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  • Hash : ceffd20c
    Author : Olli Etuaho
    Date : 2018-01-08T16:39:45

    Set colorspace of D3D pbuffers according to DXGI format
    
    When a EGL pbuffer is created based on a D3D SRGB texture using
    EGL_ANGLE_d3d_texture_client_buffer, SRGB conversions are performed as
    if it was an SRGB surface. The value of EGL_GL_COLORSPACE now
    reflects that correctly. If the pbuffer is bound to a texture and used
    as a framebuffer attachment, querying GL_FRAMEBUFFER_COLOR_ATTACHMENT
    also reflects that correctly.
    
    The behavior is the same on both the D3D backend, where there is no
    native interop involved, and on the GL backend using
    WGL_NV_DX_interop(2).
    
    There are a few limitations on the GL backend that relies on native
    interop:
    
    1. SRGB conversion for textures created this way can't be disabled
    using the GL_FRAMEBUFFER_SRGB_EXT toggle that's exposed in ANGLE
    through EXT_sRGB_write_control. This is now documented in the
    EGL_ANGLE_d3d_texture_client_buffer spec. On the D3D backend this is
    not a problem since EXT_sRGB_write_control is not supported either
    way.
    
    2. Creating a pbuffer out of a D3D11 texture with the format
    DXGI_FORMAT_B8G8R8A8_UNORM_SRGB does not work, even though it was
    listed as one of the supported formats in the
    EGL_ANGLE_d3d_texture_client_buffer spec. It's now mentioned that
    support for this format is optional.
    
    BUG=angleproject:2300
    TEST=angle_white_box_tests
    
    Change-Id: I70ee0646680805e4469291a5b2ce59e92fda009e
    Reviewed-on: https://chromium-review.googlesource.com/866743
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
    

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