{"push_id":1126292142,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"8ff96f0216884f9bd3c60857e629a25aaa8704de","before":"d941a57bd3c8d7a738c814a7da90ce7d04deac68","commits":[{"sha":"8ff96f0216884f9bd3c60857e629a25aaa8704de","author":{"email":"af2b84f09c8719e0f2b649c9464c0e4e09337b2e@nowhere","name":"wm4"},"message":"hwdec_d3d11egl: call ID3D11DeviceContext::Flush\n\nThis must be called if a texture shared between D3D devices is updated.\n\nOften enough, the shared devices will be the same device, but ANGLE\nforces using shared surfaces. I suppose there is no guarantee the driver\nwill do the expected thing. Internally, the driver could for example not\ninsert the required barriers before the shared texture is used.","distinct":true,"url":"https://api.github.com/repos/mpv-player/mpv/commits/8ff96f0216884f9bd3c60857e629a25aaa8704de"}]}
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