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