Add RenderTexture2D test + README update for StoreLoad
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f9a41ce231
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0846c09f53
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@ -61,6 +61,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "WindowResizing", "WindowRes
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EndProject
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "StoreLoad", "StoreLoad\StoreLoad.csproj", "{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}"
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EndProject
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RenderTexture2D", "RenderTexture2D\RenderTexture2D.csproj", "{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}"
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EndProject
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Global
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Debug|Any CPU = Debug|Any CPU
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@ -183,6 +185,10 @@ Global
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{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|Any CPU.Build.0 = Release|Any CPU
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{CD31F1B5-C76A-428A-A812-8DFD6CAB20A9}.Release|Any CPU.Build.0 = Release|Any CPU
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{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{F9C9E15D-1000-46DA-BA39-1D4C0D43F023}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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HideSolutionNode = FALSE
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@ -16,6 +16,10 @@ Sets up a graphics pipeline and draws a triangle without vertex buffers. (The ve
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Similar to above, but using a MoonWorks vertex buffer and custom vertex structs.
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Similar to above, but using a MoonWorks vertex buffer and custom vertex structs.
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**StoreLoad**
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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.
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**TexturedQuad**
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**TexturedQuad**
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Draws a textured quad to the screen. Tests texture binding, index buffers, and sampler states.
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Draws a textured quad to the screen. Tests texture binding, index buffers, and sampler states.
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@ -80,6 +84,10 @@ Displays a quad that can be scaled to reveal various mip levels. The mips are ge
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Displays a triangle whose colors are driven by sampling a texture in the vertex shader.
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Displays a triangle whose colors are driven by sampling a texture in the vertex shader.
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**RenderTexture2D**
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Clears and draws 4 render textures to the screen. Tests binding and sampling 2D render textures.
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**RenderTexture3D**
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**RenderTexture3D**
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Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D render textures.
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Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D render textures.
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@ -0,0 +1,16 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<ItemGroup>
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<ProjectReference Include="..\..\MoonWorks\MoonWorks.csproj" />
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<ProjectReference Include="..\MoonWorks.Test.Common\MoonWorks.Test.Common.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net8.0</TargetFramework>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<Import Project="$(SolutionDir)NativeAOT_Console.targets" Condition="Exists('$(SolutionDir)NativeAOT_Console.targets')" />
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</Project>
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@ -0,0 +1,131 @@
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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{
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class RenderTexture2DGame : Game
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{
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private GraphicsPipeline pipeline;
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private Buffer vertexBuffer;
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private Buffer indexBuffer;
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private Texture[] textures = new Texture[4];
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private Sampler sampler;
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public RenderTexture2DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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vertShaderModule,
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fragShaderModule
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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pipelineCreateInfo.VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0);
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pipelineCreateInfo.FragmentShaderInfo.SamplerBindingCount = 1;
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create sampler
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SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
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sampler = new Sampler(GraphicsDevice, samplerCreateInfo);
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// Create and populate the GPU resources
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vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 16);
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indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
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for (int i = 0; i < textures.Length; i += 1)
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{
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textures[i] = Texture.CreateTexture2D(
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GraphicsDevice,
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MainWindow.Width / 4,
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MainWindow.Height / 4,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
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);
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}
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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vertexBuffer,
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new PositionTextureVertex[]
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{
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 0, 0), new Vector2(0, 1)),
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new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 0, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(0, 1)),
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new PositionTextureVertex(new Vector3(-1, 0, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(0, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
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new PositionTextureVertex(new Vector3(0, 0, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, 0, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(0, 1, 0), new Vector2(0, 1)),
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}
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);
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cmdbuf.SetBufferData(
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indexBuffer,
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new ushort[]
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{
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0, 1, 2,
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0, 2, 3,
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}
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);
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GraphicsDevice.Submit(cmdbuf);
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}
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protected override void Update(System.TimeSpan delta) { }
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protected override void Draw(double alpha)
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{
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[0], Color.Red));
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cmdbuf.EndRenderPass();
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[1], Color.Blue));
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cmdbuf.EndRenderPass();
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[2], Color.Green));
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cmdbuf.EndRenderPass();
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(textures[3], Color.Yellow));
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cmdbuf.EndRenderPass();
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
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cmdbuf.BindGraphicsPipeline(pipeline);
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
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for (uint i = 0; i < textures.Length; i += 1)
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{
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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(textures[i], sampler));
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cmdbuf.DrawIndexedPrimitives(4 * i, 0, 2, 0, 0);
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}
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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RenderTexture2DGame game = new RenderTexture2DGame();
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game.Run();
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}
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}
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}
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