3Shain / dxmt

Metal-based implementation of D3D11 for MacOS / Wine
MIT License
364 stars 12 forks source link

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

Open 3Shain opened 1 month ago

3Shain commented 1 month ago

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.