1/*
2 * Copyright (c) 2012, Google Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
6 * met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above
10 * copyright notice, this list of conditions and the following disclaimer
11 * in the documentation and/or other materials provided with the
12 * distribution.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
15 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
16 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
17 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
18 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
19 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
20 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
21 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
22 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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.
25 */
26
27#pragma once
28
29#include "GraphicsContext3D.h"
30#include <wtf/RefCounted.h>
31
32namespace WebCore {
33
34class WebGLShaderPrecisionFormat : public RefCounted<WebGLShaderPrecisionFormat> {
35public:
36 static Ref<WebGLShaderPrecisionFormat> create(GC3Dint rangeMin, GC3Dint rangeMax, GC3Dint precision);
37
38 GC3Dint rangeMin() const;
39 GC3Dint rangeMax() const;
40 GC3Dint precision() const;
41
42private:
43 WebGLShaderPrecisionFormat(GC3Dint rangeMin, GC3Dint rangeMax, GC3Dint precision);
44
45 GC3Dint m_rangeMin;
46 GC3Dint m_rangeMax;
47 GC3Dint m_precision;
48};
49
50} // namespace WebCore
51