Run clang-format (the repo's .clang-format: LLVM base, 120 cols, tabs,
Allman functions) over every source file so the tree is formatter-clean.
Whitespace only -- no behavior change; full x64 + x86 suites pass.
Also set SortIncludes: false in .clang-format. Windows include order is
load-bearing (windows.h must precede tlhelp32.h / mmreg.h / xinput.h /
dinput.h; winsock2.h must precede windows.h), and the default
alphabetical sort reorders tlhelp32.h ahead of windows.h -- a build
break. Leaving order alone keeps the manual, correct grouping.
The host sampled the shared backbuffer copy through a view typed exactly like the
game's backbuffer. For games whose backbuffer is an *_SRGB format (e.g. Life is
Strange: Before the Storm -- confirmed R8G8B8A8_UNORM_SRGB / fmt 29 via the hook
log), the GPU decoded sRGB->linear on the sample, and the host then wrote those
linear values straight to its plain-UNORM swapchain with no re-encode, so the
mirror came out noticeably darker than the game.
Sample the copy as the plain-UNORM sibling of the format (srgb_to_unorm) so the
bytes pass through unchanged -- matching what WGC already does. The UNORM and
*_SRGB formats share a typeless group, so CopyResource from the producer's sRGB
texture into the host's UNORM copy is allowed. Non-sRGB formats are unaffected.
Adds srgb_format_test locking the mapping. All 6 tests pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>