Add pooled render targets naming for easier GPU memory usage debugging
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@@ -398,7 +398,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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auto desc = GPUTextureDescription::New2D(resolution, resolution, PixelFormat::Unknown);
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uint64 memUsage = 0;
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// TODO: try using BC4/BC5/BC7 block compression for Surface Atlas (eg. for Tiles material properties)
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#define INIT_ATLAS_TEXTURE(texture, format) desc.Format = format; surfaceAtlasData.texture = RenderTargetPool::Get(desc); if (!surfaceAtlasData.texture) return true; memUsage += surfaceAtlasData.texture->GetMemoryUsage()
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#define INIT_ATLAS_TEXTURE(texture, format) desc.Format = format; surfaceAtlasData.texture = RenderTargetPool::Get(desc); if (!surfaceAtlasData.texture) return true; memUsage += surfaceAtlasData.texture->GetMemoryUsage(); RENDER_TARGET_POOL_SET_NAME(surfaceAtlasData.texture, "GlobalSurfaceAtlas." #texture);
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INIT_ATLAS_TEXTURE(AtlasEmissive, PixelFormat::R11G11B10_Float);
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INIT_ATLAS_TEXTURE(AtlasGBuffer0, GBUFFER0_FORMAT);
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INIT_ATLAS_TEXTURE(AtlasGBuffer1, GBUFFER1_FORMAT);
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