#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_device_descriptor.h"
#include "third_party/blink/renderer/bindings/core/v8/generated_code_helper.h"
#include "third_party/blink/renderer/bindings/core/v8/native_value_traits_impl.h"
#include "third_party/blink/renderer/bindings/core/v8/to_v8_traits.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_queue_descriptor.h"
#include "third_party/blink/renderer/platform/bindings/exception_messages.h"
#include "third_party/blink/renderer/platform/bindings/exception_state.h"
#include "third_party/blink/renderer/platform/bindings/v8_per_isolate_data.h"
namespace blink {
namespace {
const std::string_view kOwnPropertyNames[] = …;
}
GPUDeviceDescriptor* GPUDeviceDescriptor::Create(v8::Isolate* isolate, v8::Local<v8::Value> v8_value, ExceptionState& exception_state) { … }
GPUDeviceDescriptor::GPUDeviceDescriptor() : … { … }
GPUDeviceDescriptor::GPUDeviceDescriptor(v8::Isolate* isolate) : … { … }
void GPUDeviceDescriptor::setRequiredFeatures(const Vector<V8GPUFeatureName>& value) { … }
void GPUDeviceDescriptor::setRequiredFeatures(Vector<V8GPUFeatureName>&& value) { … }
Vector<std::pair<String, uint64_t>> GPUDeviceDescriptor::getRequiredLimitsOr(const Vector<std::pair<String, uint64_t>>& fallback_value) const { … }
Vector<std::pair<String, uint64_t>> GPUDeviceDescriptor::getRequiredLimitsOr(Vector<std::pair<String, uint64_t>>&& fallback_value) const { … }
void GPUDeviceDescriptor::setRequiredLimits(const Vector<std::pair<String, uint64_t>>& value) { … }
void GPUDeviceDescriptor::setRequiredLimits(Vector<std::pair<String, uint64_t>>&& value) { … }
void GPUDeviceDescriptor::Trace(Visitor* visitor) const { … }
void GPUDeviceDescriptor::FillTemplateProperties(WTF::Vector<std::string_view>& properties) const { … }
void GPUDeviceDescriptor::FillValuesImpl(ScriptState* script_state, base::span<v8::MaybeLocal<v8::Value>> values) const { … }
const void* GPUDeviceDescriptor::TemplateKey() const { … }
v8::Local<v8::Object> GPUDeviceDescriptor::FillValues(ScriptState* script_state, v8::Local<v8::DictionaryTemplate> dict_template) const { … }
void GPUDeviceDescriptor::FillMembersFromV8Object(v8::Isolate* isolate, v8::Local<v8::Object> v8_dictionary, ExceptionState& exception_state) { … }
const base::span<const v8::Eternal<v8::Name>> GPUDeviceDescriptor::GetV8OwnMemberNames(v8::Isolate* isolate) { … }
}