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gerrit-public.fairphone.software
/
platform
/
external
/
skia
/
2dd520714ebfd17b6f51c9af5b4bc0e76083035b
/
src
/
gpu
/
ccpr
/
GrCCPRCubicShader.h
d23c7c4
Revert "CCPR: Initial semi-optimized vertex shader Impl"
by Chris Dalton
· 8 years ago
e3877ce
CCPR: Initial semi-optimized vertex shader Impl
by Chris Dalton
· 8 years ago
2871436
Revert "CCPR: Initial semi-optimized vertex shader Impl"
by Brian Osman
· 8 years ago
a8f6aef
CCPR: Initial semi-optimized vertex shader Impl
by Chris Dalton
· 8 years ago
1fbdb61
CCPR: Optimize Hull geometry
by Chris Dalton
· 8 years ago
2737288
Don't force GrGLSLVarying's scope to be compile-time constant
by Chris Dalton
· 8 years ago
be4ffab
CCPR: Combine loops and serpentines back into a single shader
by Chris Dalton
· 8 years ago
4364653
CCPR: Move flatness checks from geometry shaders to CPU
by Chris Dalton
· 8 years ago
a3e9271
CCPR: Eliminate texel buffers
by Chris Dalton
· 8 years ago
cc0ab7e
Address CCPR TODOs now that we are in device space
by Chris Dalton
· 8 years ago
c17bf32
Convert geometry shaders to operate in Skia device space
by Chris Dalton
· 8 years ago
6a3dbee
Refactor CCPR coverage shaders for a vertex impl
by Chris Dalton
· 8 years ago
d6365e5
Revert "Refactor CCPR coverage shaders for a vertex impl"
by Eric Boren
· 8 years ago
e501033
Refactor CCPR coverage shaders for a vertex impl
by Chris Dalton
· 8 years ago