Add missing name some for GPU resources
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@@ -471,7 +471,7 @@ namespace FlaxEditor.GUI.Timeline.Tracks
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_atlases = new List<Atlas>(4);
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if (_output == null)
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{
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_output = GPUDevice.Instance.CreateTexture();
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_output = GPUDevice.Instance.CreateTexture("CameraCutMedia.Output");
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var desc = GPUTextureDescription.New2D(Width, Height, PixelFormat.R8G8B8A8_UNorm);
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_output.Init(ref desc);
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}
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@@ -276,7 +276,7 @@ bool ProbesRenderer::Init()
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}
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// Init rendering pipeline
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_output = GPUTexture::New();
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_output = GPUDevice::Instance->CreateTexture(TEXT("Output"));
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if (_output->Init(GPUTextureDescription::New2D(ENV_PROBES_RESOLUTION, ENV_PROBES_RESOLUTION, ENV_PROBES_FORMAT)))
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return true;
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_task = New<SceneRenderTask>();
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@@ -432,7 +432,7 @@ bool ShadowsOfMordor::Builder::initResources()
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// TODO: remove this release and just create missing resources
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releaseResources();
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_output = GPUTexture::New();
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_output = GPUDevice::Instance->CreateTexture(TEXT("Output"));
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if (_output->Init(GPUTextureDescription::New2D(HEMISPHERES_RESOLUTION, HEMISPHERES_RESOLUTION, PixelFormat::R11G11B10_Float)))
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return true;
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_task = New<BuilderRenderTask>();
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@@ -96,7 +96,7 @@ namespace FlaxEngine.GUI
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{
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_task = task ?? throw new ArgumentNullException();
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_backBuffer = GPUDevice.Instance.CreateTexture();
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_backBuffer = GPUDevice.Instance.CreateTexture("RenderOutputControl.BackBuffer");
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_resizeTime = ResizeCheckTime;
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_task.Output = _backBuffer;
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@@ -245,7 +245,7 @@ namespace FlaxEngine.GUI
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if (_backBufferOld == null && _backBuffer.IsAllocated)
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{
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_backBufferOld = _backBuffer;
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_backBuffer = GPUDevice.Instance.CreateTexture();
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_backBuffer = GPUDevice.Instance.CreateTexture("RenderOutputControl.BackBuffer");
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}
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// Set timeout to remove old buffer
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