Add pooled render targets naming for easier GPU memory usage debugging
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@@ -292,6 +292,7 @@ GPUTextureView* GBufferPass::RenderSkybox(RenderContext& renderContext, GPUConte
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skyboxData.Skybox = RenderTargetPool::Get(desc);
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if (!skyboxData.Skybox)
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return nullptr;
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RENDER_TARGET_POOL_SET_NAME(skyboxData.Skybox, "GBuffer.Skybox");
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dirty = true;
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}
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