)]}'
{
  "commit": "134aa67ec9fc9f761e6da15a816f770d8a30c455",
  "tree": "2de1fbc89435728a2a113b4873802d793e5cd209",
  "parents": [
    "5749dd40518aed6fff7abea8f5283fe324c55e1a"
  ],
  "author": {
    "name": "Roderick Colenbrander",
    "email": "thunderbird2k@gmx.net",
    "time": "Thu Oct 11 23:11:37 2007 +0200"
  },
  "committer": {
    "name": "Alexandre Julliard",
    "email": "julliard@winehq.org",
    "time": "Fri Oct 12 11:07:23 2007 +0200"
  },
  "message": "wined3d: Use a fragment shader to do P8 palette conversion in hardware.\n",
  "tree_diff": [
    {
      "type": "modify",
      "old_id": "3857ebd77f18e8547926b6314d45abaa13b9a35d",
      "old_mode": 33188,
      "old_path": "dlls/wined3d/device.c",
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      "new_mode": 33188,
      "new_path": "dlls/wined3d/device.c"
    },
    {
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      "old_path": "dlls/wined3d/surface.c",
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      "new_mode": 33188,
      "new_path": "dlls/wined3d/surface.c"
    },
    {
      "type": "modify",
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      "old_mode": 33188,
      "old_path": "dlls/wined3d/wined3d_private.h",
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}
