Add pooled render targets naming for easier GPU memory usage debugging
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@@ -234,6 +234,10 @@ void RenderList::RunPostFxPass(GPUContext* context, RenderContext& renderContext
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auto tempDesc = inputOutput->GetDescription();
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auto temp = needTempTarget ? RenderTargetPool::Get(tempDesc) : nullptr;
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if (needTempTarget)
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{
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RENDER_TARGET_POOL_SET_NAME(temp, "RenderList.RunPostFxPassTemp");
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}
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auto input = inputOutput;
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auto output = temp;
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