/* * Copyright (c) 2024, Jelle Raaijmakers * Copyright (c) 2024, Aliaksandr Kalenik * Copyright (c) 2025, Undefine * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include #include namespace Web::WebGL { class WebGLUniformLocation final : public Bindings::PlatformObject { WEB_PLATFORM_OBJECT(WebGLUniformLocation, Bindings::PlatformObject); GC_DECLARE_ALLOCATOR(WebGLUniformLocation); public: static GC::Ref create(JS::Realm& realm, GLuint handle, GC::Ptr parent_shader); virtual ~WebGLUniformLocation(); ErrorOr handle(GC::Ptr current_shader) const; protected: explicit WebGLUniformLocation(JS::Realm&, GLuint handle, GC::Ptr parent_shader); virtual void initialize(JS::Realm&) override; virtual void visit_edges(JS::Cell::Visitor&) override; GLuint m_handle { 0 }; GC::Ptr m_parent_shader; }; }