)]}'
{
  "commit": "efd7fc0b1d3534dfc8fdef2f12e414b12e511a33",
  "tree": "e652aa129181ff175295469694ed5f82e3400ddb",
  "parents": [
    "ee98b422d00439c36ed359e384593c17b211be7e"
  ],
  "author": {
    "name": "Nicolas Capens",
    "email": "capn@google.com",
    "time": "Wed Jul 10 12:46:53 2019 -0400"
  },
  "committer": {
    "name": "Nicolas Capens",
    "email": "nicolascapens@google.com",
    "time": "Fri Jul 19 14:20:42 2019 +0000"
  },
  "message": "Provide fine-grained out-of-bounds behavior control\n\nThe required or desired behavior on out-of-bounds accesses depends on\nthe robustness feature, storage class, static analysis, debugging state\nand paranoia level preference.\n\nSpecifically, this change:\n- Omits bounds checks on local variable initialization.\n- Omits bounds checks on modf() and frexp() output variables.\n- Bounds checks on image read/write instead of using robustBufferAccess\n  feature setting.\n- Bounds checks on OpCopyMemory instead of using robustBufferAccess\n  feature setting.\n\nBug: b/131224163\nChange-Id: I199e73d42d9cce0645792dd1d876ea69d4ec3835\nReviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/33988\nPresubmit-Ready: Nicolas Capens \u003cnicolascapens@google.com\u003e\nTested-by: Nicolas Capens \u003cnicolascapens@google.com\u003e\nKokoro-Presubmit: kokoro \u003cnoreply+kokoro@google.com\u003e\nReviewed-by: Ben Clayton \u003cbclayton@google.com\u003e\n",
  "tree_diff": [
    {
      "type": "modify",
      "old_id": "ce621ee01ab90e19fe270763b677afaf20d8e540",
      "old_mode": 33188,
      "old_path": "src/Pipeline/SpirvShader.cpp",
      "new_id": "a15a58520b0adb04a1634444b70962222764f54f",
      "new_mode": 33188,
      "new_path": "src/Pipeline/SpirvShader.cpp"
    },
    {
      "type": "modify",
      "old_id": "d97befb5a569430c25c9c640ad596488205cfab0",
      "old_mode": 33188,
      "old_path": "src/Pipeline/SpirvShader.hpp",
      "new_id": "9acd4511123dbcb9fef217a0674a2a6c1ab6d9a2",
      "new_mode": 33188,
      "new_path": "src/Pipeline/SpirvShader.hpp"
    }
  ]
}
