Add pooled render targets naming for easier GPU memory usage debugging
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@@ -310,8 +310,10 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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auto tempDesc = GPUTextureDescription::New2D(w2, h2, 0, output->Format(), GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews);
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auto bloomTmp1 = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(bloomTmp1, "PostProcessing.Bloom");
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// TODO: bloomTmp2 could be quarter res because we don't use it's first mip
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auto bloomTmp2 = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(bloomTmp2, "PostProcessing.Bloom");
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// Check if use bloom
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if (useBloom)
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