1. 6f5e77a ccpr: Cull extremely thin triangles by Chris Dalton · 6 years ago
  2. 9f2dab0 ccpr: Implement conics by Chris Dalton · 6 years ago
  3. e7fbafe Revert "ccpr: Implement conics" by Chris Dalton · 6 years ago
  4. 98b2415 ccpr: Implement conics by Chris Dalton · 6 years ago
  5. 703b476 ccpr: Remove WindMethod from GrCCCoverageProcessor by Chris Dalton · 6 years ago
  6. 4c23934 ccpr: Make curve corners more seamless by Chris Dalton · 6 years ago
  7. 8dfc70f ccpr: Various cleanups by Chris Dalton · 6 years ago
  8. 21ba551 ccpr: Replace curve corner MSAA with analytic attenuation by Chris Dalton · 6 years ago
  9. 8d38a7f ccpr: Update the sample to use proper coverage count buffers by Chris Dalton · 6 years ago
  10. 04a1de5 ccpr: Add an attenuation parameter to triangle corners by Chris Dalton · 6 years ago
  11. 8738cf4 ccpr: Simplify triangle corners by Chris Dalton · 6 years ago
  12. baf3e78 Revert "ccpr: Draw curves in a single pass" by Chris Dalton · 6 years ago
  13. fe462ef Revert "ccpr: Simplify triangle corners" by Chris Dalton · 6 years ago
  14. 622650a ccpr: Simplify triangle corners by Chris Dalton · 6 years ago
  15. df04ce2 ccpr: Draw curves in a single pass by Chris Dalton · 6 years ago
  16. 5183e64 ccpr: Combine GS triangle hulls and edges into a single draw by Chris Dalton · 6 years ago
  17. 0a79381 ccpr: Fix very small edges by Chris Dalton · 6 years ago
  18. 84403d7 ccpr: Tessellate fans for very large and/or simple paths by Chris Dalton · 6 years ago
  19. 82040a9 Revert "ccpr: Tessellate fans for very large and/or simple paths" by Cary Clark · 7 years ago
  20. 4138c97 ccpr: Tessellate fans for very large and/or simple paths by Chris Dalton · 7 years ago
  21. 383a2ef CCPR: Rename GrCCPR* -> GrCC* by Chris Dalton · 7 years ago[Renamed (93%) from src/gpu/ccpr/GrCCPRCoverageProcessor_GSImpl.cpp]
  22. 90e8fb1 Reland "CCPR: Initial semi-optimized vertex shader Impl" by Chris Dalton · 7 years ago
  23. d23c7c4 Revert "CCPR: Initial semi-optimized vertex shader Impl" by Chris Dalton · 7 years ago
  24. e3877ce CCPR: Initial semi-optimized vertex shader Impl by Chris Dalton · 7 years ago
  25. 2871436 Revert "CCPR: Initial semi-optimized vertex shader Impl" by Brian Osman · 7 years ago
  26. a8f6aef CCPR: Initial semi-optimized vertex shader Impl by Chris Dalton · 7 years ago
  27. de5a814 CCPR: Merge triangle hull and edge shaders by Chris Dalton · 7 years ago
  28. 1fbdb61 CCPR: Optimize Hull geometry by Chris Dalton · 7 years ago
  29. 2326177 CCPR: Don't use instanced draw calls with geometry shaders by Chris Dalton · 7 years ago
  30. 4364653 CCPR: Move flatness checks from geometry shaders to CPU by Chris Dalton · 7 years ago
  31. a3e9271 CCPR: Eliminate texel buffers by Chris Dalton · 7 years ago
  32. cc0ab7e Address CCPR TODOs now that we are in device space by Chris Dalton · 7 years ago
  33. c17bf32 Convert geometry shaders to operate in Skia device space by Chris Dalton · 7 years ago
  34. 6a3dbee Refactor CCPR coverage shaders for a vertex impl by Chris Dalton · 7 years ago
  35. d6365e5 Revert "Refactor CCPR coverage shaders for a vertex impl" by Eric Boren · 7 years ago
  36. e501033 Refactor CCPR coverage shaders for a vertex impl by Chris Dalton · 7 years ago