)]}'
{
  "commit": "facada53c5e6425f91e324b3d53435f1e5b3a5fc",
  "tree": "2fb98928aa30e2dad348f5036cf8f4da0d80d29e",
  "parents": [
    "91dd1c4c3e28a9485139b5bdbf1d2451e8549ebb"
  ],
  "author": {
    "name": "Alexis Hetu",
    "email": "sugoi@google.com",
    "time": "Thu Jul 20 16:56:30 2017 -0400"
  },
  "committer": {
    "name": "Alexis Hétu",
    "email": "sugoi@google.com",
    "time": "Thu Jul 20 21:12:55 2017 +0000"
  },
  "message": "FP32 linear filtering computation now available to most formats\n\nAll texture formats, except YUV or sRGB formats, now have access\nto the floating point path for texture filtering. High precision\nfiltering can be enabled using:\nglHint(GL_TEXTURE_FILTERING_HINT_CHROMIUM, GL_NICEST)\n\nBug swiftshader:76\n\nChange-Id: Iabbe86d1bbf43070bfc5f61254c101a75c744401\nReviewed-on: https://swiftshader-review.googlesource.com/10808\nTested-by: Alexis Hétu \u003csugoi@google.com\u003e\nReviewed-by: Nicolas Capens \u003cnicolascapens@google.com\u003e\n",
  "tree_diff": [
    {
      "type": "modify",
      "old_id": "55c171225b16ee151c4b85043e238580feaa5675",
      "old_mode": 33188,
      "old_path": "src/Shader/SamplerCore.cpp",
      "new_id": "f0d482f86539fd5c10b1c64d9984d6825179c5a5",
      "new_mode": 33188,
      "new_path": "src/Shader/SamplerCore.cpp"
    }
  ]
}
