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Dual-blending for pixel shader writing only one output #36

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3Shain opened this issue Oct 14, 2024 · 0 comments
Open

Dual-blending for pixel shader writing only one output #36

3Shain opened this issue Oct 14, 2024 · 0 comments
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@3Shain
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3Shain commented Oct 14, 2024

In Black Myth: Wukong Benchmark Tool, turning on Global Illumination Quality leads to Failed to create PSO: Fragment shader does not write to render target color(0), index(1) that is required for blending.

However D3D11.3 spec states: When Dual Source Color Blending is enabled, the Pixel Shader must have only a single RenderTarget bound, at slot 0, and must output both o0 and o1.

@3Shain 3Shain added the bug Something isn't working label Oct 14, 2024
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