v8::Persistent<v8::FunctionTemplate> V8TestEventConstructor::GetRawTemplate() { V8BindingPerIsolateData* data = V8BindingPerIsolateData::current(); V8BindingPerIsolateData::TemplateMap::iterator result = data->rawTemplateMap().find(&info); if (result != data->rawTemplateMap().end()) return result->second; v8::HandleScope handleScope; v8::Persistent<v8::FunctionTemplate> templ = createRawTemplate(); data->rawTemplateMap().add(&info, templ); return templ; }
WorkerScriptController::WorkerScriptController(WorkerContext* workerContext) : m_workerContext(workerContext) , m_isolate(v8::Isolate::New()) , m_executionForbidden(false) , m_executionScheduledToTerminate(false) { V8BindingPerIsolateData* data = V8BindingPerIsolateData::create(m_isolate); data->allStores().append(&m_DOMDataStore); data->setDOMDataStore(&m_DOMDataStore); m_isolate->Enter(); m_proxy = adoptPtr(new WorkerContextExecutionProxy(workerContext)); }
v8::Persistent<v8::FunctionTemplate> V8CSSCharsetRule::GetTemplate() { V8BindingPerIsolateData* data = V8BindingPerIsolateData::current(); V8BindingPerIsolateData::TemplateMap::iterator result = data->templateMap().find(&info); if (result != data->templateMap().end()) return result->second; v8::HandleScope handleScope; v8::Persistent<v8::FunctionTemplate> templ = ConfigureV8CSSCharsetRuleTemplate(GetRawTemplate()); data->templateMap().add(&info, templ); return templ; }
// Create object groups for DOM tree nodes. void V8GCController::gcPrologue() { v8::HandleScope scope; #ifndef NDEBUG DOMObjectVisitor domObjectVisitor; visitDOMObjects(&domObjectVisitor); #endif // Run through all objects with possible pending activity making their // wrappers non weak if there is pending activity. GCPrologueVisitor prologueVisitor; visitActiveDOMObjects(&prologueVisitor); // Create object groups. GrouperVisitor grouperVisitor; visitDOMNodes(&grouperVisitor); visitDOMObjects(&grouperVisitor); grouperVisitor.applyGrouping(); // Clean single element cache for string conversions. V8BindingPerIsolateData* data = V8BindingPerIsolateData::current(); data->stringCache()->clearOnGC(); }
v8::Handle<v8::Value> V8HTMLCanvasElement::getContextCallback(const v8::Arguments& args) { INC_STATS("DOM.HTMLCanvasElement.context"); v8::Handle<v8::Object> holder = args.Holder(); HTMLCanvasElement* imp = V8HTMLCanvasElement::toNative(holder); String contextId = toWebCoreString(args[0]); RefPtr<CanvasContextAttributes> attrs; #if ENABLE(WEBGL) if (contextId == "experimental-webgl" || contextId == "webkit-3d") { attrs = WebGLContextAttributes::create(); WebGLContextAttributes* webGLAttrs = static_cast<WebGLContextAttributes*>(attrs.get()); if (args.Length() > 1 && args[1]->IsObject()) { v8::Handle<v8::Object> jsAttrs = args[1]->ToObject(); v8::Handle<v8::String> alpha = v8::String::New("alpha"); if (jsAttrs->Has(alpha)) webGLAttrs->setAlpha(jsAttrs->Get(alpha)->BooleanValue()); v8::Handle<v8::String> depth = v8::String::New("depth"); if (jsAttrs->Has(depth)) webGLAttrs->setDepth(jsAttrs->Get(depth)->BooleanValue()); v8::Handle<v8::String> stencil = v8::String::New("stencil"); if (jsAttrs->Has(stencil)) webGLAttrs->setStencil(jsAttrs->Get(stencil)->BooleanValue()); v8::Handle<v8::String> antialias = v8::String::New("antialias"); if (jsAttrs->Has(antialias)) webGLAttrs->setAntialias(jsAttrs->Get(antialias)->BooleanValue()); v8::Handle<v8::String> premultipliedAlpha = v8::String::New("premultipliedAlpha"); if (jsAttrs->Has(premultipliedAlpha)) webGLAttrs->setPremultipliedAlpha(jsAttrs->Get(premultipliedAlpha)->BooleanValue()); v8::Handle<v8::String> preserveDrawingBuffer = v8::String::New("preserveDrawingBuffer"); if (jsAttrs->Has(preserveDrawingBuffer)) webGLAttrs->setPreserveDrawingBuffer(jsAttrs->Get(preserveDrawingBuffer)->BooleanValue()); } } #endif CanvasRenderingContext* result = imp->getContext(contextId, attrs.get()); if (!result) return v8::Null(args.GetIsolate()); // Both 2D and 3D canvas contexts can hold on to lots of GPU resources, and we // want to take an opportunity to get rid of them as soon as possible when we // navigate away from pages using them. V8BindingPerIsolateData* perIsolateData = V8BindingPerIsolateData::current(args.GetIsolate()); perIsolateData->setShouldCollectGarbageSoon(); if (result->is2d()) return toV8(static_cast<CanvasRenderingContext2D*>(result), args.GetIsolate()); #if ENABLE(WEBGL) else if (result->is3d()) { v8::Handle<v8::Value> v8Result = toV8(static_cast<WebGLRenderingContext*>(result), args.GetIsolate()); if (InspectorInstrumentation::hasFrontends()) { ScriptState* scriptState = ScriptState::forContext(v8::Context::GetCurrent()); ScriptObject glContext(scriptState, v8::Handle<v8::Object>::Cast(v8Result)); ScriptObject wrapped = InspectorInstrumentation::wrapWebGLRenderingContextForInstrumentation(imp->document(), glContext); if (!wrapped.hasNoValue()) return wrapped.v8Value(); } return v8Result; } #endif ASSERT_NOT_REACHED(); return v8::Null(args.GetIsolate()); }