TypedArray constructors/prototypes are currently allocating within their
C++ constructor when trying to access the intrinsic base TypedArray. To
prevent this, construct these objects with an already-allocated base
TypedArray.
We are currently allocating in Set's constructor to create the set's
underlying Map. This can cause GC to occur before the member is actually
initialized, thus we will crash in Set::visit_edges trying to visit a
member that does not exist.
Instead, create the Map in Set::initialize, where we can allocate. Also
change Map to be stored as a normal JS heap-allocated object, rather
than as a stack variable.
This implementation currently handles Form XObjects only, skipping
image XObjects. When rendering an XObject, its resources are passed to
the underlying operations so they use those instead of the Page's.
Operators usually assume that the resources its operations will require
will be the Page's. This assumption breaks however when XObjects with
their own resources come into the picture (and maybe other cases too).
In that case, the XObject's resources take precedence, but they should
also contain the Page's resources. Because of this, one can safely use
the XObject resources alone when given, and default to the Page's if
not.
This commit adds all operator calls an extra argument with optional
resources, which will be fed by XObjects as necessary.
Resources can come from other sources (e.g., XObjects), and since the
only attribute we are reading from Page are its resources it makes sense
to receive resources instead. That way we'll be able to pass down
arbitrary resources that are not necessarily declared at the page level.
We now check if an argument value is a platform object that implements
the relevant IDL interface when resolving overloads.
This makes passing a Path2D object to CanvasRenderingContext2D.fill()
actually choose the Path2D overload. :^)
This can be used to ask a PlatformObject if it implements a given IDL
interface. It's implemented by a chain of virtual overrides that get
inserted for each subclass by the WEB_PLATFORM_OBJECT macro.
There was a funny bug here: by storing the "last matched item" as a
pointer, and then using Vector::remove_all_matching() to remove all
items that didn't have that exact address, we would end up removing
everything unless the last item matched was the very first item.
(This happened because every time an item was removed from the vector,
the remaining contents shift one step towards the start of the vector,
affecting item addresses.)
This patch fixes the issue by storing the last match as an index.
Database::get_table currently either returns a RefPtr to an existing
table, a nullptr if the table doesn't exist, or an Error if some
internal error occured. Change this to return a NonnullRefPtr to an
exisiting table, or a SQL::Result with any error, including if the
table was not found. Callers can then handle that specific error code
if they want.
Returning a NonnullRefPtr will enable some further cleanup. This had
some fallout of needing to change some other methods' return types from
AK::ErrorOr to SQL::Result so that TRY may continue to be used.
Database::get_schema currently either returns a RefPtr to an existing
schema, a nullptr if the schema doesn't exist, or an Error if some
internal error occured. Change this to return a NonnullRefPtr to an
exisiting schema, or a SQL::Result with any error, including if the
schema was not found. Callers can then handle that specific error code
if they want.
Returning a NonnullRefPtr will enable some further cleanup. This had
some fallout of needing to change some other methods' return types from
AK::ErrorOr to SQL::Result so that TRY may continue to be used.
This ensures tables survive the database connection quitting. LibSQL
does not have transactional sessions yet, and probably won't for a
while, so let's just commit each modification as it comes.
Like the non-zero tokens and segmentation IDs, these can be moved into
the tile decoding loop for above context and allocated by TileContext
for left context.