)]}'
{
  "commit": "34f2fe8a52650f23f1a98f3fad7032ea46be34f7",
  "tree": "ed75b7d7e9a6438f0a7806fbf34b1bc93c18e640",
  "parents": [
    "eea2091068037c41e52164f100802302768b674d"
  ],
  "author": {
    "name": "Yan, Shaobo",
    "email": "shaobo.yan@intel.com",
    "time": "Thu May 23 00:45:12 2019 +0000"
  },
  "committer": {
    "name": "Commit Bot service account",
    "email": "commit-bot@chromium.org",
    "time": "Thu May 23 00:45:12 2019 +0000"
  },
  "message": "Dynamic Buffer Offset : Metal Backend\n\nIn a typical application, most draws will use different uniforms values for\nthings like the world position and orientation. In the current state of WebGPU\nthis means that a new bind group needs to be created for each draw to set the\nright uniforms. Bind group creation is expected to be more expensive than\nrecording draws because they incur an allocation.\n\nThis feature is to reduce the number of bind groups that need to be\ncreated.\n\nThe patch implemented dynamic buffer offset on metal backend.\n\nBug\u003ddawn:55\n\nChange-Id: I34f397ec9ec10fa5b8e8a1c029d2d6a19e8dc0ee\nReviewed-on: https://dawn-review.googlesource.com/c/dawn/+/7320\nReviewed-by: Corentin Wallez \u003ccwallez@chromium.org\u003e\nCommit-Queue: Shaobo Yan \u003cshaobo.yan@intel.com\u003e\n",
  "tree_diff": [
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