This hack is motivated because the render target pool and render graph requires to much work for 4.22 to supporting arbitrary SRV creation for a FRDGTexture properly.
#rb none
[FYI] daniel.wright
#jira UE-69715
#ROBOMERGE-SOURCE: CL 4979860 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 4979862 by guillaume abadie in Main branch]
Some float3's have to be converted to float4's in the new resource tables due to hlslcc limitations
#rb Marcus.Wassmer
#rnx
#lockdown Marcus.Wassmer
[CL 4601827 by Rolando Caloca in Dev-Rendering branch]
This split the GVisualizeTexture in two:
* first part that capture any texture using a pixel shader, implemented using render pass, that render graph can just automatically insert where needed;
* Second part to present on screem still in Renderer module, because using things like FCanvas, requiring
Depth buffer visualization is broken, because needs to have more functionality in FRDGTextureSRVDesc.
#rb none
[CL 4588745 by Guillaume Abadie in Dev-Rendering branch]