Esempio n. 1
0
        public static void SetRandomSeed(int?value)
        {
            int seed = value.HasValue ? value.Value : DEFAULT_SEED;

            m_random.SetSeed(seed);
            MyManagers.GeneratedTextures.InitializeRandomTexture(seed);
            MyHBAO.InitializeConstantBuffer(seed);
        }
Esempio n. 2
0
        internal static void DisposeDevice()
        {
            ForceWindowed();

            OnDeviceEnd();

            m_initialized = false;

            MyHBAO.ReleaseScreenResources();

            if (MyGBuffer.Main != null)
            {
                MyGBuffer.Main.Release();
                MyGBuffer.Main = null;
            }

            if (Backbuffer != null)
            {
                Backbuffer.Release();
                Backbuffer = null;
            }

            if (m_swapchain != null)
            {
                m_swapchain.Dispose();
                m_swapchain = null;
            }

            if (RC != null)
            {
                RC.Dispose();
                RC = null;
            }

            if (Device != null)
            {
#if DEBUG
                if (VRage.MyCompilationSymbols.DX11Debug)
                {
                    var deviceDebug = new DeviceDebug(Device);
                    deviceDebug.ReportLiveDeviceObjects(ReportingLevel.Detail | ReportingLevel.Summary);
                    deviceDebug.Dispose();
                }
#endif

                Device.Dispose();
                Device = null;
                WIC    = null;
            }

            if (m_factory != null)
            {
                m_factory.Dispose();
                m_factory = null;
            }
        }
Esempio n. 3
0
        private static void CreateScreenResources()
        {
            var width   = m_resolution.X;
            var height  = m_resolution.Y;
            var samples = Settings.User.AntialiasingMode.SamplesCount();

            MyUtils.Init(ref MyGBuffer.Main);
            MyGBuffer.Main.Resize(width, height, samples, 0);

            MyLightsRendering.Resize(width, height);

            RemoveScreenResources();

            MyHBAO.InitScreenResources();
        }
        internal static void CreateScreenResources()
        {
            var width   = m_resolution.X;
            var height  = m_resolution.Y;
            var samples = RenderSettings.AntialiasingMode.SamplesCount();

            MyUtils.Init(ref MyGBuffer.Main);
            MyGBuffer.Main.Resize(width, height, samples, 0);

            MyScreenDependants.Resize(width, height, samples, 0);

            RemoveScreenResources();

            MyHBAO.InitScreenResources();
        }
Esempio n. 5
0
        internal static unsafe void InitSubsystems()
        {
            MyManagers.OnDeviceInit();
            //MyRwTextures.Init();
            MyHwBuffers.Init();
            ResetShadows(MyShadowCascades.Settings.NewData.CascadesCount, RenderSettings.ShadowQuality.ShadowCascadeResolution());
            MyRender11.Init();
            MyCommon.Init();
            MyVertexLayouts.Init();
            MyShaders.Init();
            MyMeshes.Init();
            MyMeshTableSrv.Init();
            MyLightRendering.Init();
            MyLinesRenderer.Init();
            MySpritesRenderer.Init();
            MyPrimitivesRenderer.Init();
            MyOutline.Init();
            MyBlur.Init();
            MyTransparentRendering.Init();

            MyFoliageComponents.Init();

            MyBillboardRenderer.Init(); // hardcoded limits
            MyDebugRenderer.Init();

            MyScreenDecals.Init();
            MyEnvProbeProcessing.Init();
            MyAtmosphereRenderer.Init();
            MyCloudRenderer.Init();
            MyAAEdgeMarking.Init();
            MyScreenPass.Init();
            MyCopyToRT.Init();
            MyBlendTargets.Init();
            MyFXAA.Init();
            MyDepthResolve.Init();
            MyBloom.Init();
            MyLuminanceAverage.Init();
            MyToneMapping.Init();
            MySSAO.Init();
            MyHdrDebugTools.Init();

            MySceneMaterials.Init();
            MyMaterials1.Init();
            MyVoxelMaterials1.Init();
            MyMeshMaterials1.Init();

            MyHBAO.Init();

            try
            {
                if (m_settings.UseStereoRendering)
                {
                    var openVR = new MyOpenVR();
                    MyStereoStencilMask.InitUsingOpenVR();
                }
            }
            catch (System.Exception e)
            {
                if (!VRage.MyCompilationSymbols.DX11ForceStereo)
                {
                    throw;
                }
                MyStereoStencilMask.InitUsingUndefinedMask();
            }
        }
        // Returns the final image and copies it to renderTarget if non-null
        private static IRtvTexture DrawGameScene(IRtvBindable renderTarget)
        {
            MyGpuProfiler.IC_BeginBlockAlways("ClearAndGeometryRender");

            PrepareGameScene();


            // todo: shouldn't be necessary
            if (true)
            {
                ProfilerShort.Begin("Clear");
                MyRender11.RC.ClearState();
                ProfilerShort.End();
            }

            if (MyStereoRender.Enable && MyStereoRender.EnableUsingStencilMask)
            {
                ProfilerShort.Begin("MyStereoStencilMask.Draw");
                MyGpuProfiler.IC_BeginBlock("MyStereoStencilMask.Draw");
                MyStereoStencilMask.Draw();
                MyGpuProfiler.IC_EndBlock();
                ProfilerShort.End();
            }

            MyGpuProfiler.IC_BeginBlock("MyGeometryRenderer.Render");
            Debug.Assert(m_commandLists.Count == 0, "Not all command lists executed last frame!");
            ProfilerShort.Begin("DynamicGeometryRenderer");
            DynamicGeometryRenderer.Render(m_commandLists, true);
            ProfilerShort.End();    // End function block
            if (MyScene.SeparateGeometry)
            {
                ProfilerShort.Begin("StaticGeometryRenderer");
                StaticGeometryRenderer.Render(m_commandLists, false);
                ProfilerShort.End();    // End function block
            }

            SendGlobalOutputMessages();
            ExecuteCommandLists(m_commandLists);
            MyGpuProfiler.IC_EndBlock();

#if !UNSHARPER_TMP
            MyManagers.EnvironmentProbe.FinalizeEnvProbes();
#endif

            // cleanup context atfer deferred lists
            if (true)
            {
                ProfilerShort.Begin("Clear3");
                MyRender11.RC.ClearState();
                ProfilerShort.End();
            }

            MyGpuProfiler.IC_EndBlockAlways();

            ProfilerShort.Begin("Render decals - Opaque");
            MyGpuProfiler.IC_BeginBlock("Render decals - Opaque");
            MyImmediateRC.RC.CopyResource(MyGBuffer.Main.GBuffer1.Resource, MyGlobalResources.Gbuffer1Copy.Resource); // copy gbuffer1
            MyScreenDecals.Draw(false);
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("Render foliage");
            MyGpuProfiler.IC_BeginBlockAlways("RenderFoliage");
            m_foliageRenderer.Render();
            MyGpuProfiler.IC_EndBlockAlways();

            MyGpuProfiler.IC_BeginBlock("GBuffer Resolve");
            ProfilerShort.BeginNextBlock("MySceneMaterials.MoveToGPU");
            MySceneMaterials.MoveToGPU();

            MyRender11.RC.ResetTargets();

            int nPasses = MyStereoRender.Enable ? 2 : 1;
            for (int i = 0; i < nPasses; i++)
            {
                if (MyStereoRender.Enable)
                {
                    MyStereoRender.RenderRegion = i == 0 ? MyStereoRegion.LEFT : MyStereoRegion.RIGHT;
                }

                if (MultisamplingEnabled)
                {
                    MyRender11.RC.ClearDsv(MyScreenDependants.m_resolvedDepth, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0);
                    MyGpuProfiler.IC_BeginBlock("MarkAAEdges");
                    MyAAEdgeMarking.Run();
                    MyGpuProfiler.IC_EndBlock();
                    MyDepthResolve.Run(MyScreenDependants.m_resolvedDepth, MyGBuffer.Main.DepthStencil);
                }

                ProfilerShort.BeginNextBlock("Shadows");
                MyGpuProfiler.IC_BeginBlockAlways("Shadows");
                IBorrowedUavTexture postProcessedShadows;
                if (MyScene.SeparateGeometry)
                {
                    MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray, DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades);
                    postProcessedShadows = DynamicShadows.ShadowCascades.PostProcess(MyShadowCascades.CombineShadowmapArray);
                    //MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray,
                    //    DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades);
                    //postProcessedShadows =
                    //    DynamicShadows.ShadowCascades.PostProcess(MyShadowCascades.CombineShadowmapArray);
                }
                else
                {
                    postProcessedShadows = DynamicShadows.ShadowCascades.PostProcess(DynamicShadows.ShadowCascades.CascadeShadowmapArray);
                    //postProcessedShadows = MyManagers.Shadow.Evaluate();
                }
                MyGpuProfiler.IC_EndBlockAlways();

                if (MySSAO.Params.Enabled && m_debugOverrides.Postprocessing && m_debugOverrides.SSAO)
                {
                    ProfilerShort.BeginNextBlock("SSAO");
                    MyGpuProfiler.IC_BeginBlockAlways("SSAO");
                    MySSAO.Run(MyScreenDependants.m_ambientOcclusion, MyGBuffer.Main, MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.SrvDepth : MyGBuffer.Main.DepthStencil.SrvDepth);

                    if (MySSAO.Params.UseBlur)
                    {
                        MyBlur.Run(MyScreenDependants.m_ambientOcclusion, MyScreenDependants.m_ambientOcclusionHelper, MyScreenDependants.m_ambientOcclusion, clearColor: Color4.White);
                    }
                    MyGpuProfiler.IC_EndBlockAlways();
                }
                else if (MyHBAO.Params.Enabled && m_debugOverrides.Postprocessing && m_debugOverrides.SSAO)
                {
                    ProfilerShort.BeginNextBlock("HBAO");
                    MyGpuProfiler.IC_BeginBlock("HBAO");
                    MyHBAO.Run(MyScreenDependants.m_ambientOcclusion, MyGBuffer.Main,
                               MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.SrvDepth : MyGBuffer.Main.DepthStencil.SrvDepth);
                    MyGpuProfiler.IC_EndBlock();
                }
                else
                {
                    MyRender11.RC.ClearRtv(MyScreenDependants.m_ambientOcclusion, Color4.White);
                }

                ProfilerShort.BeginNextBlock("Lights");
                MyGpuProfiler.IC_BeginBlockAlways("Lights");
                if (m_debugOverrides.Lighting)
                {
                    MyLightRendering.Render(postProcessedShadows);
                }
                MyGpuProfiler.IC_EndBlockAlways();
                postProcessedShadows.Release();

                if (MyRender11.DebugOverrides.Flares)
                {
                    MyLightRendering.DrawFlares();
                }
            }
            MyStereoRender.RenderRegion = MyStereoRegion.FULLSCREEN;
            MyGpuProfiler.IC_EndBlock();

            // Rendering for VR is solved inside of Transparent rendering
            ProfilerShort.BeginNextBlock("Transparent Pass");
            MyGpuProfiler.IC_BeginBlockAlways("TransparentPass");
            if (m_debugOverrides.Transparent)
            {
                MyTransparentRendering.Render();
            }
            MyGpuProfiler.IC_EndBlockAlways();

            ProfilerShort.BeginNextBlock("PostProcess");
            MyGpuProfiler.IC_BeginBlockAlways("PostProcess");
            MyGpuProfiler.IC_BeginBlock("Luminance reduction");
            IBorrowedUavTexture avgLum = null;

            if (MyRender11.Postprocess.EnableEyeAdaptation)
            {
                if (m_resetEyeAdaptation)
                {
                    MyLuminanceAverage.Reset();
                    m_resetEyeAdaptation = false;
                }

                avgLum = MyLuminanceAverage.Run(MyGBuffer.Main.LBuffer);
            }
            else
            {
                avgLum = MyLuminanceAverage.Skip();
            }

            MyGpuProfiler.IC_EndBlock();

            IBorrowedUavTexture histogram = null;
            if (MyRender11.Settings.DisplayHistogram)
            {
                histogram = MyHdrDebugTools.CreateHistogram(MyGBuffer.Main.LBuffer, MyGBuffer.Main.SamplesCount);
            }
            if (MyRender11.Settings.DisplayHdrIntensity)
            {
                MyHdrDebugTools.DisplayHdrIntensity(MyGBuffer.Main.LBuffer);
            }

            MyGpuProfiler.IC_BeginBlock("Bloom");
            IBorrowedUavTexture bloom;
            if (m_debugOverrides.Postprocessing && m_debugOverrides.Bloom)
            {
                bloom = MyBloom.Run(MyGBuffer.Main.LBuffer, MyGBuffer.Main.GBuffer2,
                                    MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.SrvDepth : MyGBuffer.Main.DepthStencil.SrvDepth);
            }
            else
            {
                bloom = MyManagers.RwTexturesPool.BorrowUav("bloom_EightScreenUavHDR", MyRender11.ResolutionI.X / 8, MyRender11.ResolutionI.Y / 8, MyGBuffer.LBufferFormat);
                MyRender11.RC.ClearRtv(bloom, Color4.Black);
            }
            MyGpuProfiler.IC_EndBlock();


            MyGpuProfiler.IC_BeginBlock("Tone mapping");
            IBorrowedUavTexture tonemapped = MyToneMapping.Run(MyGBuffer.Main.LBuffer, avgLum, bloom, Postprocess.EnableTonemapping && m_debugOverrides.Postprocessing && m_debugOverrides.Tonemapping);
            bloom.Release();
            MyGpuProfiler.IC_EndBlock();

            IRtvTexture renderedImage;

            IBorrowedCustomTexture rgba8_0 = null;
            bool fxaa = MyRender11.FxaaEnabled;
            if (fxaa)
            {
                rgba8_0 = MyManagers.RwTexturesPool.BorrowCustom("MyRender11.Rgb8_0");
                MyGpuProfiler.IC_BeginBlock("FXAA");
                MyFXAA.Run(rgba8_0.Linear, tonemapped);
                MyGpuProfiler.IC_EndBlock();

                renderedImage = rgba8_0.SRgb;
            }
            else
            {
                renderedImage = tonemapped;
            }
            ProfilerShort.Begin("Outline");
            if (MyOutline.AnyOutline())
            {
                IBorrowedRtvTexture outlined = MyOutline.Run();

                MyGpuProfiler.IC_BeginBlock("Outline Blending");
                ProfilerShort.Begin("Outline Blending");
                if (fxaa)
                {
                    MyBlendTargets.RunWithStencil(
                        rgba8_0.SRgb,
                        outlined,
                        MyBlendStateManager.BlendAdditive,
                        MyDepthStencilStateManager.TestOutlineMeshStencil,
                        0x40);
                    MyBlendTargets.RunWithStencil(
                        rgba8_0.SRgb,
                        outlined,
                        MyBlendStateManager.BlendTransparent,
                        MyDepthStencilStateManager.TestHighlightMeshStencil,
                        0x40);
                }
                else
                {
                    if (MyRender11.MultisamplingEnabled)
                    {
                        MyBlendTargets.RunWithPixelStencilTest(tonemapped, outlined, MyBlendStateManager.BlendAdditive);
                        MyBlendTargets.RunWithPixelStencilTest(tonemapped, outlined, MyBlendStateManager.BlendTransparent, true);
                    }
                    else
                    {
                        MyBlendTargets.RunWithStencil(tonemapped, outlined, MyBlendStateManager.BlendAdditive, MyDepthStencilStateManager.TestOutlineMeshStencil, 0x40);
                        MyBlendTargets.RunWithStencil(tonemapped, outlined, MyBlendStateManager.BlendTransparent, MyDepthStencilStateManager.TestHighlightMeshStencil, 0x40);
                    }
                }
                ProfilerShort.End();
                MyGpuProfiler.IC_EndBlock();

                outlined.Release();
            }
            ProfilerShort.End();

            if (renderTarget != null)
            {
                MyCopyToRT.Run(renderTarget, renderedImage);
            }

            if (MyRender11.Settings.DisplayHistogram)
            {
                if (renderTarget != null && avgLum != null)
                {
                    MyHdrDebugTools.DisplayHistogram(renderTarget, avgLum, histogram);
                }
            }
            MyGpuProfiler.IC_EndBlockAlways();
            ProfilerShort.End();

            if (rgba8_0 != null)
            {
                rgba8_0.Release();
            }
            if (histogram != null)
            {
                histogram.Release();
            }
            avgLum.Release();
            tonemapped.Release();

            // HOTFIX: MyDebugTextureDisplay uses borrowed textures. If we place MyDebugTextureDisplay to the different location, we will have problem with borrowed textures (comment by Michal)
            ProfilerShort.Begin("MyDebugTextureDisplay.Draw");
            MyGpuProfiler.IC_BeginBlock("MyDebugTextureDisplay.Draw");
            MyDebugTextureDisplay.Draw(MyRender11.Backbuffer);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            return(renderedImage);
        }
Esempio n. 7
0
        // Returns the final image and copies it to renderTarget if non-null
        private static IRtvTexture DrawGameScene(IRtvBindable renderTarget, out IBorrowedRtvTexture debugAmbientOcclusion)
        {
            MyGpuProfiler.IC_BeginBlockAlways("ClearAndGeometryRender");

            PrepareGameScene();

            // todo: shouldn't be necessary
            if (true)
            {
                ProfilerShort.Begin("Clear");
                MyRender11.RC.ClearState();
                ProfilerShort.End();
            }

            if (MyStereoRender.Enable && MyStereoRender.EnableUsingStencilMask)
            {
                ProfilerShort.Begin("MyStereoStencilMask.Draw");
                MyGpuProfiler.IC_BeginBlock("MyStereoStencilMask.Draw");
                MyStereoStencilMask.Draw();
                MyGpuProfiler.IC_EndBlock();
                ProfilerShort.End();
            }

            ProfilerShort.Begin("MyLights.Update");
            MyLights.Update();
            ProfilerShort.End();

            ProfilerShort.Begin("DynamicGeometryRenderer");
            MyCullQuery cullQuery = m_dynamicGeometryRenderer.PrepareCullQuery(true); // it is used to share rendering settings between the old and the new pipeline

            ProfilerShort.End();

            MyGpuProfiler.IC_BeginBlock("NewGeometryRenderer");
            ProfilerShort.Begin("NewGeometryRenderer");
            IGeometrySrvStrategy geometrySrvStrategy = MyManagers.GeometrySrvResolver.GetGeometrySrvStrategy();

            if (MyDebugGeometryStage2.EnableNewGeometryPipeline)
            {
                MyManagers.GeometryRenderer.Render(cullQuery, geometrySrvStrategy);
            }
            ProfilerShort.End();
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("MyGeometryRenderer.Render");
            Debug.Assert(m_commandLists.Count == 0, "Not all command lists executed last frame!");
            ProfilerShort.Begin("DynamicGeometryRenderer");
            m_dynamicGeometryRenderer.Render(m_commandLists);
            ProfilerShort.End();    // End function block
            if (MyScene.SeparateGeometry)
            {
                ProfilerShort.Begin("StaticGeometryRenderer");
                m_staticGeometryRenderer.Render(m_commandLists); // , false);
                ProfilerShort.End();                             // End function block
            }

            SendGlobalOutputMessages();
            ExecuteCommandLists(m_commandLists);
            MyGpuProfiler.IC_EndBlock();

#if !UNSHARPER_TMP
            MyManagers.EnvironmentProbe.FinalizeEnvProbes();
#endif

            // cleanup context atfer deferred lists
            if (true)
            {
                ProfilerShort.Begin("Clear3");
                MyRender11.RC.ClearState();
                ProfilerShort.End();
            }

            MyGpuProfiler.IC_EndBlockAlways();

            IBorrowedRtvTexture gbuffer1Copy = MyGBuffer.Main.GetGbuffer1CopyRtv();

            ProfilerShort.Begin("Render decals - Opaque");
            MyGpuProfiler.IC_BeginBlock("Render decals - Opaque");
            MyScreenDecals.Draw(gbuffer1Copy, false);
            MyGpuProfiler.IC_EndBlock();

            IBorrowedDepthStencilTexture depthStencilCopy = null; // Highlights need the depth state before foliage
            if (MyHighlight.HasHighlights)
            {
                depthStencilCopy = MyGBuffer.Main.GetDepthStencilCopyRtv();
            }

            ProfilerShort.BeginNextBlock("Render foliage");
            MyGpuProfiler.IC_BeginBlockAlways("RenderFoliage");
            m_foliageRenderer.Render();
            MyGpuProfiler.IC_EndBlockAlways();

            MyGpuProfiler.IC_BeginBlock("GBuffer Resolve");
            ProfilerShort.BeginNextBlock("MySceneMaterials.MoveToGPU");
            MySceneMaterials.MoveToGPU();

            MyRender11.RC.ResetTargets();

            IBorrowedRtvTexture ambientOcclusionRtv = MyManagers.RwTexturesPool.BorrowRtv("MyScreenDependants.AmbientOcclusion",
                                                                                          ResolutionI.X, ResolutionI.Y, SharpDX.DXGI.Format.R8_UNorm);
            debugAmbientOcclusion = ambientOcclusionRtv; // Pass the texture to the outside

            int nPasses = MyStereoRender.Enable ? 2 : 1;
            for (int i = 0; i < nPasses; i++)
            {
                if (MyStereoRender.Enable)
                {
                    MyStereoRender.RenderRegion = i == 0 ? MyStereoRegion.LEFT : MyStereoRegion.RIGHT;
                }

                MyGBuffer.Main.ResolveMultisample();

                ProfilerShort.BeginNextBlock("Shadows");
                MyGpuProfiler.IC_BeginBlockAlways("Shadows");
                IBorrowedUavTexture postProcessedShadows;
                if (MyScene.SeparateGeometry)
                {
                    MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray, DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades);
                    postProcessedShadows = DynamicShadows.ShadowCascades.PostProcess(MyShadowCascades.CombineShadowmapArray);
                    //MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray,
                    //    DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades);
                    //postProcessedShadows =
                    //    DynamicShadows.ShadowCascades.PostProcess(MyShadowCascades.CombineShadowmapArray);
                }
                else
                {
                    postProcessedShadows = DynamicShadows.ShadowCascades.PostProcess(DynamicShadows.ShadowCascades.CascadeShadowmapArray);
                    //postProcessedShadows = MyManagers.Shadow.Evaluate();
                }
                MyGpuProfiler.IC_EndBlockAlways();

                if (MySSAO.Params.Enabled && Settings.User.AmbientOcclusionEnabled &&
                    m_debugOverrides.Postprocessing && m_debugOverrides.SSAO)
                {
                    ProfilerShort.BeginNextBlock("SSAO");
                    MyGpuProfiler.IC_BeginBlockAlways("SSAO");
                    MySSAO.Run(ambientOcclusionRtv, MyGBuffer.Main);

                    if (MySSAO.Params.UseBlur)
                    {
                        IBorrowedRtvTexture ambientOcclusionHelper = MyManagers.RwTexturesPool.BorrowRtv("MyScreenDependants.AmbientOcclusionHelper",
                                                                                                         ResolutionI.X, ResolutionI.Y, SharpDX.DXGI.Format.R8_UNorm);

                        MyBlur.Run(ambientOcclusionRtv, ambientOcclusionHelper, ambientOcclusionRtv, clearColor: Color4.White);
                        ambientOcclusionHelper.Release();
                    }
                    MyGpuProfiler.IC_EndBlockAlways();
                }
                else if (MyHBAO.Params.Enabled && Settings.User.AmbientOcclusionEnabled &&
                         m_debugOverrides.Postprocessing && m_debugOverrides.SSAO)
                {
                    ProfilerShort.BeginNextBlock("HBAO");
                    MyGpuProfiler.IC_BeginBlock("HBAO");
                    MyHBAO.Run(ambientOcclusionRtv, MyGBuffer.Main);
                    MyGpuProfiler.IC_EndBlock();
                }
                else
                {
                    MyRender11.RC.ClearRtv(ambientOcclusionRtv, Color4.White);
                }

                ProfilerShort.BeginNextBlock("Lights");
                MyGpuProfiler.IC_BeginBlockAlways("Lights");
                if (m_debugOverrides.Lighting)
                {
                    MyLightsRendering.Render(postProcessedShadows, ambientOcclusionRtv);
                }
                MyGpuProfiler.IC_EndBlockAlways();
                postProcessedShadows.Release();

                if (MyRender11.DebugOverrides.Flares)
                {
                    MyLightsRendering.DrawFlares();
                }
            }
            MyStereoRender.RenderRegion = MyStereoRegion.FULLSCREEN;
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("Occlusion Queries");
            MyGpuProfiler.IC_BeginBlock("Occlusion Queries");
            MyOcclusionQueryRenderer.Render(RC, MyGBuffer.Main.ResolvedDepthStencil, MyGBuffer.Main.LBuffer);
            MyGpuProfiler.IC_EndBlock();

            // Rendering for VR is solved inside of Transparent rendering
            ProfilerShort.BeginNextBlock("Transparent Pass");
            MyGpuProfiler.IC_BeginBlockAlways("TransparentPass");
            if (m_debugOverrides.Transparent)
            {
                MyTransparentRendering.Render(gbuffer1Copy);
            }
            MyGpuProfiler.IC_EndBlockAlways();

            gbuffer1Copy.Release();

            ProfilerShort.BeginNextBlock("PostProcess");
            MyGpuProfiler.IC_BeginBlockAlways("PostProcess");
            MyGpuProfiler.IC_BeginBlock("Luminance reduction");
            IBorrowedUavTexture avgLum = null;

            if (MyRender11.Postprocess.EnableEyeAdaptation)
            {
                if (m_resetEyeAdaptation)
                {
                    MyLuminanceAverage.Reset();
                    m_resetEyeAdaptation = false;
                }

                avgLum = MyLuminanceAverage.Run(MyGBuffer.Main.LBuffer);
            }
            else
            {
                avgLum = MyLuminanceAverage.Skip();
            }

            MyGpuProfiler.IC_EndBlock();

            IBorrowedUavTexture histogram = null;
            if (MyRender11.Settings.DisplayHistogram)
            {
                histogram = MyHdrDebugTools.CreateHistogram(MyGBuffer.Main.LBuffer, MyGBuffer.Main.SamplesCount);
            }
            if (MyRender11.Settings.DisplayHdrIntensity)
            {
                MyHdrDebugTools.DisplayHdrIntensity(MyGBuffer.Main.LBuffer);
            }

            MyGpuProfiler.IC_BeginBlock("Bloom");
            IBorrowedUavTexture bloom;
            if (m_debugOverrides.Postprocessing && m_debugOverrides.Bloom)
            {
                bloom = MyBloom.Run(MyGBuffer.Main.LBuffer, MyGBuffer.Main.GBuffer2, MyGBuffer.Main.ResolvedDepthStencil.SrvDepth);
            }
            else
            {
                bloom = MyManagers.RwTexturesPool.BorrowUav("bloom_EightScreenUavHDR", MyRender11.ResolutionI.X / 8, MyRender11.ResolutionI.Y / 8, MyGBuffer.LBufferFormat);
                MyRender11.RC.ClearRtv(bloom, Color4.Black);
            }
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("Tone mapping");
            IBorrowedUavTexture tonemapped = MyToneMapping.Run(MyGBuffer.Main.LBuffer, avgLum, bloom, Postprocess.EnableTonemapping && m_debugOverrides.Postprocessing && m_debugOverrides.Tonemapping);
            bloom.Release();
            MyGpuProfiler.IC_EndBlock();

            IRtvTexture renderedImage;

            IBorrowedCustomTexture fxaaTarget = null;
            bool fxaa = MyRender11.FxaaEnabled;
            if (fxaa)
            {
                fxaaTarget = MyManagers.RwTexturesPool.BorrowCustom("MyRender11.FXAA.Rgb8");
                MyGpuProfiler.IC_BeginBlock("FXAA");
                MyFXAA.Run(fxaaTarget.Linear, tonemapped);
                MyGpuProfiler.IC_EndBlock();

                renderedImage = fxaaTarget.SRgb;
            }
            else
            {
                renderedImage = tonemapped;
            }


            ProfilerShort.Begin("MyHighlight.Run");
            MyHighlight.Run(renderedImage, fxaaTarget, depthStencilCopy);
            ProfilerShort.End();

            if (depthStencilCopy != null)
            {
                depthStencilCopy.Release();
            }

            if (renderTarget != null)
            {
                MyCopyToRT.Run(renderTarget, renderedImage);
            }

            if (MyRender11.Settings.DisplayHistogram)
            {
                if (renderTarget != null && avgLum != null)
                {
                    MyHdrDebugTools.DisplayHistogram(renderTarget, avgLum, histogram);
                }
            }
            MyGpuProfiler.IC_EndBlockAlways();
            ProfilerShort.End();

            if (fxaaTarget != null)
            {
                fxaaTarget.Release();
            }
            if (histogram != null)
            {
                histogram.Release();
            }
            avgLum.Release();
            tonemapped.Release();

            // HOTFIX: MyDebugTextureDisplay uses borrowed textures. If we place MyDebugTextureDisplay to the different location, we will have problem with borrowed textures (comment by Michal)
            ProfilerShort.Begin("MyDebugTextureDisplay.Draw");
            MyGpuProfiler.IC_BeginBlock("MyDebugTextureDisplay.Draw");
            MyDebugTextureDisplay.Draw(MyRender11.Backbuffer);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            return(renderedImage);
        }