Add pooled render targets naming for easier GPU memory usage debugging
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@@ -1070,6 +1070,8 @@ void DrawBatch(int32 startIndex, int32 count)
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auto desc = GPUTextureDescription::New2D(renderTargetWidth, renderTargetHeight, PS_Blur_Format);
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auto blurA = RenderTargetPool::Get(desc);
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auto blurB = RenderTargetPool::Get(desc);
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RENDER_TARGET_POOL_SET_NAME(blurA, "Render2D.BlurA");
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RENDER_TARGET_POOL_SET_NAME(blurB, "Render2D.BlurB");
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// Prepare blur data
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BlurData data;
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