Tests include: **ClearScreen** Clears the screen to CornflowerBlue. Mostly useful as a smoke test to make sure basic device init and render passes are working as intended. **ClearScreen_MultiWindow** Similar to above, but with two windows. Useful for testing window claim/unclaim logic and presenting to multiple swapchains. **BasicTriangle** Sets up a graphics pipeline and draws a triangle without vertex buffers. (The vertices are manually positioned in the vertex shader.) Also tests some basic rasterizer state with custom viewports, scissor rects, and fill/wireframe modes. **TriangleVertexBuffer** Similar to above, but using a MoonWorks vertex buffer and custom vertex structs. **TexturedQuad** Draws a textured quad to the screen. Tests texture binding, index buffers, and sampler states. **AnimatedTexturedQuad** Similar to above, but with rotating and color-blending animations. Tests vertex and fragment uniforms. **MSAA** Draws a basic triangle with varying MSAA sample counts. **CullMode** Draws several triangles with various culling modes and winding orders. **GetBufferData** Sets buffer data, gets the data back from the GPU, and prints the results to the console. **Cube** Renders a cubemap skybox and a spinning cube. Tests depth textures, sampling from depth textures, depth-only render passes, cube textures, and 32-bit index buffers. **BasicCompute** Uses compute pipelines to (1) fill a texture with data then display it to the screen and (2) calculate the squares of the first 64 integers. Tests compute pipeline creation, compute dispatching, compute textures, and compute buffers.