/* * Copyright (c) 2024, Jelle Raaijmakers <jelle@ladybird.org> * Copyright (c) 2024, Luke Wilde <luke@ladybird.org> * * SPDX-License-Identifier: BSD-2-Clause */ #include <LibJS/Runtime/Realm.h> #include <LibWeb/Bindings/Intrinsics.h> #include <LibWeb/Bindings/WebGLShaderPrecisionFormatPrototype.h> #include <LibWeb/WebGL/WebGLShaderPrecisionFormat.h> namespace Web::WebGL { GC_DEFINE_ALLOCATOR(WebGLShaderPrecisionFormat); GC::Ref<WebGLShaderPrecisionFormat> WebGLShaderPrecisionFormat::create(JS::Realm& realm, GLint range_min, GLint range_max, GLint precision) { return realm.create<WebGLShaderPrecisionFormat>(realm, range_min, range_max, precision); } WebGLShaderPrecisionFormat::WebGLShaderPrecisionFormat(JS::Realm& realm, GLint range_min, GLint range_max, GLint precision) : Bindings::PlatformObject(realm) , m_range_min(range_min) , m_range_max(range_max) , m_precision(precision) { } WebGLShaderPrecisionFormat::~WebGLShaderPrecisionFormat() = default; void WebGLShaderPrecisionFormat::initialize(JS::Realm& realm) { Base::initialize(realm); WEB_SET_PROTOTYPE_FOR_INTERFACE(WebGLShaderPrecisionFormat); } }