)]}'
{
  "commit": "f9028eb3b676595fcf645aed3f4aae5a911fcff7",
  "tree": "80941c463c32a975dc9e7d02bd4ebd655a5e646b",
  "parents": [
    "99d780bd46783826d6a29ddb02f92a221c308974"
  ],
  "author": {
    "name": "shaoboyan",
    "email": "shaoboyan@microsoft.com",
    "time": "Wed Aug 12 03:34:35 2026 -0700"
  },
  "committer": {
    "name": "dawn-scoped@luci-project-accounts.iam.gserviceaccount.com",
    "email": "dawn-scoped@luci-project-accounts.iam.gserviceaccount.com",
    "time": "Wed Aug 12 03:34:35 2026 -0700"
  },
  "message": "Store Dynamic Storage Buffer Lengths and Offsets in D3D12 Immediates\n\nPass dynamic storage buffer lengths and offsets to shaders through the\nimmediate block instead of dedicated uniform buffers, so they no longer\nconsume uniform register space and match how other D3D12 pipeline\nimmediates are handled.\n\nThe lengths and offsets are stored as array\u003cu32\u003e in the immediate block,\nso their compacted members only require 4-byte alignment and no longer\nneed reserved padding slots to reach a 16-byte boundary.\n\nBug: 366291600\nChange-Id: Ic1589152a419b736749a840ce5e56ae8d184bad1\nReviewed-on: https://dawn-review.googlesource.com/c/dawn/+/321575\nCommit-Queue: Shaobo Yan \u003cshaoboyan@microsoft.com\u003e\nReviewed-by: Corentin Wallez \u003ccwallez@chromium.org\u003e\n",
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