LCOV - code coverage report
Current view: top level - dom/canvas - WebGLShaderPrecisionFormat.h (source / functions) Hit Total Coverage
Test: output.info Lines: 0 12 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 7 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
       2             : /* This Source Code Form is subject to the terms of the Mozilla Public
       3             :  * License, v. 2.0. If a copy of the MPL was not distributed with this
       4             :  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
       5             : 
       6             : #ifndef WEBGL_SHADER_PRECISION_FORMAT_H_
       7             : #define WEBGL_SHADER_PRECISION_FORMAT_H_
       8             : 
       9             : #include "WebGLObjectModel.h"
      10             : 
      11             : namespace mozilla {
      12             : 
      13             : class WebGLShaderPrecisionFormat final
      14             :     : public WebGLContextBoundObject
      15             : {
      16             : public:
      17           0 :     WebGLShaderPrecisionFormat(WebGLContext* context, GLint rangeMin,
      18             :                                GLint rangeMax, GLint precision)
      19           0 :         : WebGLContextBoundObject(context)
      20             :         , mRangeMin(rangeMin)
      21             :         , mRangeMax(rangeMax)
      22           0 :         , mPrecision(precision)
      23           0 :     { }
      24             : 
      25             :     bool WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto, JS::MutableHandle<JSObject*> reflector);
      26             : 
      27             :     // WebIDL WebGLShaderPrecisionFormat API
      28           0 :     GLint RangeMin() const {
      29           0 :         return mRangeMin;
      30             :     }
      31             : 
      32           0 :     GLint RangeMax() const {
      33           0 :         return mRangeMax;
      34             :     }
      35             : 
      36           0 :     GLint Precision() const {
      37           0 :         return mPrecision;
      38             :     }
      39             : 
      40           0 :     NS_INLINE_DECL_REFCOUNTING(WebGLShaderPrecisionFormat)
      41             : 
      42             : private:
      43             :     // Private destructor, to discourage deletion outside of Release():
      44           0 :     ~WebGLShaderPrecisionFormat() { }
      45             : 
      46             :     GLint mRangeMin;
      47             :     GLint mRangeMax;
      48             :     GLint mPrecision;
      49             : };
      50             : 
      51             : } // namespace mozilla
      52             : 
      53             : #endif // WEBGL_SHADER_PRECISION_FORMAT_H_

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