/* * Copyright (c) 2024, Jelle Raaijmakers * Copyright (c) 2024, Luke Wilde * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include namespace Web::WebGL { GC_DEFINE_ALLOCATOR(WebGLShaderPrecisionFormat); GC::Ref WebGLShaderPrecisionFormat::create(JS::Realm& realm, GLint range_min, GLint range_max, GLint precision) { return realm.create(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); } }