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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* 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_