hResult = D3DX11CreateShaderResourceViewFromFile( pd3dDevice, pFilename, NULL, NULL, &pTextureResourceView, NULL );
pTextureResourceView->GetDesc( &desc );
desc.Format;
When i run the above code on my texture, it always loads as DXGI_FORMAT_R8G8B8A8_UNORM, not DXGI_FORMAT_R8G8B8A8_UNORM_SRGB as I would expect. Further, when I use the texture, it's washed out (too bright) as if it's been loaded as RGB. If I do a pow(sampleColor, 2.2) in the pixel shader, then the color looks right.
Am I missing something on loading the texture correctly to get it to recognize it as sRGB?