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