecisionFormat_h | 27 #ifndef WebGLShaderPrecisionFormat_h |
28 #define WebGLShaderPrecisionFormat_h | 28 #define WebGLShaderPrecisionFormat_h |
29 | 29 |
30 #include "bindings/v8/ScriptWrappable.h" | 30 #include "bindings/v8/ScriptWrappable.h" |
31 #include "core/platform/graphics/GraphicsContext3D.h" | 31 #include "platform/graphics/GraphicsContext3D.h" |
32 #include "wtf/PassRefPtr.h" | 32 #include "wtf/PassRefPtr.h" |
33 #include "wtf/RefCounted.h" | 33 #include "wtf/RefCounted.h" |
34 | 34 |
35 namespace WebCore { | 35 namespace WebCore { |
36 | 36 |
37 class WebGLShaderPrecisionFormat : public RefCounted<WebGLShaderPrecisionFormat>
, public ScriptWrappable { | 37 class WebGLShaderPrecisionFormat : public RefCounted<WebGLShaderPrecisionFormat>
, public ScriptWrappable { |
38 public: | 38 public: |
39 static PassRefPtr<WebGLShaderPrecisionFormat> create(GC3Dint rangeMin, GC3Di
nt rangeMax, GC3Dint precision); | 39 static PassRefPtr<WebGLShaderPrecisionFormat> create(GC3Dint rangeMin, GC3Di
nt rangeMax, GC3Dint precision); |
40 | 40 |
41 GC3Dint rangeMin() const; | 41 GC3Dint rangeMin() const; |
42 GC3Dint rangeMax() const; | 42 GC3Dint rangeMax() const; |
43 GC3Dint precision() const; | 43 GC3Dint precision() const; |
44 | 44 |
45 private: | 45 private: |
46 WebGLShaderPrecisionFormat(GC3Dint rangeMin, GC3Dint rangeMax, GC3Dint preci
sion); | 46 WebGLShaderPrecisionFormat(GC3Dint rangeMin, GC3Dint rangeMax, GC3Dint preci
sion); |
47 | 47 |
48 GC3Dint m_rangeMin; | 48 GC3Dint m_rangeMin; |
49 GC3Dint m_rangeMax; | 49 GC3Dint m_rangeMax; |
50 GC3Dint m_precision; | 50 GC3Dint m_precision; |
51 }; | 51 }; |
52 | 52 |
53 } | 53 } |
54 | 54 |
55 #endif // WebGLShaderPrecisionFormat_h | 55 #endif // WebGLShaderPrecisionFormat_h |
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