)]}'
{
  "commit": "24112d686998dc202ba559d186f342a2de42fbec",
  "tree": "1a39a178cb878d20ecfc409ef7b47c55a810a7f8",
  "parents": [
    "c30003d6fe8f8860f201635fc37c3458eb70a41e"
  ],
  "author": {
    "name": "Jamie Madill",
    "email": "jmadill@chromium.org",
    "time": "Tue Jan 21 16:39:19 2014 -0500"
  },
  "committer": {
    "name": "Jamie Madill",
    "email": "jmadill@chromium.org",
    "time": "Tue Jan 21 21:41:20 2014 +0000"
  },
  "message": "Only use 4-channel shaders for unpack buffers.\n\nD3D11 supports sampling other channel sizes of backing object\nand declaring them as 4-vectors in HLSL. This allows us to\nsimplify the logic for fast unpack shaders significantly.\n\nSource:\nhttp://msdn.microsoft.com/en-us/library/windows/desktop/bb509700(v\u003dvs.85).aspx\n(Default Values for Missing Components in a Texture)\n\nChange-Id: I7f645372f266f57bd94cdb1c795f1d30bf2a60a4\nReviewed-on: https://chromium-review.googlesource.com/181901\nReviewed-by: Geoff Lang \u003cgeofflang@chromium.org\u003e\nTested-by: Jamie Madill \u003cjmadill@chromium.org\u003e\n",
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