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LibJS+LibWeb: Use realm.create<T> instead of heap.allocate<T>
The main motivation behind this is to remove JS specifics of the Realm from the implementation of the Heap. As a side effect of this change, this is a bit nicer to read than the previous approach, and in my opinion, also makes it a little more clear that this method is specific to a JavaScript Realm.
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@@ -32,7 +32,7 @@ WebIDL::ExceptionOr<JS::NonnullGCPtr<ImageData>> ImageData::create(JS::Realm& re
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auto data = TRY(JS::Uint8ClampedArray::create(realm, sw * sh * 4));
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auto bitmap = TRY_OR_THROW_OOM(vm, Gfx::Bitmap::create_wrapper(Gfx::BitmapFormat::RGBA8888, Gfx::AlphaType::Unpremultiplied, Gfx::IntSize(sw, sh), sw * sizeof(u32), data->data().data()));
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return realm.heap().allocate<ImageData>(realm, realm, bitmap, data);
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return realm.create<ImageData>(realm, bitmap, data);
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}
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WebIDL::ExceptionOr<JS::NonnullGCPtr<ImageData>> ImageData::construct_impl(JS::Realm& realm, u32 sw, u32 sh, Optional<ImageDataSettings> const& settings)
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@@ -76,7 +76,7 @@ WebIDL::ExceptionOr<JS::NonnullGCPtr<ImageData>> ImageData::create(JS::Realm& re
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// 7. Initialize this given sw, sh, settings set to settings, and source set to data.
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auto bitmap = TRY_OR_THROW_OOM(vm, Gfx::Bitmap::create_wrapper(Gfx::BitmapFormat::RGBA8888, Gfx::AlphaType::Unpremultiplied, Gfx::IntSize(sw, height), sw * sizeof(u32), uint8_clamped_array_data.data().data()));
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return realm.heap().allocate<ImageData>(realm, realm, bitmap, uint8_clamped_array_data);
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return realm.create<ImageData>(realm, bitmap, uint8_clamped_array_data);
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}
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WebIDL::ExceptionOr<JS::NonnullGCPtr<ImageData>> ImageData::construct_impl(JS::Realm& realm, JS::Handle<WebIDL::BufferSource> const& data, u32 sw, Optional<u32> sh, Optional<ImageDataSettings> const& settings)
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