)]}' { "commit": "931311700c7c4b76a15c23eee8792dda125fb97e", "tree": "f6d46e43bbe2e982d353cbdc86c89a23c4f4fb4d", "parents": [ "d263d752ac356f610e59dc453f5607fbd887fbfa" ], "author": { "name": "Jiawei Shao", "email": "jiawei.shao@intel.com", "time": "Fri Mar 15 05:16:41 2019 +0000" }, "committer": { "name": "Commit Bot service account", "email": "commit-bot@chromium.org", "time": "Fri Mar 15 05:16:41 2019 +0000" }, "message": "Add validation on the sample count of the depth stencil attachment\n\nThis patch adds a missing validation on the sample count of the depth\nstencil attachment when calling CommandEncoder.BeginRenderPass().\n\nAccording to D3D SPEC, when MSAA is used, all bound render targets and\ndepth buffers must have the same sample count and quality.\n\nBUG\u003ddawn:56\nTEST\u003ddawn_unittests\n\nChange-Id: I719995b80f89e5139711c97a4bf76ba479919ad1\nReviewed-on: https://dawn-review.googlesource.com/c/dawn/+/5621\nCommit-Queue: Jiawei Shao \u003cjiawei.shao@intel.com\u003e\nReviewed-by: Kai Ninomiya \u003ckainino@chromium.org\u003e\n", "tree_diff": [ { "type": "modify", "old_id": "d2c1543f6632eb3833c4000a2b819c706626fdb6", "old_mode": 33188, "old_path": "src/dawn_native/CommandEncoder.cpp", "new_id": "3aae8c9ce8bb9889eca4e80cb6cd0a5ac1c63dbb", "new_mode": 33188, "new_path": "src/dawn_native/CommandEncoder.cpp" }, { "type": "modify", "old_id": "b8130d36ed4fc5c828f1a93bc7c460e92c394d88", "old_mode": 33188, "old_path": "src/tests/unittests/validation/RenderPassDescriptorValidationTests.cpp", "new_id": "b532a957eab584843e80b00415316c279e9e81ba", "new_mode": 33188, "new_path": "src/tests/unittests/validation/RenderPassDescriptorValidationTests.cpp" } ] }