)]}'
{
  "commit": "56f256e757d5d08202e0357bc04069b02a9898a0",
  "tree": "17f73fb6f9416340d8d2375ab4949a2af2e94f43",
  "parents": [
    "facada53c5e6425f91e324b3d53435f1e5b3a5fc"
  ],
  "author": {
    "name": "Alexis Hetu",
    "email": "sugoi@google.com",
    "time": "Fri Jul 21 11:41:13 2017 -0400"
  },
  "committer": {
    "name": "Alexis Hétu",
    "email": "sugoi@google.com",
    "time": "Fri Jul 21 15:50:35 2017 +0000"
  },
  "message": "Fixed default color values for R and RG types\n\nBy default, in D3D, R, G or B channels default to 1 when no\nvalue is assigned to them. In OpenGL, these channels default\nto 0. Added an entry to Conventions to fix this issue.\n\nIn dEQP, this fixes all R and RG types tests from:\nfunctional.texture.format.*\n\nChange-Id: Ib5552aa36eaf4e3e1132f016f002250b40436227\nReviewed-on: https://swiftshader-review.googlesource.com/10828\nTested-by: Alexis Hétu \u003csugoi@google.com\u003e\nReviewed-by: Nicolas Capens \u003cnicolascapens@google.com\u003e\n",
  "tree_diff": [
    {
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}
