#include "content/renderer/render_process_impl.h"
#include "build/build_config.h"
#if BUILDFLAG(IS_WIN)
#include <windows.h>
#include <mlang.h>
#include <objidl.h>
#endif
#include <stddef.h>
#include <algorithm>
#include <utility>
#include "base/base_switches.h"
#include "base/command_line.h"
#include "base/compiler_specific.h"
#include "base/debug/crash_logging.h"
#include "base/feature_list.h"
#include "base/functional/bind.h"
#include "base/memory/ptr_util.h"
#include "base/synchronization/waitable_event.h"
#include "base/system/sys_info.h"
#include "base/task/task_features.h"
#include "base/task/thread_pool/initialization_util.h"
#include "base/task/thread_pool/thread_pool_instance.h"
#include "content/common/features.h"
#include "content/common/thread_pool_util.h"
#include "content/public/common/bindings_policy.h"
#include "content/public/common/content_client.h"
#include "content/public/common/content_features.h"
#include "content/public/common/content_switches.h"
#include "content/public/renderer/content_renderer_client.h"
#include "services/network/public/cpp/features.h"
#include "third_party/blink/public/common/features.h"
#include "third_party/blink/public/platform/web_runtime_features.h"
#include "third_party/blink/public/web/blink.h"
#include "third_party/blink/public/web/web_frame.h"
#include "v8/include/v8-initialization.h"
#if BUILDFLAG(IS_WIN)
#include "base/win/win_util.h"
#endif
namespace {
void SetV8FlagIfFeature(const base::Feature& feature, const char* v8_flag) { … }
void SetV8FlagIfOverridden(const base::Feature& feature,
const char* enabling_flag,
const char* disabling_flag) { … }
void SetV8FlagIfHasSwitch(const char* switch_name, const char* v8_flag) { … }
std::unique_ptr<base::ThreadPoolInstance::InitParams>
GetThreadPoolInitParams() { … }
#if BUILDFLAG(DCHECK_IS_CONFIGURABLE)
void V8DcheckCallbackHandler(const char* file, int line, const char* message) {
::logging::LogMessage(file, line, logging::LOGGING_DCHECK).stream()
<< message;
}
#endif
}
namespace content {
RenderProcessImpl::RenderProcessImpl()
: … { … }
RenderProcessImpl::~RenderProcessImpl() { … }
std::unique_ptr<RenderProcess> RenderProcessImpl::Create() { … }
void RenderProcessImpl::AddRefProcess() { … }
void RenderProcessImpl::ReleaseProcess() { … }
}