| Index: third_party/WebKit/Source/platform/graphics/BitmapImage.h
|
| diff --git a/third_party/WebKit/Source/platform/graphics/BitmapImage.h b/third_party/WebKit/Source/platform/graphics/BitmapImage.h
|
| index c237257adedce8137d641d3cfb2792a54ee9e015..a530097e44b07c6caedeac5274efcd90fc794afa 100644
|
| --- a/third_party/WebKit/Source/platform/graphics/BitmapImage.h
|
| +++ b/third_party/WebKit/Source/platform/graphics/BitmapImage.h
|
| @@ -140,6 +140,12 @@ private:
|
| void startAnimation(CatchUpAnimation = CatchUp) override;
|
| void stopAnimation();
|
| void advanceAnimation(Timer<BitmapImage>*);
|
| + // Advance the animation and let the next frame get scheduled without
|
| + // catch-up logic. For large images with slow or heavily-loaded systems,
|
| + // throwing away data as we go (see destroyDecodedData()) means we can spend
|
| + // so much time re-decoding data that we are always behind. To prevent this,
|
| + // we force the next animation to skip the catch up logic.
|
| + void advanceAnimationWithoutCatchUp(Timer<BitmapImage>*);
|
|
|
| // Function that does the real work of advancing the animation. When
|
| // skippingFrames is true, we're in the middle of a loop trying to skip over
|
|
|