diff --git a/MoonWorksGraphicsTests.sln b/MoonWorksGraphicsTests.sln
index f5e6619..f3b6948 100644
--- a/MoonWorksGraphicsTests.sln
+++ b/MoonWorksGraphicsTests.sln
@@ -61,6 +61,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "WindowResizing", "WindowRes
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}"
EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RenderTexture2D", "RenderTexture2D\RenderTexture2D.csproj", "{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -183,6 +185,10 @@ Global
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Debug|Any CPU.Build.0 = Debug|Any CPU
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|Any CPU.ActiveCfg = Release|Any CPU
{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|Any CPU.Build.0 = Release|Any CPU
+ {F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
diff --git a/README.md b/README.md
index 43b6904..1cfd774 100644
--- a/README.md
+++ b/README.md
@@ -16,6 +16,10 @@ Sets up a graphics pipeline and draws a triangle without vertex buffers. (The ve
Similar to above, but using a MoonWorks vertex buffer and custom vertex structs.
+**StoreLoad**
+
+Draws a triangle to the screen in one render pass, stores the attachment, and then loads the attachment again. Tests that load/store operations work as expected.
+
**TexturedQuad**
Draws a textured quad to the screen. Tests texture binding, index buffers, and sampler states.
@@ -80,6 +84,10 @@ Displays a quad that can be scaled to reveal various mip levels. The mips are ge
Displays a triangle whose colors are driven by sampling a texture in the vertex shader.
+**RenderTexture2D**
+
+Clears and draws 4 render textures to the screen. Tests binding and sampling 2D render textures.
+
**RenderTexture3D**
Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D render textures.
diff --git a/RenderTexture2D/RenderTexture2D.csproj b/RenderTexture2D/RenderTexture2D.csproj
new file mode 100644
index 0000000..7ce1c70
--- /dev/null
+++ b/RenderTexture2D/RenderTexture2D.csproj
@@ -0,0 +1,16 @@
+
+
+
+
+
+
+
+
+ Exe
+ net8.0
+ enable
+
+
+
+
+
diff --git a/RenderTexture2D/RenderTexture2DGame.cs b/RenderTexture2D/RenderTexture2DGame.cs
new file mode 100644
index 0000000..00ea043
--- /dev/null
+++ b/RenderTexture2D/RenderTexture2DGame.cs
@@ -0,0 +1,131 @@
+using MoonWorks;
+using MoonWorks.Graphics;
+using MoonWorks.Math.Float;
+
+namespace MoonWorks.Test
+{
+ class RenderTexture2DGame : Game
+ {
+ private GraphicsPipeline pipeline;
+ private Buffer vertexBuffer;
+ private Buffer indexBuffer;
+ private Texture[] textures = new Texture[4];
+ private Sampler sampler;
+
+ public RenderTexture2DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
+ {
+ // Load the shaders
+ ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
+ ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
+
+ // Create the graphics pipeline
+ GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
+ MainWindow.SwapchainFormat,
+ vertShaderModule,
+ fragShaderModule
+ );
+ pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding();
+ pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0);
+ pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
+ pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
+
+ // Create sampler
+ SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
+ sampler = new Sampler(GraphicsDevice, samplerCreateInfo);
+
+ // Create and populate the GPU resources
+ vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 16);
+ indexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 6);
+
+ for (int i = 0; i < textures.Length; i += 1)
+ {
+ textures[i] = Texture.CreateTexture2D(
+ GraphicsDevice,
+ MainWindow.Width / 4,
+ MainWindow.Height / 4,
+ TextureFormat.R8G8B8A8,
+ TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
+ );
+ }
+
+ CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
+ cmdbuf.SetBufferData(
+ vertexBuffer,
+ new PositionTextureVertex[]
+ {
+ new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
+ new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(1, 0)),
+ new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(1, 1)),
+ new PositionTextureVertex(new Vector3(-1, 0, 0), new Vector2(0, 1)),
+
+ new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(0, 0)),
+ new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
+ new PositionTextureVertex(new Vector3(1, 0, 0), new Vector2(1, 1)),
+ new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(0, 1)),
+
+ new PositionTextureVertex(new Vector3(-1, 0, 0), new Vector2(0, 0)),
+ new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(1, 0)),
+ new PositionTextureVertex(new Vector3(0, 1, 0), new Vector2(1, 1)),
+ new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
+
+ new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(0, 0)),
+ new PositionTextureVertex(new Vector3(1, 0, 0), new Vector2(1, 0)),
+ new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
+ new PositionTextureVertex(new Vector3(0, 1, 0), new Vector2(0, 1)),
+ }
+ );
+ cmdbuf.SetBufferData(
+ indexBuffer,
+ new ushort[]
+ {
+ 0, 1, 2,
+ 0, 2, 3,
+ }
+ );
+
+ GraphicsDevice.Submit(cmdbuf);
+ }
+
+ protected override void Update(System.TimeSpan delta) { }
+
+ protected override void Draw(double alpha)
+ {
+ CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
+ Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
+ if (backbuffer != null)
+ {
+ cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[0], Color.Red));
+ cmdbuf.EndRenderPass();
+
+ cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[1], Color.Blue));
+ cmdbuf.EndRenderPass();
+
+ cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[2], Color.Green));
+ cmdbuf.EndRenderPass();
+
+ cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[3], Color.Yellow));
+ cmdbuf.EndRenderPass();
+
+ cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
+ cmdbuf.BindGraphicsPipeline(pipeline);
+ cmdbuf.BindVertexBuffers(vertexBuffer);
+ cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
+
+ for (uint i = 0; i < textures.Length; i += 1)
+ {
+ cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textures[i], sampler));
+ cmdbuf.DrawIndexedPrimitives(4 * i, 0, 2, 0, 0);
+ }
+
+ cmdbuf.EndRenderPass();
+ }
+ GraphicsDevice.Submit(cmdbuf);
+ }
+
+ public static void Main(string[] args)
+ {
+ RenderTexture2DGame game = new RenderTexture2DGame();
+ game.Run();
+ }
+ }
+}