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LibJS: Move intrinsics to the realm
Intrinsics, i.e. mostly constructor and prototype objects, but also things like empty and new object shape now live on a new heap-allocated JS::Intrinsics object, thus completing the long journey of taking all the magic away from the global object. This represents the Realm's [[Intrinsics]] slot in the spec and matches its existing [[GlobalObject]] / [[GlobalEnv]] slots in terms of architecture. In the majority of cases it should now be possibly to fully allocate a regular object without the global object existing, and in fact that's what we do now - the realm is allocated before the global object, and the intrinsics between both :^)
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217 changed files with 1305 additions and 1039 deletions
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@ -27,9 +27,9 @@ namespace JS {
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Object* Object::create(Realm& realm, Object* prototype)
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{
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if (!prototype)
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return realm.heap().allocate<Object>(realm, *realm.global_object().empty_object_shape());
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else if (prototype == realm.global_object().object_prototype())
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return realm.heap().allocate<Object>(realm, *realm.global_object().new_object_shape());
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return realm.heap().allocate<Object>(realm, *realm.intrinsics().empty_object_shape());
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else if (prototype == realm.intrinsics().object_prototype())
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return realm.heap().allocate<Object>(realm, *realm.intrinsics().new_object_shape());
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else
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return realm.heap().allocate<Object>(realm, *prototype);
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}
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@ -52,14 +52,16 @@ Object::Object(ConstructWithoutPrototypeTag, Realm& realm)
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Object::Object(Realm& realm, Object* prototype)
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{
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m_shape = realm.global_object().empty_object_shape();
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m_shape = realm.intrinsics().empty_object_shape();
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VERIFY(m_shape);
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if (prototype != nullptr)
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set_prototype(prototype);
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}
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Object::Object(Object& prototype)
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{
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m_shape = prototype.global_object().empty_object_shape();
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m_shape = prototype.shape().realm().intrinsics().empty_object_shape();
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VERIFY(m_shape);
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set_prototype(&prototype);
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}
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