RenderTexture2DArrayExample
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42f66e8a87
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using System;
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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namespace MoonWorksGraphicsTests;
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class RenderTexture2DArrayExample : Example
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{
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private Texture RenderTarget;
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private float t;
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private Color[] colors =
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[
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Color.Red,
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Color.Green,
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Color.Blue,
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];
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public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
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{
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Window = window;
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GraphicsDevice = graphicsDevice;
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RenderTarget = Texture.CreateTexture2DArray(
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GraphicsDevice,
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16,
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16,
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(uint) colors.Length,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
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);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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// Clear each depth slice of the RT to a different color
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for (uint i = 0; i < colors.Length; i += 1)
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{
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ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
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{
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TextureSlice = new TextureSlice
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{
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Texture = RenderTarget,
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Layer = i,
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MipLevel = 0
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},
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ClearColor = colors[i],
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LoadOp = LoadOp.Clear,
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StoreOp = StoreOp.Store
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};
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var renderPass = cmdbuf.BeginRenderPass(attachmentInfo);
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cmdbuf.EndRenderPass(renderPass);
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public override void Update(System.TimeSpan delta) { }
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public override void Draw(double alpha)
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{
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t += 0.01f;
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t %= 3;
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
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if (swapchainTexture != null)
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{
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cmdbuf.Blit(
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new TextureRegion
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{
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TextureSlice = new TextureSlice
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{
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Texture = RenderTarget,
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Layer = (uint) MathF.Floor(t)
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},
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Depth = 1
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},
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swapchainTexture,
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Filter.Nearest,
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false
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);
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public override void Destroy()
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{
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RenderTarget.Dispose();
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}
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}
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@ -1,139 +0,0 @@
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using System;
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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 RenderTexture2DArrayGame : Game
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{
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private GraphicsPipeline pipeline;
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private GpuBuffer vertexBuffer;
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private GpuBuffer indexBuffer;
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private Texture rt;
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private Sampler sampler;
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private float t;
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private Color[] colors = new Color[]
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{
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Color.Red,
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Color.Green,
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Color.Blue,
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};
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struct FragUniform
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{
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public float Depth;
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public FragUniform(float depth)
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{
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Depth = depth;
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}
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}
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public RenderTexture2DArrayGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 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("TexturedQuad2DArray.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.FragmentShaderInfo = GraphicsShaderInfo.Create<FragUniform>(fragShaderModule, "main", 1);
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create samplers
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointWrap);
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// Create and populate the GPU resources
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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vertexBuffer = resourceUploader.CreateBuffer(
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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(1, -1, 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(-1, 1, 0), new Vector2(0, 1)),
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],
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BufferUsageFlags.Vertex
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);
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indexBuffer = resourceUploader.CreateBuffer<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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BufferUsageFlags.Index
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);
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resourceUploader.Upload();
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resourceUploader.Dispose();
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rt = Texture.CreateTexture2DArray(
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GraphicsDevice,
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16,
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16,
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(uint) colors.Length,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
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);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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// Clear each depth slice of the RT to a different color
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for (uint i = 0; i < colors.Length; i += 1)
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{
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ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
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{
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TextureSlice = new TextureSlice
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{
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Texture = rt,
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Layer = i,
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MipLevel = 0
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},
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ClearColor = colors[i],
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LoadOp = LoadOp.Clear,
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StoreOp = StoreOp.Store
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};
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cmdbuf.BeginRenderPass(attachmentInfo);
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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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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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t += 0.01f;
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t %= 3;
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FragUniform fragUniform = new FragUniform(MathF.Floor(t));
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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(backbuffer, WriteOptions.Cycle, 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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cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(rt, sampler));
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cmdbuf.PushFragmentShaderUniforms(fragUniform);
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cmdbuf.DrawIndexedPrimitives(0, 0, 2);
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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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RenderTexture2DArrayGame game = new RenderTexture2DArrayGame();
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game.Run();
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}
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}
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}
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@ -40,6 +40,7 @@
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<Compile Include="Examples\InstancingAndOffsetsExample.cs" />
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<Compile Include="Examples\MSAACubeExample.cs" />
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<Compile Include="Examples\MSAAExample.cs" />
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<Compile Include="Examples\RenderTexture2DArrayExample.cs" />
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</ItemGroup>
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<Import Project=".\CopyMoonlibs.targets" />
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@ -23,7 +23,8 @@ class Program : Game
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new GetBufferDataExample(),
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new InstancingAndOffsetsExample(),
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new MSAACubeExample(),
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new MSAAExample()
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new MSAAExample(),
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new RenderTexture2DArrayExample()
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];
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int ExampleIndex = 0;
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