diff --git a/MoonWorksGraphicsTests.sln b/MoonWorksGraphicsTests.sln
index d151083..f8d2716 100644
--- a/MoonWorksGraphicsTests.sln
+++ b/MoonWorksGraphicsTests.sln
@@ -43,7 +43,9 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Texture3D", "Texture3D\Text
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "InstancingAndOffsets", "InstancingAndOffsets\InstancingAndOffsets.csproj", "{5CDA8D41-F96C-4DE7-AD53-5A76C4C0CC31}"
EndProject
-Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "VertexSampler", "VertexSampler\VertexSampler.csproj", "{C525B6DE-3003-45D5-BB83-89679B108C08}"
+Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "VertexSampler", "VertexSampler\VertexSampler.csproj", "{C525B6DE-3003-45D5-BB83-89679B108C08}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RenderTexture3D", "RenderTexture3D\RenderTexture3D.csproj", "{6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@@ -135,6 +137,10 @@ Global
{C525B6DE-3003-45D5-BB83-89679B108C08}.Debug|x64.Build.0 = Debug|x64
{C525B6DE-3003-45D5-BB83-89679B108C08}.Release|x64.ActiveCfg = Release|Any CPU
{C525B6DE-3003-45D5-BB83-89679B108C08}.Release|x64.Build.0 = Release|Any CPU
+ {6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Debug|x64.ActiveCfg = Debug|x64
+ {6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Debug|x64.Build.0 = Debug|x64
+ {6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Release|x64.ActiveCfg = Release|Any CPU
+ {6D625A4C-8618-4DFC-A6AD-AA3BE3488D70}.Release|x64.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
diff --git a/README.md b/README.md
index 42ef261..c94d015 100644
--- a/README.md
+++ b/README.md
@@ -72,6 +72,10 @@ Plays a sample Ogg Theora video file. Tests YUV textures and video rendering.
Displays 2D slices of a 3D texture. Tests creating and drawing 3D textures.
+**RenderTexture3D**
+
+Fades through 2D slices of a 3D render texture. Tests binding and sampling 3D render textures.
+
**VertexSampler**
Displays a triangle whose colors are driven by sampling a texture in the vertex shader.
diff --git a/RenderTexture3D/RenderTexture3D.csproj b/RenderTexture3D/RenderTexture3D.csproj
new file mode 100644
index 0000000..2868e63
--- /dev/null
+++ b/RenderTexture3D/RenderTexture3D.csproj
@@ -0,0 +1,17 @@
+
+
+
+
+
+
+
+
+ Exe
+ net7.0
+ enable
+ x64
+
+
+
+
+
diff --git a/RenderTexture3D/RenderTexture3DGame.cs b/RenderTexture3D/RenderTexture3DGame.cs
new file mode 100644
index 0000000..238ab04
--- /dev/null
+++ b/RenderTexture3D/RenderTexture3DGame.cs
@@ -0,0 +1,137 @@
+using MoonWorks;
+using MoonWorks.Graphics;
+using MoonWorks.Math.Float;
+using RefreshCS;
+
+namespace MoonWorks.Test
+{
+ class RenderTexture3DGame : Game
+ {
+ private GraphicsPipeline pipeline;
+ private Buffer vertexBuffer;
+ private Buffer indexBuffer;
+ private Texture rt;
+ private Sampler sampler;
+
+ private float t;
+ private Color[] colors = new Color[]
+ {
+ Color.Red,
+ Color.Green,
+ Color.Blue,
+ };
+
+ struct FragUniform
+ {
+ public float Depth;
+
+ public FragUniform(float depth)
+ {
+ Depth = depth;
+ }
+ }
+
+ public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
+ {
+ // Load the shaders
+ ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
+ ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3DFrag"));
+
+ // Create the graphics pipeline
+ GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
+ MainWindow.SwapchainFormat,
+ vertShaderModule,
+ fragShaderModule
+ );
+ pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding();
+ pipelineCreateInfo.FragmentShaderInfo = GraphicsShaderInfo.Create(fragShaderModule, "main", 1);
+ pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
+
+ // Create samplers
+ sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.LinearWrap);
+
+ // Create and populate the GPU resources
+ vertexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Vertex, 4);
+ indexBuffer = Buffer.Create(GraphicsDevice, BufferUsageFlags.Index, 6);
+ rt = new Texture(GraphicsDevice, new TextureCreateInfo
+ {
+ Width = 16,
+ Height = 16,
+ Depth = (uint) colors.Length,
+ Format = TextureFormat.R8G8B8A8,
+ IsCube = false,
+ LevelCount = 1,
+ UsageFlags = TextureUsageFlags.ColorTarget | TextureUsageFlags.Sampler
+ });
+
+ 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(4, 0)),
+ new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(4, 4)),
+ new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 4)),
+ }
+ );
+ cmdbuf.SetBufferData(
+ indexBuffer,
+ new ushort[]
+ {
+ 0, 1, 2,
+ 0, 2, 3,
+ }
+ );
+
+ // Clear each depth slice of the RT to a different color
+ for (uint i = 0; i < colors.Length; i += 1)
+ {
+ ColorAttachmentInfo attachmentInfo = new ColorAttachmentInfo
+ {
+ Texture = rt,
+ ClearColor = colors[i],
+ Depth = i,
+ Layer = 0,
+ Level = 0,
+ LoadOp = LoadOp.Clear,
+ StoreOp = StoreOp.Store,
+ SampleCount = SampleCount.One,
+ };
+ cmdbuf.BeginRenderPass(attachmentInfo);
+ cmdbuf.EndRenderPass();
+ }
+
+ GraphicsDevice.Submit(cmdbuf);
+ }
+
+ protected override void Update(System.TimeSpan delta) { }
+
+ protected override void Draw(double alpha)
+ {
+ t += 0.01f;
+ FragUniform fragUniform = new FragUniform(t);
+
+ 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(rt, sampler));
+ uint fragParamOffset = cmdbuf.PushFragmentShaderUniforms(fragUniform);
+ cmdbuf.DrawIndexedPrimitives(0, 0, 2, 0, fragParamOffset);
+ cmdbuf.EndRenderPass();
+ }
+ GraphicsDevice.Submit(cmdbuf);
+ }
+
+ public static void Main(string[] args)
+ {
+ RenderTexture3DGame game = new RenderTexture3DGame();
+ game.Run();
+ }
+ }
+}