Add pooled render targets naming for easier GPU memory usage debugging
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@@ -393,7 +393,7 @@ void ReflectionsPass::Render(RenderContext& renderContext, GPUTextureView* light
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auto tempDesc = GPUTextureDescription::New2D(renderContext.Buffers->GetWidth(), renderContext.Buffers->GetHeight(), PixelFormat::R11G11B10_Float);
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auto reflectionsBuffer = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(reflectionsBuffer, "Reflections");
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context->Clear(*reflectionsBuffer, Color::Black);
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// Reflection Probes pass
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