)]}'
{
  "commit": "afc9c139de7ea3a911171da83ac6922a0089fe34",
  "tree": "d76c466d4f4cd5da5cbc2ef42fd89b454bcc6134",
  "parents": [
    "ad54e957a81258f0bec879e1ff6fde0272f70099"
  ],
  "author": {
    "name": "Jiawei Shao",
    "email": "jiawei.shao@intel.com",
    "time": "Sun Dec 15 20:53:11 2024 -0800"
  },
  "committer": {
    "name": "Dawn LUCI CQ",
    "email": "dawn-scoped@luci-project-accounts.iam.gserviceaccount.com",
    "time": "Sun Dec 15 20:53:11 2024 -0800"
  },
  "message": "D3D12: Hard-enable `D3D12SplitBufferTextureCopyForRowsPerImagePaddings`\n\nThe toggle `D3D12SplitBufferTextureCopyForRowsPerImagePaddings` doesn\u0027t\nneed to be defined as the code path it controlled before should always\nbe executed. It is because:\n1. In D3D12, the concept of `bufferLocation` specifies how to treat a\n   region of a buffer as a texture. In buffer-texture copies\n   `rowsPerImage` is used as the height of the `bufferLocation`, so if\n   the buffer is not large enough to hold a complete `rowsPerImage`\n   D3D12 debug layer will generate an error that the buffer is not large\n   enough to hold a complete `bufferLocation`, which fully meets the\n   concept in D3D12 and cannot say it a `bug` of D3D12 runtime.\n2. Although `UnrestrictedBufferTextureCopyPitchSupported` has been used\n   in Dawn we still need to split a buffer-texture copy into two in\n   some certain situations because of (1).\n\nBug: 42240278\nChange-Id: I83981d92057b79661aa39ede66a611329b7cf8a4\nReviewed-on: https://dawn-review.googlesource.com/c/dawn/+/218915\nCommit-Queue: Jiawei Shao \u003cjiawei.shao@intel.com\u003e\nReviewed-by: Kai Ninomiya \u003ckainino@chromium.org\u003e\nReviewed-by: Loko Kung \u003clokokung@google.com\u003e\n",
  "tree_diff": [
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    {
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}
