HDR in Control (a patch released by a developer post-launch, not
actually in the game sadly) tries to set a video mode with
DXGI_FORMAT_R16G16B16A16_FLOAT.
This seemingly works on Windows, and based on FindClosestMode etc
documentaton, this seems required to work for any format that scanout
it supported for.
It's really not like the bpp is meaningful on Windows with the
distinction of 8bit and 10bit not working in GDI modes at all.
Nor does it end up actually setting anything on Linux/Deck where
modesets are emulated.
So, treat DXGI_FORMAT_R16G16B16A16_FLOAT as 32bpp so the
FindClosestMatchingMode and EnterFullscreenMode calls succeed.
Adds the ability to punt the global colorspace into HDR from SetColorSpace1.
We have no way of checking the actual Windows colorspace as the
only public method for this *is* DXGI which we are re-implementing.
So we just pick our color space based on the DXVK_HDR env var
and the punting from SetColorSpace1.
We might expand on this in future, but this is good enough for an
initial implementation.