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* Revert "Revert "Update skia to use ifdefs for Vulkan code instead of dummy he...Gravatar Robert Phillips2017-06-14
* Revert "Revert "use pipeline for non-opt xfermodes""Gravatar Mike Reed2017-06-14
* Revert "Update skia to use ifdefs for Vulkan code instead of dummy header"Gravatar Robert Phillips2017-06-13
* Revert "use pipeline for non-opt xfermodes"Gravatar Mike Klein2017-06-13
* remove 32K table for embossGravatar Mike Reed2017-06-13
* Update skia to use ifdefs for Vulkan code instead of dummy headerGravatar Greg Daniel2017-06-13
* use pipeline for non-opt xfermodesGravatar Mike Reed2017-06-13
* enable rasterpipeline for androidGravatar Mike Reed2017-06-12
* Remove GrTGpuResourceRef specializationsGravatar Robert Phillips2017-06-12
* SkXfermode no longer needs to e a flattenableGravatar Mike Reed2017-06-10
* Add tonal color support for shadows.Gravatar Jim Van Verth2017-06-09
* specialize D32 proc for legacy srcGravatar Mike Reed2017-06-09
* Introduce dynamic pipeline stateGravatar Chris Dalton2017-06-07
* move SkPathRef.h into privateGravatar Mike Reed2017-06-07
* move Coeff into blendmodeGravatar Mike Reed2017-06-06
* Create an SkColorSpaceXform image generatorGravatar Matt Sarett2017-06-06
* remove unused blittersGravatar Mike Reed2017-06-03
* Remove support in GPU backend for distance vector field.Gravatar Brian Salomon2017-06-02
* Implement an SkImage backed by a Android hardware bufferGravatar Stan Iliev2017-06-02
* remove 565 sprite blitter tooGravatar Mike Klein2017-05-31
* remove unused spanprocs (leftover from spriteblitter simplification)Gravatar Mike Reed2017-05-31
* Revert "Revert "Delete SkGaussianEdgeShader""Gravatar Florin Malita2017-05-31
* remove sprite blitters for non-legacy targets, rely on rasterpiplineGravatar Mike Reed2017-05-31
* Revert "Delete SkGaussianEdgeShader"Gravatar Florin Malita2017-05-31
* [Reland] Relocate shaders to own dirGravatar Florin Malita2017-05-30
* Delete SkGaussianEdgeShaderGravatar Florin Malita2017-05-30
* Fix glDrawRangeElementsGravatar Chris Dalton2017-05-30
* Add GM to test the IgnoreTransform flag on blursGravatar Greg Daniel2017-05-30
* rasterpipeline:Gravatar Mike Reed2017-05-26
* Revert "Relocate shaders to own dir"Gravatar Stan Iliev2017-05-25
* Remove unused PM4f blittersGravatar Florin Malita2017-05-25
* Add tail handling for SSE* to SkJumper.Gravatar Herb Derby2017-05-25
* Relocate shaders to own dirGravatar Florin Malita2017-05-25
* Reland of SkShaderBaseGravatar Florin Malita2017-05-25
* Revert "SkShaderBase"Gravatar Florin Malita2017-05-24
* SkShaderBaseGravatar Florin Malita2017-05-24
* Add Material Design shadow reference sampleGravatar Jim Van Verth2017-05-23
* Remove compressed (ETC1) texture support from Ganesh (take 2)Gravatar Robert Phillips2017-05-23
* Revert "Remove compressed (ETC1) texture support from Ganesh"Gravatar Brian Osman2017-05-22
* Remove compressed (ETC1) texture support from GaneshGravatar Robert Phillips2017-05-22
* Remove ambient and spot mask filters.Gravatar Jim Van Verth2017-05-18
* Add microbench for shadowsGravatar Jim Van Verth2017-05-18
* Add GM to verify that drawX == (path.addX, drawPath)Gravatar Brian Osman2017-05-17
* Revert "Add GM to verify that drawX == (path.addX, drawPath)"Gravatar Greg Daniel2017-05-17
* Add GM to verify that drawX == (path.addX, drawPath)Gravatar Brian Osman2017-05-17
* move files out of private, and fix up callers to IWYUGravatar Mike Reed2017-05-16
* clamp to premul in ditherGravatar Mike Klein2017-05-16
* Add SK_LEGACY_SWEEP_GRADIENT on AndroidGravatar Florin Malita2017-05-16
* fix SkJumper radial gradient precisionGravatar Mike Klein2017-05-15
* Attempt to work around iOS varying limit in GLPrograms testGravatar Brian Salomon2017-05-15