// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "RHICoreNvidiaAftermath.h" #if NV_AFTERMATH #include "Windows/D3D11ThirdParty.h" struct GFSDK_Aftermath_ContextHandle__; struct GFSDK_Aftermath_ResourceHandle__; namespace UE::RHICore::Nvidia::Aftermath::D3D11 { typedef struct GFSDK_Aftermath_ContextHandle__* FCommandList; typedef struct GFSDK_Aftermath_ResourceHandle__* FResource; FCommandList InitializeDevice(ID3D11Device* Device, ID3D11DeviceContext* DeviceContext); void UnregisterCommandList(FCommandList CommandList); #if WITH_RHI_BREADCRUMBS void BeginBreadcrumb(FCommandList CommandList, FRHIBreadcrumbNode* Breadcrumb); void EndBreadcrumb (FCommandList CommandList, FRHIBreadcrumbNode* Breadcrumb); #endif } #endif // NV_AFTERMATH