gecko/dom/canvas/WebGLShaderPrecisionFormat.h
Boris Zbarsky 50b622a067 Bug 1117172 part 2. Change the non-wrappercached WrapObject methods to allow passing in aGivenProto. r=peterv
The only manual changes here are to BindingUtils.h, Codegen.py, and
StructuredClone.cpp.  The rest of this diff was generated by running the following commands:

  find . -name "*.h" -o -name "*.cpp" | xargs perl -pi -e 'BEGIN { $/ = undef } s/WrapObject\((JSContext *\* *(?:aCx|cx)),(\s*)(JS::MutableHandle<JSObject\*> aReflector)/WrapObject(\1,\2JS::Handle<JSObject*> aGivenProto,\2\3/g'

  find . -name "*.h" -o -name "*.cpp" | xargs perl -pi -e 'BEGIN { $/ = undef } s/(Binding(?:_workers)?::Wrap\((?:aCx|cx)), this, aReflector/\1, this, aGivenProto, aReflector/'
2015-03-19 10:13:32 -04:00

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1.4 KiB
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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef WEBGL_SHADER_PRECISION_FORMAT_H_
#define WEBGL_SHADER_PRECISION_FORMAT_H_
#include "WebGLObjectModel.h"
namespace mozilla {
class WebGLBuffer;
class WebGLShaderPrecisionFormat MOZ_FINAL
: public WebGLContextBoundObject
{
public:
WebGLShaderPrecisionFormat(WebGLContext* context, GLint rangeMin,
GLint rangeMax, GLint precision)
: WebGLContextBoundObject(context)
, mRangeMin(rangeMin)
, mRangeMax(rangeMax)
, mPrecision(precision)
{ }
bool WrapObject(JSContext* aCx, JS::Handle<JSObject*> aGivenProto, JS::MutableHandle<JSObject*> aReflector);
// WebIDL WebGLShaderPrecisionFormat API
GLint RangeMin() const {
return mRangeMin;
}
GLint RangeMax() const {
return mRangeMax;
}
GLint Precision() const {
return mPrecision;
}
NS_INLINE_DECL_REFCOUNTING(WebGLShaderPrecisionFormat)
private:
// Private destructor, to discourage deletion outside of Release():
~WebGLShaderPrecisionFormat() { }
GLint mRangeMin;
GLint mRangeMax;
GLint mPrecision;
};
} // namespace mozilla
#endif // WEBGL_SHADER_PRECISION_FORMAT_H_