Add pooled render targets naming for easier GPU memory usage debugging
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@@ -435,6 +435,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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texture = RenderTargetPool::Get(desc);
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if (!texture)
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return true;
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RENDER_TARGET_POOL_SET_NAME(texture, "GlobalSDF.Cascade");
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}
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}
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desc.Width = resolutionMip * cascadesCount;
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@@ -451,6 +452,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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texture = RenderTargetPool::Get(desc);
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if (!texture)
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return true;
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RENDER_TARGET_POOL_SET_NAME(texture, "GlobalSDF.Cascade");
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}
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}
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uint64 memoryUsage = sdfData.Texture->GetMemoryUsage() + sdfData.TextureMip->GetMemoryUsage();
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@@ -840,6 +842,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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tmpMip = RenderTargetPool::Get(desc);
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if (!tmpMip)
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return true;
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RENDER_TARGET_POOL_SET_NAME(tmpMip, "GlobalSDF.Mip");
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}
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GPUTextureView* tmpMipView = tmpMip->ViewVolume();
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