)]}'
{
  "commit": "caf7becc1f25d3be24f26e211a488491919113ce",
  "tree": "f6a361ac888fdce8f06aa195d36d0ef7fc39e878",
  "parents": [
    "92b00ca882637cfaff897e689dcc50fa20c31143"
  ],
  "author": {
    "name": "Alexey Knyazev",
    "email": "lexa.knyazev@gmail.com",
    "time": "Tue Feb 11 19:05:11 2020 +0400"
  },
  "committer": {
    "name": "Commit Bot",
    "email": "commit-bot@chromium.org",
    "time": "Wed Feb 12 18:27:48 2020 +0000"
  },
  "message": "Move dither from blend state to rasterizer state\n\nDither is technically not a part of blend state so it was removed from there as a first step towards exposing OES_draw_buffers_indexed (that defines independent blend state for each draw buffer).\n\nRasterizer state seems to be the closest (although also not accurate) place for it to keep code changes to a minimum. ANGLE\u0027s D3D11, Vulkan, and Metal renderers ignore dithering altogether.\n\nBug: angleproject:4394\nChange-Id: Ib138624b9218851d18cd63e2033e8e8ac8ca71d9\nReviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2050464\nReviewed-by: Jamie Madill \u003cjmadill@chromium.org\u003e\nReviewed-by: Jonah Ryan-Davis \u003cjonahr@google.com\u003e\nCommit-Queue: Jamie Madill \u003cjmadill@chromium.org\u003e\n",
  "tree_diff": [
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}
