diff --git a/Mipmaps/Mipmaps.csproj b/Mipmaps/Mipmaps.csproj
new file mode 100644
index 0000000..2868e63
--- /dev/null
+++ b/Mipmaps/Mipmaps.csproj
@@ -0,0 +1,17 @@
+
+
+
+
+
+
+
+
+ Exe
+ net7.0
+ enable
+ x64
+
+
+
+
+
diff --git a/Mipmaps/MipmapsGame.cs b/Mipmaps/MipmapsGame.cs
new file mode 100644
index 0000000..09b7664
--- /dev/null
+++ b/Mipmaps/MipmapsGame.cs
@@ -0,0 +1,194 @@
+using MoonWorks;
+using MoonWorks.Graphics;
+using MoonWorks.Math.Float;
+using System.Runtime.InteropServices;
+
+namespace MoonWorks.Test
+{
+ class RenderTexture3DGame : Game
+ {
+ private GraphicsPipeline pipeline;
+ private Buffer vertexBuffer;
+ private Buffer indexBuffer;
+ private Texture texture;
+
+ private Sampler[] samplers = new Sampler[5];
+
+ private float scale = 0.5f;
+ private int currentSamplerIndex = 0;
+ private Color[] colors = new Color[]
+ {
+ Color.Red,
+ Color.Green,
+ Color.Blue,
+ Color.Yellow,
+ };
+
+ private struct VertexUniforms
+ {
+ public Matrix4x4 TransformMatrix;
+
+ public VertexUniforms(Matrix4x4 transformMatrix)
+ {
+ TransformMatrix = transformMatrix;
+ }
+ }
+
+ private string GetSamplerString(int index)
+ {
+ switch (index)
+ {
+ case 0:
+ return "PointClamp";
+ case 1:
+ return "LinearClamp";
+ case 2:
+ return "PointClamp with Mip LOD Bias = 0.25";
+ case 3:
+ return "PointClamp with Min LOD = 1";
+ case 4:
+ return "PointClamp with Max LOD = 1";
+ default:
+ throw new System.Exception("Unknown sampler!");
+ }
+ }
+
+ public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
+ {
+ Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
+ Logger.LogInfo("Press Down to cycle through sampler states");
+ Logger.LogInfo(GetSamplerString(currentSamplerIndex));
+
+ // Load the shaders
+ ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
+ ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
+
+ // 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 samplers
+ SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
+ samplers[0] = new Sampler(GraphicsDevice, samplerCreateInfo);
+
+ samplerCreateInfo = SamplerCreateInfo.LinearClamp;
+ samplers[1] = new Sampler(GraphicsDevice, samplerCreateInfo);
+
+ samplerCreateInfo = SamplerCreateInfo.PointClamp;
+ samplerCreateInfo.MipLodBias = 0.25f;
+ samplers[2] = new Sampler(GraphicsDevice, samplerCreateInfo);
+
+ samplerCreateInfo = SamplerCreateInfo.PointClamp;
+ samplerCreateInfo.MinLod = 1;
+ samplers[3] = new Sampler(GraphicsDevice, samplerCreateInfo);
+
+ samplerCreateInfo = SamplerCreateInfo.PointClamp;
+ samplerCreateInfo.MaxLod = 1;
+ samplers[4] = new Sampler(GraphicsDevice, samplerCreateInfo);
+
+ // Create and populate the GPU resources
+ vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 4);
+ indexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 6);
+ texture = Texture.CreateTexture2D(
+ GraphicsDevice,
+ MainWindow.Width,
+ MainWindow.Height,
+ TextureFormat.R8G8B8A8,
+ TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
+ 4
+ );
+
+ CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
+ cmdbuf.SetBufferData(
+ vertexBuffer,
+ new PositionTextureVertex[]
+ {
+ new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
+ new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
+ new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
+ new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1)),
+ }
+ );
+ cmdbuf.SetBufferData(
+ indexBuffer,
+ new ushort[]
+ {
+ 0, 1, 2,
+ 0, 2, 3,
+ }
+ );
+
+ // Clear each mip level to a different color
+ for (uint i = 0; i < texture.LevelCount; i += 1)
+ {
+ ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
+ {
+ Texture = texture,
+ ClearColor = colors[i],
+ Depth = 0,
+ Layer = 0,
+ Level = i,
+ LoadOp = LoadOp.Clear,
+ StoreOp = StoreOp.Store,
+ SampleCount = SampleCount.One,
+ };
+ cmdbuf.BeginRenderPass(attachmentInfo);
+ cmdbuf.EndRenderPass();
+ }
+
+ GraphicsDevice.Submit(cmdbuf);
+ }
+
+ protected override void Update(System.TimeSpan delta)
+ {
+ if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left))
+ {
+ scale = System.MathF.Max(0.01f, scale - 0.01f);
+ }
+
+ if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right))
+ {
+ scale = System.MathF.Min(1f, scale + 0.01f);
+ }
+
+ if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
+ {
+ currentSamplerIndex = (currentSamplerIndex + 1) % samplers.Length;
+ Logger.LogInfo(GetSamplerString(currentSamplerIndex));
+ }
+ }
+
+ protected override void Draw(double alpha)
+ {
+ VertexUniforms vertUniforms = new VertexUniforms(Matrix4x4.CreateScale(scale, scale, 1));
+
+ CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
+ Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
+ if (backbuffer != null)
+ {
+ cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
+ cmdbuf.BindGraphicsPipeline(pipeline);
+ cmdbuf.BindVertexBuffers(vertexBuffer);
+ cmdbuf.BindIndexBuffer(indexBuffer, IndexElementSize.Sixteen);
+ cmdbuf.BindFragmentSamplers(new TextureSamplerBinding(texture, samplers[currentSamplerIndex]));
+ uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
+ cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, 0);
+ cmdbuf.EndRenderPass();
+ }
+ GraphicsDevice.Submit(cmdbuf);
+ }
+
+ public static void Main(string[] args)
+ {
+ RenderTexture3DGame game = new RenderTexture3DGame();
+ game.Run();
+ }
+ }
+}
diff --git a/MoonWorksGraphicsTests.sln b/MoonWorksGraphicsTests.sln
index 917fe76..8702199 100644
--- a/MoonWorksGraphicsTests.sln
+++ b/MoonWorksGraphicsTests.sln
@@ -49,6 +49,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTexture3D", "RenderTe
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureCube", "RenderTextureCube\RenderTextureCube.csproj", "{D7A8452F-123F-4965-8716-9E39F677A831}"
EndProject
+Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Mipmaps", "Mipmaps\Mipmaps.csproj", "{35DF0819-2373-4A8D-91E5-B143994FB63B}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
@@ -147,6 +149,10 @@ Global
{D7A8452F-123F-4965-8716-9E39F677A831}.Debug|x64.Build.0 = Debug|x64
{D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.ActiveCfg = Release|Any CPU
{D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.Build.0 = Release|Any CPU
+ {35DF0819-2373-4A8D-91E5-B143994FB63B}.Debug|x64.ActiveCfg = Debug|x64
+ {35DF0819-2373-4A8D-91E5-B143994FB63B}.Debug|x64.Build.0 = Debug|x64
+ {35DF0819-2373-4A8D-91E5-B143994FB63B}.Release|x64.ActiveCfg = Release|Any CPU
+ {35DF0819-2373-4A8D-91E5-B143994FB63B}.Release|x64.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
diff --git a/README.md b/README.md
index 395ab35..145dd0d 100644
--- a/README.md
+++ b/README.md
@@ -83,3 +83,7 @@ Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D re
**RenderTextureCube**
Displays a cubemap generated by rendering to a cube render target. Tests binding and sampling cube render textures.
+
+**Mipmaps**
+
+Displays a quad that can be scaled to reveal various mip levels. The mips are solid colors, generated by clearing various levels of the texture. Tests rendering to mipmap levels of a texture and rendering mipmaps.