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path: root/samplecode/SampleCCPRGeometry.cpp
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* ccpr: Implement conicsGravatar Chris Dalton2018-04-18
* Revert "ccpr: Implement conics"Gravatar Chris Dalton2018-04-16
* ccpr: Implement conicsGravatar Chris Dalton2018-04-16
* ccpr: Remove fCurrAnchorPoint from GrCCGeometryGravatar Chris Dalton2018-04-10
* ccpr: Remove WindMethod from GrCCCoverageProcessorGravatar Chris Dalton2018-04-09
* ccpr: Various cleanupsGravatar Chris Dalton2018-03-27
* ccpr: Use a more stable formula to find quadratic coordinatesGravatar Chris Dalton2018-03-21
* ccpr: Update the sample to use proper coverage count buffersGravatar Chris Dalton2018-03-20
* ccpr: Simplify triangle cornersGravatar Chris Dalton2018-03-09
* Revert "ccpr: Draw curves in a single pass"Gravatar Chris Dalton2018-03-08
* Revert "ccpr: Simplify triangle corners"Gravatar Chris Dalton2018-03-08
* ccpr: Simplify triangle cornersGravatar Chris Dalton2018-03-08
* ccpr: Draw curves in a single passGravatar Chris Dalton2018-03-08
* ccpr: Combine GS triangle hulls and edges into a single drawGravatar Chris Dalton2018-03-07
* ccpr: Tessellate fans for very large and/or simple pathsGravatar Chris Dalton2018-02-14
* Revert "ccpr: Tessellate fans for very large and/or simple paths"Gravatar Cary Clark2018-02-12
* ccpr: Tessellate fans for very large and/or simple pathsGravatar Chris Dalton2018-02-12
* ccpr: Use primitive restart feature on ARMGravatar Chris Dalton2018-01-23
* CCPR: Rename GrCCPR* -> GrCC*Gravatar Chris Dalton2018-01-08
* move largest apis into privateGravatar Mike Reed2018-01-08
* Reland "CCPR: Initial semi-optimized vertex shader Impl"Gravatar Chris Dalton2018-01-04
* Revert "CCPR: Initial semi-optimized vertex shader Impl"Gravatar Chris Dalton2017-12-22
* CCPR: Initial semi-optimized vertex shader ImplGravatar Chris Dalton2017-12-22
* Revert "CCPR: Initial semi-optimized vertex shader Impl"Gravatar Brian Osman2017-12-20
* CCPR: Initial semi-optimized vertex shader ImplGravatar Chris Dalton2017-12-20
* CCPR: Don't use instanced draw calls with geometry shadersGravatar Chris Dalton2017-12-11
* CCPR: Combine loops and serpentines back into a single shaderGravatar Chris Dalton2017-12-08
* CCPR: Eliminate texel buffersGravatar Chris Dalton2017-12-05
* Delete even more unused views codeGravatar Brian Osman2017-11-29
* Convert geometry shaders to operate in Skia device spaceGravatar Chris Dalton2017-10-25
* Refactor CCPR coverage shaders for a vertex implGravatar Chris Dalton2017-10-16
* Revert "Refactor CCPR coverage shaders for a vertex impl"Gravatar Eric Boren2017-10-16
* Refactor CCPR coverage shaders for a vertex implGravatar Chris Dalton2017-10-15
* CCPR: Remove kCombinedTriangleHullsAndEdgesGravatar Chris Dalton2017-09-26
* Use shader based blending to clamp kPlus mode w/F16Gravatar Brian Osman2017-09-20
* Minor cleanups for CCPRGravatar Chris Dalton2017-09-12
* CCPR: Remove cubic insets and MSAA bordersGravatar Chris Dalton2017-09-05
* CCPR: Rewrite path parsingGravatar Chris Dalton2017-09-05
* Add a GrCCPRGeometry fileGravatar Chris Dalton2017-08-28
* Make Copy Ops to go through GpuCommandBuffer instead of straigt to GPU.Gravatar Greg Daniel2017-08-24
* CCPR: Process quadratic flat edges without soft msaaGravatar Chris Dalton2017-08-07
* Make GrPipeline hold a GrRenderTargetProxy (instead of a GrRenderTarget)Gravatar Robert Phillips2017-07-26
* Coverage counting path rendererGravatar Chris Dalton2017-07-14