// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Math/Vector2D.h" #include "RenderGraphFwd.h" class FRDGBuilder; class FSceneView; struct FScreenPassRenderTarget; namespace NiagaraDebugShaders { NIAGARASHADER_API void ClearUAV(FRDGBuilder& GraphBuilder, FRDGBufferUAVRef UAV, FUintVector4 ClearValues, uint32 UIntsToSet); NIAGARASHADER_API void DrawDebugLines( class FRDGBuilder& GraphBuilder, const class FSceneView& View, FRDGTextureRef SceneColor, FRDGTextureRef SceneDepth, const uint32 LineInstanceCount, FRDGBufferRef LineBuffer ); NIAGARASHADER_API void DrawDebugLines( class FRDGBuilder& GraphBuilder, const class FSceneView& View, FRDGTextureRef SceneColor, FRDGTextureRef SceneDepth, FRDGBufferRef ArgsBuffer, FRDGBufferRef LineBuffer ); NIAGARASHADER_API void VisualizeTexture( class FRDGBuilder& GraphBuilder, const FSceneView& View, const FScreenPassRenderTarget& Output, const FIntPoint& Location, const int32& DisplayHeight, const FIntVector4& AttributesToVisualize, FRDGTextureRef Texture, const FIntVector4& NumTextureAttributes, uint32 TickCounter, const FVector2D& PreviewDisplayRange = FVector2D::ZeroVector ); }