1/*
2 * Copyright (c) 2012, Google Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
6 * met:
7 *     * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 *     * Redistributions in binary form must reproduce the above
10 * copyright notice, this list of conditions and the following disclaimer
11 * in the documentation and/or other materials provided with the
12 * distribution.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
15 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
16 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
17 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
18 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
19 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
20 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
21 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
22 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
23 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
24 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
25 */
26
27#include "config.h"
28
29#if ENABLE(WEBGL)
30
31#include "WebGLShaderPrecisionFormat.h"
32
33namespace WebCore {
34
35// static
36PassRefPtr<WebGLShaderPrecisionFormat> WebGLShaderPrecisionFormat::create(GC3Dint rangeMin, GC3Dint rangeMax, GC3Dint precision)
37{
38    return adoptRef(new WebGLShaderPrecisionFormat(rangeMin, rangeMax, precision));
39}
40
41GC3Dint WebGLShaderPrecisionFormat::rangeMin() const
42{
43    return m_rangeMin;
44}
45
46GC3Dint WebGLShaderPrecisionFormat::rangeMax() const
47{
48    return m_rangeMax;
49}
50
51GC3Dint WebGLShaderPrecisionFormat::precision() const
52{
53    return m_precision;
54}
55
56WebGLShaderPrecisionFormat::WebGLShaderPrecisionFormat(GC3Dint rangeMin, GC3Dint rangeMax, GC3Dint precision)
57    : m_rangeMin(rangeMin)
58    , m_rangeMax(rangeMax)
59    , m_precision(precision)
60{
61}
62
63}
64
65#endif // ENABLE(WEBGL)
66
67