1. 90e8fb1 Reland "CCPR: Initial semi-optimized vertex shader Impl" by Chris Dalton · 7 years ago
  2. d23c7c4 Revert "CCPR: Initial semi-optimized vertex shader Impl" by Chris Dalton · 7 years ago
  3. e3877ce CCPR: Initial semi-optimized vertex shader Impl by Chris Dalton · 7 years ago
  4. 2871436 Revert "CCPR: Initial semi-optimized vertex shader Impl" by Brian Osman · 7 years ago
  5. a8f6aef CCPR: Initial semi-optimized vertex shader Impl by Chris Dalton · 7 years ago
  6. 2326177 CCPR: Don't use instanced draw calls with geometry shaders by Chris Dalton · 7 years ago
  7. be4ffab CCPR: Combine loops and serpentines back into a single shader by Chris Dalton · 7 years ago
  8. a3e9271 CCPR: Eliminate texel buffers by Chris Dalton · 7 years ago
  9. ede860e Delete even more unused views code by Brian Osman · 7 years ago
  10. c17bf32 Convert geometry shaders to operate in Skia device space by Chris Dalton · 7 years ago
  11. 6a3dbee Refactor CCPR coverage shaders for a vertex impl by Chris Dalton · 7 years ago
  12. d6365e5 Revert "Refactor CCPR coverage shaders for a vertex impl" by Eric Boren · 7 years ago
  13. e501033 Refactor CCPR coverage shaders for a vertex impl by Chris Dalton · 7 years ago
  14. 8d17769 CCPR: Remove kCombinedTriangleHullsAndEdges by Chris Dalton · 7 years ago
  15. 9a725dd Use shader based blending to clamp kPlus mode w/F16 by Brian Osman · 7 years ago
  16. a640c49 Minor cleanups for CCPR by Chris Dalton · 7 years ago
  17. 7f578bf CCPR: Remove cubic insets and MSAA borders by Chris Dalton · 7 years ago
  18. c1e5963 CCPR: Rewrite path parsing by Chris Dalton · 7 years ago
  19. 419a94d Add a GrCCPRGeometry file by Chris Dalton · 7 years ago
  20. 500d58b Make Copy Ops to go through GpuCommandBuffer instead of straigt to GPU. by Greg Daniel · 7 years ago
  21. b072bb6 CCPR: Process quadratic flat edges without soft msaa by Chris Dalton · 7 years ago
  22. 2890fbf Make GrPipeline hold a GrRenderTargetProxy (instead of a GrRenderTarget) by Robert Phillips · 7 years ago
  23. 1a325d2 Coverage counting path renderer by Chris Dalton · 7 years ago