Add BasicStencil test + set default rasterizer to CCW_CullNone
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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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@ -0,0 +1,111 @@
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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 BasicStencilGame : Game
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{
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private GraphicsPipeline maskerPipeline;
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private GraphicsPipeline maskeePipeline;
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private Buffer vertexBuffer;
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private Texture depthStencilTexture;
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public BasicStencilGame() : 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("PositionColorVert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
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// Create the graphics pipelines
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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.AttachmentInfo.HasDepthStencilAttachment = true;
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pipelineCreateInfo.AttachmentInfo.DepthStencilFormat = TextureFormat.D16S8;
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionColorVertex>();
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pipelineCreateInfo.DepthStencilState = new DepthStencilState
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{
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StencilTestEnable = true,
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FrontStencilState = new StencilOpState
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{
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Reference = 1,
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WriteMask = 0xFFFFFFFF,
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CompareOp = CompareOp.Never,
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FailOp = StencilOp.Replace,
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}
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};
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maskerPipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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pipelineCreateInfo.DepthStencilState = new DepthStencilState
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{
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StencilTestEnable = true,
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FrontStencilState = new StencilOpState
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{
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Reference = 0,
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CompareMask = 0xFFFFFFFF,
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WriteMask = 0,
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CompareOp = CompareOp.Equal,
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}
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};
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maskeePipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create and populate the GPU resources
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depthStencilTexture = Texture.CreateTexture2D(
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GraphicsDevice,
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MainWindow.Width,
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MainWindow.Height,
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TextureFormat.D16S8,
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TextureUsageFlags.DepthStencilTarget
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);
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vertexBuffer = Buffer.Create<PositionColorVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 6);
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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cmdbuf.SetBufferData(
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vertexBuffer,
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new PositionColorVertex[]
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{
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new PositionColorVertex(new Vector3(-0.5f, 0.5f, 0), Color.Yellow),
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new PositionColorVertex(new Vector3(0.5f, 0.5f, 0), Color.Yellow),
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new PositionColorVertex(new Vector3(0, -0.5f, 0), Color.Yellow),
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new PositionColorVertex(new Vector3(-1, 1, 0), Color.Red),
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new PositionColorVertex(new Vector3(1, 1, 0), Color.Lime),
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new PositionColorVertex(new Vector3(0, -1, 0), Color.Blue),
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}
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);
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GraphicsDevice.Submit(cmdbuf);
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GraphicsDevice.Wait();
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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(
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new DepthStencilAttachmentInfo(depthStencilTexture, new DepthStencilValue(0, 0), StoreOp.DontCare, StoreOp.DontCare),
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new ColorAttachmentInfo(backbuffer, Color.Black)
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);
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cmdbuf.BindGraphicsPipeline(maskerPipeline);
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.DrawPrimitives(0, 1, 0, 0);
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cmdbuf.BindGraphicsPipeline(maskeePipeline);
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cmdbuf.DrawPrimitives(3, 1, 0, 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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BasicStencilGame p = new BasicStencilGame();
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p.Run();
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}
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}
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}
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@ -39,7 +39,7 @@ namespace MoonWorks.Test
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DepthStencilState = DepthStencilState.Disable,
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DepthStencilState = DepthStencilState.Disable,
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MultisampleState = MultisampleState.None,
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MultisampleState = MultisampleState.None,
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PrimitiveType = PrimitiveType.TriangleList,
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PrimitiveType = PrimitiveType.TriangleList,
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RasterizerState = RasterizerState.CW_CullNone,
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RasterizerState = RasterizerState.CCW_CullNone,
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VertexInputState = VertexInputState.Empty,
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VertexInputState = VertexInputState.Empty,
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VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0),
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VertexShaderInfo = GraphicsShaderInfo.Create(vertShaderModule, "main", 0),
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FragmentShaderInfo = GraphicsShaderInfo.Create(fragShaderModule, "main", 0)
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FragmentShaderInfo = GraphicsShaderInfo.Create(fragShaderModule, "main", 0)
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@ -53,6 +53,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RenderTextureMipmaps", "Ren
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EndProject
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "TextureMipmaps", "TextureMipmaps\TextureMipmaps.csproj", "{5A1AC35B-EF18-426D-A633-D4899E84EAA7}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "TextureMipmaps", "TextureMipmaps\TextureMipmaps.csproj", "{5A1AC35B-EF18-426D-A633-D4899E84EAA7}"
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EndProject
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "BasicStencil", "Stencil\BasicStencil.csproj", "{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}"
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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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@ -159,6 +161,10 @@ Global
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{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Debug|x64.Build.0 = Debug|x64
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{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Debug|x64.Build.0 = Debug|x64
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{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|x64.ActiveCfg = Release|x64
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{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|x64.ActiveCfg = Release|x64
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{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|x64.Build.0 = Release|x64
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{5A1AC35B-EF18-426D-A633-D4899E84EAA7}.Release|x64.Build.0 = Release|x64
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{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Debug|x64.ActiveCfg = Debug|x64
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{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Debug|x64.Build.0 = Debug|x64
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{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Release|x64.ActiveCfg = Release|x64
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{E3FCEDC2-BAE3-4E21-AEBA-2AC3504526CD}.Release|x64.Build.0 = Release|x64
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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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@ -91,3 +91,7 @@ Displays a cubemap generated by rendering to a cube render target. Tests binding
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**RenderTextureMipmaps**
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**RenderTextureMipmaps**
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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 in a render pass. Tests rendering to mipmap levels of a render texture, mip LOD bias, min/max LODs, and mip filter modes.
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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 in a render pass. Tests rendering to mipmap levels of a render texture, mip LOD bias, min/max LODs, and mip filter modes.
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**BasicStencil**
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Demonstrates stencil masking using two triangles. Tests stencil buffers and basic stencil operations.
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