)]}'
{
  "commit": "ca5731228de9e091407e2ae750a0c045a226d774",
  "tree": "c82132ce9e9e677aef25f60ba647d093aee7432a",
  "parents": [
    "bdbbdee1db8c95559b1dba5c5e5bb26328badd8c"
  ],
  "author": {
    "name": "Michael Ludwig",
    "email": "michaelludwig@google.com",
    "time": "Fri Sep 20 13:07:39 2024 -0400"
  },
  "committer": {
    "name": "SkCQ",
    "email": "skcq-be@skia-corp.google.com.iam.gserviceaccount.com",
    "time": "Sat Sep 21 01:05:42 2024 +0000"
  },
  "message": "[graphite] Logical viewport is (0,0), adjust intrinsic uniforms to match\n\nThe CommandBuffer public functions now just take a viewport size to\nenforce the logical viewport starts at (0,0). Any non-zero origin\nfor the final viewport is solely from the replay translation.\n\nIt also updates the intrinsic uniforms to include the inverse\ndst copy dimensions for later normalization, and adjusts the\n`rtAdjust` uniform to a `viewport` uniform that holds both the\nreplay translation and the inverse viewport dimensions. Since we can\nassume that the logical viewport origin (what defines the mapping\nfrom device coords to NDC) is (0,0), the equations in the vertex\nshader are slightly adjusted as well.\n\nThe vertex shader does not rely on `viewport.xy`, these will be used\nin the fragment shader to adjust sk_FragCoord to reflect replays in\na later CL.\n\nBug: b/367490053\nChange-Id: Id9cf265ccdcc76bf502c955e5ddb3c696afa48ff\nReviewed-on: https://skia-review.googlesource.com/c/skia/+/901696\nReviewed-by: Jim Van Verth \u003cjvanverth@google.com\u003e\nCommit-Queue: Michael Ludwig \u003cmichaelludwig@google.com\u003e\n",
  "tree_diff": [
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