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Lines Matching refs:currentWorldType

152     WrapperWorldType currentWorldType = worldType(args.GetIsolate());
153 if (V8Node::HasInstance(value, args.GetIsolate(), currentWorldType)) {
157 if (V8NodeList::HasInstance(value, args.GetIsolate(), currentWorldType)) {
161 if (V8HTMLCollection::HasInstance(value, args.GetIsolate(), currentWorldType)) {
165 if (V8Int8Array::HasInstance(value, args.GetIsolate(), currentWorldType) || V8Int16Array::HasInstance(value, args.GetIsolate(), currentWorldType) || V8Int32Array::HasInstance(value, args.GetIsolate(), currentWorldType)) {
169 if (V8Uint8Array::HasInstance(value, args.GetIsolate(), currentWorldType) || V8Uint16Array::HasInstance(value, args.GetIsolate(), currentWorldType) || V8Uint32Array::HasInstance(value, args.GetIsolate(), currentWorldType)) {
173 if (V8Float32Array::HasInstance(value, args.GetIsolate(), currentWorldType) || V8Float64Array::HasInstance(value, args.GetIsolate(), currentWorldType)) {
177 if (V8Uint8ClampedArray::HasInstance(value, args.GetIsolate(), currentWorldType)) {