)]}'
{
  "commit": "3cbeac56e8291c9eb584aecfdf4c9e4e3883473a",
  "tree": "9d5fbd853909884569eb86d24471db8f6684502e",
  "parents": [
    "66954c9a014b33fc5fab00a079fd31c22439fe3a"
  ],
  "author": {
    "name": "Nicolas Capens",
    "email": "capn@google.com",
    "time": "Fri Sep 15 11:49:31 2017 -0400"
  },
  "committer": {
    "name": "Nicolas Capens",
    "email": "nicolascapens@google.com",
    "time": "Fri Sep 15 17:20:24 2017 +0000"
  },
  "message": "Fix polygon offset depth clamp and units resolution.\n\nOpenGL requires depth values to be clamped to the [0, 1] range. Due to\nfrustum clipping already limiting the range, this can only happen when\nnon-zero polygon offset parameters are active.\n\nAlso fix the \u0027minimum resolvable difference\u0027 for the 32-bit floating-\npoint internal depth format that we use.\n\nBug swiftshader:82\n\nChange-Id: Ic9ebcac182a2bc81ab51d79cfe0bb451d340bd1e\nReviewed-on: https://swiftshader-review.googlesource.com/12108\nTested-by: Nicolas Capens \u003cnicolascapens@google.com\u003e\nReviewed-by: Alexis Hétu \u003csugoi@google.com\u003e\nReviewed-by: Nicolas Capens \u003cnicolascapens@google.com\u003e\n",
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