ladybird/Libraries/LibWeb/WebGL/WebGLShaderPrecisionFormat.cpp

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