#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_shader_module_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/core/v8/v8_union_usvstring_uint32array.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_shader_module_compilation_hint.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[] = …;
}
GPUShaderModuleDescriptor* GPUShaderModuleDescriptor::Create(v8::Isolate* isolate, v8::Local<v8::Value> v8_value, ExceptionState& exception_state) { … }
GPUShaderModuleDescriptor::GPUShaderModuleDescriptor() { … }
GPUShaderModuleDescriptor::GPUShaderModuleDescriptor(v8::Isolate* isolate) : … { … }
HeapVector<std::pair<String, Member<GPUShaderModuleCompilationHint>>> GPUShaderModuleDescriptor::getHintsOr(const HeapVector<std::pair<String, Member<GPUShaderModuleCompilationHint>>>& fallback_value) const { … }
HeapVector<std::pair<String, Member<GPUShaderModuleCompilationHint>>> GPUShaderModuleDescriptor::getHintsOr(HeapVector<std::pair<String, Member<GPUShaderModuleCompilationHint>>>&& fallback_value) const { … }
void GPUShaderModuleDescriptor::setHints(const HeapVector<std::pair<String, Member<GPUShaderModuleCompilationHint>>>& value) { … }
void GPUShaderModuleDescriptor::setHints(HeapVector<std::pair<String, Member<GPUShaderModuleCompilationHint>>>&& value) { … }
void GPUShaderModuleDescriptor::Trace(Visitor* visitor) const { … }
void GPUShaderModuleDescriptor::FillTemplateProperties(WTF::Vector<std::string_view>& properties) const { … }
void GPUShaderModuleDescriptor::FillValuesImpl(ScriptState* script_state, base::span<v8::MaybeLocal<v8::Value>> values) const { … }
const void* GPUShaderModuleDescriptor::TemplateKey() const { … }
v8::Local<v8::Object> GPUShaderModuleDescriptor::FillValues(ScriptState* script_state, v8::Local<v8::DictionaryTemplate> dict_template) const { … }
void GPUShaderModuleDescriptor::FillMembersFromV8Object(v8::Isolate* isolate, v8::Local<v8::Object> v8_dictionary, ExceptionState& exception_state) { … }
const base::span<const v8::Eternal<v8::Name>> GPUShaderModuleDescriptor::GetV8OwnMemberNames(v8::Isolate* isolate) { … }
}