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Fix sRGB backbuffers on the SDL_GPU and D3D11 backends #240

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@kg kg commented Mar 12, 2025

sRGB textures and render targets work but when you request a sRGB backbuffer, you don't get one right now.

On SDL_GPU we aren't flowing the sRGB flag through.

On D3D11, we changed to flip model which doesn't allow sRGB backbuffers, you have to set the colorspace on the swapchain instead.

This PR also fixes a swapchain leak triggered by enabling HDR in D3D11

@kg kg force-pushed the srgbswapchain branch from c95f743 to 4e78ac1 Compare March 12, 2025 09:52
@kg kg changed the title Fix sRGB backbuffers on the SDL_GPU backend Fix sRGB backbuffers on the SDL_GPU and D3D11 backends Mar 12, 2025
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One tiny thing and one slightly less tiny but still pretty small thing - otherwise lgtm

@@ -2699,6 +2706,10 @@ static void D3D11_INTERNAL_CreateSwapChain(
{
colorSpace = DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709;
}
else if (sRGB)
{
colorSpace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709;
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Doesn't the else cover this?

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I'm not sure this or the other else are both the correct color space

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I did some more testing and it seems like they're right, but it feels like either the sRGB or non-sRGB arm should be G10 so I'm not sure what's going on.

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kg commented Mar 12, 2025

This isn't ready to merge yet, I just noticed that this color space code leaks a reference to the swapchain

EDIT: Fixed

EDIT 2: Sort of. I think we need to release swapchain3 instead of swapchain, because it's technically legal for queryinterface to return a separate object...

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