This CL ensures we don't attempt to use this enum as both a view index and a pass type flag
It also adds EStereoscopicEye to give some pre-defined meaning to the view indices
#rb Jeff.Fisher
#rb peter.tarasenko
#rb steve.smith
#preflight 619ee54b801b361978d3fd11
#ROBOMERGE-OWNER: Jules.Blok
#ROBOMERGE-AUTHOR: jules.blok
#ROBOMERGE-SOURCE: CL 18291679 in //UE5/Release-5.0/... via CL 18291688
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE-CONFLICT from-shelf
[CL 18291805 by Jules Blok in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
Normal and high quality have expected exposure.
#rb Matt.Hoffman, Ludovic.Chabant
#jira UE-108255
#ROBOMERGE-SOURCE: CL 17019104 via CL 17019155
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v839-17012307)
[CL 17019168 by tiantian xie in ue5-release-engine-test branch]
#jira none
#rb Andrew.Rodham
#ROBOMERGE-SOURCE: CL 12137689 in //UE4/Release-4.25/... via CL 12137694
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v659-12123632)
[CL 12140449 by frank fella in Main branch]
#jira UE-89650
#rb none
#ROBOMERGE-SOURCE: CL 12063109 in //UE4/Release-4.25/... via CL 12063119
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v657-12064184)
[CL 12076465 by jonas meyer in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]
- Thumbnails are now drawn using a scene view and directly, which removes the overhead of the thumbnail storing its own scene view state
- Removed a secondary pass that performed a blit to up/down-sample the initial scene render
#jira UE-69079
#rb Guillaume.Abadie
#ROBOMERGE-SOURCE: CL 5088517 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5088538 by andrew rodham in Main 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]