chromium/out/Default/gen/third_party/blink/renderer/bindings/modules/v8/v8_gpu_texture_descriptor.cc

// Copyright 2019 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

// DO NOT EDIT: This file is auto-generated by
// //third_party/blink/renderer/bindings/scripts/generate_bindings.py
//
// Use the GN flag `blink_enable_generated_code_formatting=true` to enable
// formatting of the generated files.

#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_texture_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_extent_3d_dict.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_union_gpuextent3ddict_unsignedlongenforcerangesequence.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"
#include "third_party/blink/renderer/platform/runtime_enabled_features.h"

namespace blink {



namespace  {

const std::string_view kOwnPropertyNames[] =;


}  // namespace 

GPUTextureDescriptor* GPUTextureDescriptor::Create(v8::Isolate* isolate, v8::Local<v8::Value> v8_value, ExceptionState& exception_state) {}

 GPUTextureDescriptor::GPUTextureDescriptor() {}

 GPUTextureDescriptor::GPUTextureDescriptor(v8::Isolate* isolate) :{}








































void GPUTextureDescriptor::setViewFormats(const Vector<V8GPUTextureFormat>& value) {}

void GPUTextureDescriptor::setViewFormats(Vector<V8GPUTextureFormat>&& value) {}




void GPUTextureDescriptor::Trace(Visitor* visitor) const {}

void GPUTextureDescriptor::FillTemplateProperties(WTF::Vector<std::string_view>& properties) const {}

void GPUTextureDescriptor::FillValuesImpl(ScriptState* script_state, base::span<v8::MaybeLocal<v8::Value>> values) const {}

const void* GPUTextureDescriptor::TemplateKey() const {}

v8::Local<v8::Object> GPUTextureDescriptor::FillValues(ScriptState* script_state, v8::Local<v8::DictionaryTemplate> dict_template) const {}

void GPUTextureDescriptor::FillMembersFromV8Object(v8::Isolate* isolate, v8::Local<v8::Object> v8_dictionary, ExceptionState& exception_state) {}

const base::span<const v8::Eternal<v8::Name>> GPUTextureDescriptor::GetV8OwnMemberNames(v8::Isolate* isolate) {}


}  // namespace blink