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Robert Ancell authored
The previous code loaded all the frames into memory, which causes a memory and CPU explosion when a large GIF was loaded. From the existing code: /* The below reflects the "use hell of a lot of RAM" philosophy of coding */ The updated code now generates each image on demand by storing the compressed data and decompressing and combining with the last image. This uses more CPU than the old method, but allows arbitraritly large GIFs to play. The stop_after_first_frame hack that worked around this is no longer required and removed. This hack didn't work for progressive loading. If a GIF was played with frames out of order (e.g. in reverse) this would be quite slow, as repeated rendering would occur. This seems unlikely in the GIF use case but if it was a problem storing some key frames that would normally be discarded would reduce this while not using too much memory. A render cache could also be helpful in making a CPU / RAM trade-off for small repeating GIFs that have few frames.
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