)]}'
{
  "commit": "76eeb828c8fff6e83c099b6202d2585fa18fddfa",
  "tree": "e5db684862513fe519010bcbd67153b456f5951a",
  "parents": [
    "7267d99251ed4739b901594a35e808ab4aceab58"
  ],
  "author": {
    "name": "Jiawei Shao",
    "email": "jiawei.shao@intel.com",
    "time": "Wed Aug 10 05:12:16 2022 +0000"
  },
  "committer": {
    "name": "Dawn LUCI CQ",
    "email": "dawn-scoped@luci-project-accounts.iam.gserviceaccount.com",
    "time": "Wed Aug 10 05:12:16 2022 +0000"
  },
  "message": "Align offset to 512 when writing into depth stencil textures on some platforms\n\nOn the D3D12 platforms that don\u0027t support programmable sample positions,\nthe source box specifying a portion of the depth texture must all be 0,\nor an error and a device lost will occur. This patch adds a workaround\nfor this issue by alignning the offset of internal staging buffer to 512\nwhen calling Queue.WriteTexture() with depth stencil textures\n\nBug: dawn:727\nTest: dawn_end2end_tests\nChange-Id: I6bc5843d62d0aec3964ee5b544a06c0b2657031a\nReviewed-on: https://dawn-review.googlesource.com/c/dawn/+/98601\nReviewed-by: Austin Eng \u003cenga@chromium.org\u003e\nCommit-Queue: Jiawei Shao \u003cjiawei.shao@intel.com\u003e\n",
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