On 5 February 2016 at 15:08, Józef Kucia <jkucia(a)codeweavers.com> wrote:
> adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
> adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
> srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
> && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
>
It seems wasteful to do this for each format.