wined3d: Take sRGB_decode into account in texture_srgb_mode.
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@ -658,6 +658,7 @@ static HRESULT texture2d_bind(struct wined3d_texture *texture,
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static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3DSRGB srgb)
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{
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const struct wined3d_gl_info *gl_info = &texture->resource.device->adapter->gl_info;
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switch (srgb)
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{
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case SRGB_RGB:
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@ -667,7 +668,8 @@ static BOOL texture_srgb_mode(const struct wined3d_texture *texture, enum WINED3
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return TRUE;
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default:
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return texture->flags & WINED3D_TEXTURE_IS_SRGB;
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return !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
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&& texture->flags & WINED3D_TEXTURE_IS_SRGB;
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}
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}
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