WebGLShaderPrecisionFormat.cpp   [plain text]


/*
 * Copyright (c) 2012, Google Inc. All rights reserved.
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 * in the documentation and/or other materials provided with the
 * distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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#include "config.h"

#if ENABLE(WEBGL)

#include "WebGLShaderPrecisionFormat.h"

namespace WebCore {

// static
PassRefPtr<WebGLShaderPrecisionFormat> WebGLShaderPrecisionFormat::create(GC3Dint rangeMin, GC3Dint rangeMax, GC3Dint precision)
{
    return adoptRef(new WebGLShaderPrecisionFormat(rangeMin, rangeMax, precision));
}

GC3Dint WebGLShaderPrecisionFormat::rangeMin() const
{
    return m_rangeMin;
}

GC3Dint WebGLShaderPrecisionFormat::rangeMax() const
{
    return m_rangeMax;
}

GC3Dint WebGLShaderPrecisionFormat::precision() const
{
    return m_precision;
}

WebGLShaderPrecisionFormat::WebGLShaderPrecisionFormat(GC3Dint rangeMin, GC3Dint rangeMax, GC3Dint precision)
    : m_rangeMin(rangeMin)
    , m_rangeMax(rangeMax)
    , m_precision(precision)
{
}

}

#endif // ENABLE(WEBGL)