Remove the extra `decodedCacheRatioCap` parameter, and the `_frameBitmaps` member from `Codec`. This means that small looped images will consume more CPU but prevents us from hitting OOM exceptions based on trying to render multiple larger images. Also switch to fDisposalMethod for caching frames. Previously we looped over every single SkCodec::FrameInfo, tracked its `fRequiredFrame`, and then saved any frames matching those indeces. Doing this instead avoids that initialization loop and extra data structure.
Flutter Engine
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