diff --git a/BasicStencil/BasicStencil.csproj b/BasicStencil/BasicStencil.csproj
new file mode 100644
index 0000000..7becfeb
--- /dev/null
+++ b/BasicStencil/BasicStencil.csproj
@@ -0,0 +1,17 @@
+
+
+
+
+
+
+
+
+ Exe
+ net7.0
+ enable
+ x64
+
+
+
+
+
diff --git a/BasicStencil/BasicStencilGame.cs b/BasicStencil/BasicStencilGame.cs
new file mode 100644
index 0000000..c362253
--- /dev/null
+++ b/BasicStencil/BasicStencilGame.cs
@@ -0,0 +1,111 @@
+using MoonWorks;
+using MoonWorks.Graphics;
+using MoonWorks.Math.Float;
+
+namespace MoonWorks.Test
+{
+ class BasicStencilGame : Game
+ {
+ private GraphicsPipeline maskerPipeline;
+ private GraphicsPipeline maskeePipeline;
+ private Buffer vertexBuffer;
+ private Texture depthStencilTexture;
+
+ public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
+ {
+ // Load the shaders
+ ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
+ ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
+
+ // Create the graphics pipelines
+ GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
+ MainWindow.SwapchainFormat,
+ vertShaderModule,
+ fragShaderModule
+ );
+ pipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = true;
+ pipelineCreateInfo.AttachmentInfo.DepthStencilFormat = TextureFormat.D16S8;
+ pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding();
+ pipelineCreateInfo.DepthStencilState = new DepthStencilState
+ {
+ StencilTestEnable = true,
+ FrontStencilState = new StencilOpState
+ {
+ Reference = 1,
+ WriteMask = 0xFFFFFFFF,
+ CompareOp = CompareOp.Never,
+ FailOp = StencilOp.Replace,
+ }
+ };
+ maskerPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
+
+ pipelineCreateInfo.DepthStencilState = new DepthStencilState
+ {
+ StencilTestEnable = true,
+ FrontStencilState = new StencilOpState
+ {
+ Reference = 0,
+ CompareMask = 0xFFFFFFFF,
+ WriteMask = 0,
+ CompareOp = CompareOp.Equal,
+ }
+ };
+ maskeePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
+
+ // Create and populate the GPU resources
+ depthStencilTexture = Texture.CreateTexture2D(
+ GraphicsDevice,
+ MainWindow.Width,
+ MainWindow.Height,
+ TextureFormat.D16S8,
+ TextureUsageFlags.DepthStencilTarget
+ );
+ vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 6);
+
+ CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
+ cmdbuf.SetBufferData(
+ vertexBuffer,
+ new PositionColorVertex[]
+ {
+ new PositionColorVertex(new Vector3(-0.5f, 0.5f, 0), Color.Yellow),
+ new PositionColorVertex(new Vector3(0.5f, 0.5f, 0), Color.Yellow),
+ new PositionColorVertex(new Vector3(0, -0.5f, 0), Color.Yellow),
+
+ new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
+ new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime),
+ new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue),
+ }
+ );
+ GraphicsDevice.Submit(cmdbuf);
+ GraphicsDevice.Wait();
+ }
+
+ 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 DepthStencilAttachmentInfo(depthStencilTexture, new DepthStencilValue(0, 0), StoreOp.DontCare, StoreOp.DontCare),
+ new ColorAttachmentInfo(backbuffer, Color.Black)
+ );
+ cmdbuf.BindGraphicsPipeline(maskerPipeline);
+ cmdbuf.BindVertexBuffers(vertexBuffer);
+ cmdbuf.DrawPrimitives(0, 1, 0, 0);
+ cmdbuf.BindGraphicsPipeline(maskeePipeline);
+ cmdbuf.DrawPrimitives(3, 1, 0, 0);
+ cmdbuf.EndRenderPass();
+ }
+ GraphicsDevice.Submit(cmdbuf);
+ }
+
+ public static void Main(string[] args)
+ {
+ BasicStencilGame p = new BasicStencilGame();
+ p.Run();
+ }
+ }
+}
diff --git a/MoonWorks.Test.Common/TestUtils.cs b/MoonWorks.Test.Common/TestUtils.cs
index f190a0d..62e920b 100644
--- a/MoonWorks.Test.Common/TestUtils.cs
+++ b/MoonWorks.Test.Common/TestUtils.cs
@@ -39,7 +39,7 @@ namespace MoonWorks.Test
DepthStencilState = DepthStencilState.Disable,
MultisampleState = MultisampleState.None,
PrimitiveType = PrimitiveType.TriangleList,
- RasterizerState = RasterizerState.CW_CullNone,
+ RasterizerState = RasterizerState.CCW_CullNone,
VertexInputState = VertexInputState.Empty,
VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0),
FragmentShaderInfo = GraphicsShaderInfo.Create(fragShaderModule, "main", 0)
diff --git a/MoonWorksGraphicsTests.sln b/MoonWorksGraphicsTests.sln
index d2b285c..e400f38 100644
--- a/MoonWorksGraphicsTests.sln
+++ b/MoonWorksGraphicsTests.sln
@@ -53,6 +53,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureMipmaps", "Ren
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "TextureMipmaps", "TextureMipmaps\TextureMipmaps.csproj", "{5A1AC35B-EF18-426D-A633-D4899E84EAA7}"
EndProject
+Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicStencil", "Stencil\BasicStencil.csproj", "{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
@@ -159,6 +161,10 @@ Global
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Debug|x64.Build.0 = Debug|x64
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|x64.ActiveCfg = Release|x64
{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|x64.Build.0 = Release|x64
+ {E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Debug|x64.ActiveCfg = Debug|x64
+ {E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Debug|x64.Build.0 = Debug|x64
+ {E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Release|x64.ActiveCfg = Release|x64
+ {E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
diff --git a/README.md b/README.md
index 7b56fe7..2593385 100644
--- a/README.md
+++ b/README.md
@@ -91,3 +91,7 @@ Displays a cubemap generated by rendering to a cube render target. Tests binding
**RenderTextureMipmaps**
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 in a render pass. Tests rendering to mipmap levels of a render texture, mip LOD bias, min/max LODs, and mip filter modes.
+
+**BasicStencil**
+
+Demonstrates stencil masking using two triangles. Tests stencil buffers and basic stencil operations.