The idea behind this code was to let scalable
images (i.e. mainly SVGs) provide twice as much
detail when the scale is 2. But we were also
using a scaler for pngs, causing them to be too
small on a hidpi screen. Fix that.
Note that there are cases where you want scaling
for pngs (when you display them scaled down, so
the image has 'hidden' detail). But we are not
attempting to handle that situation automatically.
Add a private GdkPaintable implementation that
loads a texture in a thread, and does not show
anything until the texture is loaded. This avoid
blocking on image loading in the main thread.
This cleans up and moves the code to load files
while taking the scale into account. Along the way,
we drop the last uses of GdkPixbufAnimation, and
consolidate the pixbuf using code in one place.
With the shader approach to symbolic recoloring, we must
not recolor the svgs anymore as we're loading them. Instead,
load them the same way that gtk-encode-symbolic-svg does.
This fixes the rendering of large symbolic icons e.g. the
'no search results found' page in the file chooser.
When creating icon info objects for unthemed files, we don't
really have a nominal size, so we pass 0 to mean 'load at
original size'. However, this is not what was happening.
To make this possible, add variants of some pixbuf loading
functions that take a scale factor instead of a desired size,
and use those when we don't have a nominal size.