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* Copyright (c) 2012, Google Inc. All rights reserved.
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following disclaimer
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* in the documentation and/or other materials provided with the
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef WebGLShaderPrecisionFormat_h
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#define WebGLShaderPrecisionFormat_h
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#include "GraphicsContext3D.h"
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#include <wtf/PassRefPtr.h>
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#include <wtf/RefCounted.h>
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class WebGLShaderPrecisionFormat : public RefCounted<WebGLShaderPrecisionFormat> {
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static PassRefPtr<WebGLShaderPrecisionFormat> create(GC3Dint rangeMin, GC3Dint rangeMax, GC3Dint precision);
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GC3Dint rangeMin() const;
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GC3Dint rangeMax() const;
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GC3Dint precision() const;
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WebGLShaderPrecisionFormat(GC3Dint rangeMin, GC3Dint rangeMax, GC3Dint precision);
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#endif // WebGLShaderPrecisionFormat_h