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.
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.