On 5 February 2016 at 15:08, Józef Kucia jkucia@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.