#include "third_party/blink/renderer/modules/webgpu/dawn_conversions.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_color_dict.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_extent_3d_dict.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_image_copy_texture.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_image_data_layout.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_index_format.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_origin_2d_dict.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_origin_3d_dict.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gpu_programmable_stage.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_union_doublesequence_gpucolordict.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_union_gpuautolayoutmode_gpupipelinelayout.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_union_gpuextent3ddict_unsignedlongenforcerangesequence.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_union_gpuorigin2ddict_unsignedlongenforcerangesequence.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_union_gpuorigin3ddict_unsignedlongenforcerangesequence.h"
#include "third_party/blink/renderer/modules/webgpu/gpu_device.h"
#include "third_party/blink/renderer/modules/webgpu/gpu_pipeline_layout.h"
#include "third_party/blink/renderer/modules/webgpu/gpu_shader_module.h"
#include "third_party/blink/renderer/modules/webgpu/gpu_texture.h"
#include "third_party/blink/renderer/platform/bindings/exception_state.h"
namespace blink {
bool ConvertToDawn(const V8GPUColor* in,
wgpu::Color* out,
ExceptionState& exception_state) { … }
bool ConvertToDawn(const V8GPUExtent3D* in,
wgpu::Extent3D* out,
GPUDevice* device,
ExceptionState& exception_state) { … }
bool ConvertToDawn(const V8GPUOrigin3D* in,
wgpu::Origin3D* out,
ExceptionState& exception_state) { … }
bool ConvertToDawn(const V8GPUOrigin2D* in,
wgpu::Origin2D* out,
ExceptionState& exception_state) { … }
bool ConvertToDawn(const GPUImageCopyTexture* in,
wgpu::ImageCopyTexture* out,
ExceptionState& exception_state) { … }
const char* ValidateTextureDataLayout(const GPUImageDataLayout* webgpu_layout,
wgpu::TextureDataLayout* dawn_layout) { … }
wgpu::TextureFormat AsDawnType(SkColorType color_type) { … }
wgpu::PipelineLayout AsDawnType(
V8UnionGPUAutoLayoutModeOrGPUPipelineLayout* webgpu_layout) { … }
}