Increase coverage of timestamps for visual profiler #89398
Merged
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I needed these changes while profiling a big demo for W4 Games for GDC.
The way the timestamp system works is that everything between a given timestamp and the next one is included. So we have funny issues where things like "Resolve" seem to take a ton of the frame time because SDFGI and OmniLight shaders don't have timestamps.
It also adds timestamps for various (potentially expensive) updates that happen before we start rendering to viewports (reflection probes + particles).
Overall, this makes the visual profiler clearer and more accurate which is necessary to actually identify performance issues.