Add pooled render targets naming for easier GPU memory usage debugging
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@@ -388,6 +388,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
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auto outputFormat = renderContext.Buffers->GetOutputFormat();
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auto tempDesc = GPUTextureDescription::New2D(renderContext.Buffers->GetWidth(), renderContext.Buffers->GetHeight(), outputFormat);
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auto lightBuffer = RenderTargetPool::Get(tempDesc);
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RENDER_TARGET_POOL_SET_NAME(lightBuffer, "Lighting");
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#if USE_EDITOR
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if (renderContext.View.Mode == ViewMode::QuadOverdraw)
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