)]}'
{
  "commit": "446ff920387052887bc905cc0cc439a7e3c38b83",
  "tree": "2ada36e85d16b8107862ca03e2322073733cb47c",
  "parents": [
    "295eff200867d58bbd1b21711c6ef0a7c10c9f95"
  ],
  "author": {
    "name": "Mathias Agopian",
    "email": "mathias@google.com",
    "time": "Mon Jun 29 17:32:20 2009 -0700"
  },
  "committer": {
    "name": "Mathias Agopian",
    "email": "mathias@google.com",
    "time": "Mon Jun 29 17:32:20 2009 -0700"
  },
  "message": "don\u0027t use a 1/4th of the screen size texture for the dim layer\n\nwe can\u0027t use a texture of 1/4th of the screen for the dim layer, because the mdp internal input resultion is alwyas integers and for very small blits of a couple pixels the scale factor can get way out of range, for instance for a 7 pixels source, the scale factor would be either 7 (7/1) or 3.5 (7/2) instead of 4 (7/1.75). This caused the mdp to fail in some cases and revert to software. we now always use a texture of the actual screen size, so the problem will never happen. This burns 300KB of pmem instead of 21KB. On devices with a larger screen we might want to use a smaller texture and tile it by hand.\n",
  "tree_diff": [
    {
      "type": "modify",
      "old_id": "4114a42bd5b168153a3e4fd3078a740175fbf99e",
      "old_mode": 33188,
      "old_path": "libs/surfaceflinger/LayerDim.cpp",
      "new_id": "8e9df9cc9bcc334de586d9de96c250a4bbd1f091",
      "new_mode": 33188,
      "new_path": "libs/surfaceflinger/LayerDim.cpp"
    }
  ]
}
