)]}'
{
  "log": [
    {
      "commit": "cf51a4199835e9604aa4c8b3854306f8fbabbf33",
      "tree": "9f5095c3243d0e5dc367c613eee01db80472f1a0",
      "parents": [
        "f8a67f4f5dd4c5499a6e7148331f0286e31203ec"
      ],
      "author": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Mon Apr 08 19:40:31 2013 -0700"
      },
      "committer": {
        "name": "Romain Guy",
        "email": "romainguy@google.com",
        "time": "Thu Apr 11 14:07:34 2013 -0700"
      },
      "message": "Introduce PixelBuffer API to enable PBOs\n\nPBOs (Pixel Buffer Objects) can be used on OpenGL ES 3.0 to perform\nasynchronous texture uploads to free up the CPU. This change does not\nenable the use of PBOs unless a specific property is set (Adreno drivers\nhave issues with PBOs at the moment, Mali drivers work just fine.)\n\nThis change also cleans up Font/FontRenderer a little bit and improves\nperformance of drop shadows generations by using memcpy() instead of\na manual byte-by-byte copy.\n\nOn GL ES 2.0 devices, or when PBOs are disabled, a PixelBuffer instance\nbehaves like a simple byte array. The extra APIs introduced for PBOs\n(map/unmap and bind/unbind) are pretty much no-ops for CPU pixel\nbuffers and won\u0027t introduce any significant overhead.\n\nThis change also fixes a bug with text drop shadows: if the drop\nshadow is larger than the max texture size, the renderer would leave\nthe GL context in a bad state and generate 0x501 errors. This change\nsimply skips drop shadows if they are too large.\n\nChange-Id: I2700aadb0c6093431dc5dee3d587d689190c4e23\n"
    }
  ]
}
