Add Mipmaps test
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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>net7.0</TargetFramework>
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<Nullable>enable</Nullable>
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<Platforms>x64</Platforms>
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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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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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using System.Runtime.InteropServices;
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namespace MoonWorks.Test
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{
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class RenderTexture3DGame : 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 texture;
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private Sampler[] samplers = new Sampler[5];
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private float scale = 0.5f;
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private int currentSamplerIndex = 0;
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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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Color.Yellow,
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};
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private struct VertexUniforms
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{
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public Matrix4x4 TransformMatrix;
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public VertexUniforms(Matrix4x4 transformMatrix)
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{
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TransformMatrix = transformMatrix;
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}
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}
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private string GetSamplerString(int index)
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{
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switch (index)
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{
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case 0:
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return "PointClamp";
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case 1:
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return "LinearClamp";
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case 2:
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return "PointClamp with Mip LOD Bias = 0.25";
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case 3:
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return "PointClamp with Min LOD = 1";
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case 4:
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return "PointClamp with Max LOD = 1";
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default:
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throw new System.Exception("Unknown sampler!");
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}
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}
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public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
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{
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Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
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Logger.LogInfo("Press Down to cycle through sampler states");
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Logger.LogInfo(GetSamplerString(currentSamplerIndex));
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
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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<VertexUniforms>(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 samplers
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SamplerCreateInfo samplerCreateInfo = SamplerCreateInfo.PointClamp;
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samplers[0] = new Sampler(GraphicsDevice, samplerCreateInfo);
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samplerCreateInfo = SamplerCreateInfo.LinearClamp;
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samplers[1] = new Sampler(GraphicsDevice, samplerCreateInfo);
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samplerCreateInfo = SamplerCreateInfo.PointClamp;
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samplerCreateInfo.MipLodBias = 0.25f;
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samplers[2] = new Sampler(GraphicsDevice, samplerCreateInfo);
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samplerCreateInfo = SamplerCreateInfo.PointClamp;
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samplerCreateInfo.MinLod = 1;
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samplers[3] = new Sampler(GraphicsDevice, samplerCreateInfo);
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samplerCreateInfo = SamplerCreateInfo.PointClamp;
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samplerCreateInfo.MaxLod = 1;
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samplers[4] = 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, 4);
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indexBuffer = Buffer.Create<ushort>(GraphicsDevice, BufferUsageFlags.Index, 6);
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texture = Texture.CreateTexture2D(
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GraphicsDevice,
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MainWindow.Width,
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MainWindow.Height,
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TextureFormat.R8G8B8A8,
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TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler,
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4
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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(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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);
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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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// Clear each mip level to a different color
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for (uint i = 0; i < texture.LevelCount; i += 1)
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{
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ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
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{
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Texture = texture,
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ClearColor = colors[i],
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Depth = 0,
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Layer = 0,
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Level = i,
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LoadOp = LoadOp.Clear,
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StoreOp = StoreOp.Store,
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SampleCount = SampleCount.One,
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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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{
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if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Left))
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{
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scale = System.MathF.Max(0.01f, scale - 0.01f);
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}
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if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Right))
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{
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scale = System.MathF.Min(1f, scale + 0.01f);
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}
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if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
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{
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currentSamplerIndex = (currentSamplerIndex + 1) % samplers.Length;
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Logger.LogInfo(GetSamplerString(currentSamplerIndex));
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}
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}
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protected override void Draw(double alpha)
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{
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VertexUniforms vertUniforms = new VertexUniforms(Matrix4x4.CreateScale(scale, scale, 1));
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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, 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(texture, samplers[currentSamplerIndex]));
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uint vertParamOffset = cmdbuf.PushVertexShaderUniforms(vertUniforms);
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cmdbuf.DrawIndexedPrimitives(0, 0, 2, vertParamOffset, 0);
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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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RenderTexture3DGame game = new RenderTexture3DGame();
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game.Run();
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}
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}
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}
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@ -49,6 +49,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTexture3D", "RenderTe
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EndProject
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureCube", "RenderTextureCube\RenderTextureCube.csproj", "{D7A8452F-123F-4965-8716-9E39F677A831}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureCube", "RenderTextureCube\RenderTextureCube.csproj", "{D7A8452F-123F-4965-8716-9E39F677A831}"
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EndProject
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Mipmaps", "Mipmaps\Mipmaps.csproj", "{35DF0819-2373-4A8D-91E5-B143994FB63B}"
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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|x64 = Debug|x64
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Debug|x64 = Debug|x64
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@ -147,6 +149,10 @@ Global
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{D7A8452F-123F-4965-8716-9E39F677A831}.Debug|x64.Build.0 = Debug|x64
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{D7A8452F-123F-4965-8716-9E39F677A831}.Debug|x64.Build.0 = Debug|x64
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{D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.ActiveCfg = Release|Any CPU
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{D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.ActiveCfg = Release|Any CPU
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{D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.Build.0 = Release|Any CPU
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{D7A8452F-123F-4965-8716-9E39F677A831}.Release|x64.Build.0 = Release|Any CPU
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{35DF0819-2373-4A8D-91E5-B143994FB63B}.Debug|x64.ActiveCfg = Debug|x64
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{35DF0819-2373-4A8D-91E5-B143994FB63B}.Debug|x64.Build.0 = Debug|x64
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{35DF0819-2373-4A8D-91E5-B143994FB63B}.Release|x64.ActiveCfg = Release|Any CPU
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{35DF0819-2373-4A8D-91E5-B143994FB63B}.Release|x64.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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@ -83,3 +83,7 @@ Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D re
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**RenderTextureCube**
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**RenderTextureCube**
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Displays a cubemap generated by rendering to a cube render target. Tests binding and sampling cube render textures.
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Displays a cubemap generated by rendering to a cube render target. Tests binding and sampling cube render textures.
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**Mipmaps**
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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.
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