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 :^)
This is a continuation of the previous five commits.
A first big step into the direction of no longer having to pass a realm
(or currently, a global object) trough layers upon layers of AOs!
Unlike the create() APIs we can safely assume that this is only ever
called when a running execution context and therefore current realm
exists. If not, you can always manually allocate the Error and put it in
a Completion :^)
In the spec, throw exceptions implicitly use the current realm's
intrinsics as well: https://tc39.es/ecma262/#sec-throw-an-exception
This is a continuation of the previous three commits.
Now that create() receives the allocating realm, we can simply forward
that to allocate(), which accounts for the majority of these changes.
Additionally, we can get rid of the realm_from_global_object() in one
place, with one more remaining in VM::throw_completion().
This is a continuation of the previous two commits.
As allocating a JS cell already primarily involves a realm instead of a
global object, and we'll need to pass one to the allocate() function
itself eventually (it's bridged via the global object right now), the
create() functions need to receive a realm as well.
The plan is for this to be the highest-level function that actually
receives a realm and passes it around, AOs on an even higher level will
use the "current realm" concept via VM::current_realm() as that's what
the spec assumes; passing around realms (or global objects, for that
matter) on higher AO levels is pointless and unlike for allocating
individual objects, which may happen outside of regular JS execution, we
don't need control over the specific realm that is being used there.