d3d12: Get Heaven benchmark running
Fixes #3831 (closed)
For D3D, we map both DATA0
with index 1 and DATA1
to SV_Target1
, so we don't need to add a new output for this broken app case. This is the D3D equivalent of the dual_color_blend_by_location
config option, but we can just do it generically.
Then the allow_glsl_extension_directive_midshader
needs to be used, otherwise shaders fail to compile and the app renders white.