Refactor old ContentLoadingManager into Content for simplicity

This commit is contained in:
Wojtek Figat
2024-10-11 23:05:09 +02:00
parent ff495e1319
commit f8371d037b
10 changed files with 314 additions and 439 deletions

View File

@@ -4,16 +4,12 @@
#include "Content.h"
#include "SoftAssetReference.h"
#include "Cache/AssetsCache.h"
#include "Loading/ContentLoadingManager.h"
#include "Loading/Tasks/LoadAssetTask.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/LogContext.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Threading/MainThreadTask.h"
#include "Engine/Threading/ConcurrentTaskQueue.h"
#include "Engine/Scripting/ManagedCLR/MCore.h"
#include "Engine/Threading/MainThreadTask.h"
AssetReferenceBase::~AssetReferenceBase()
{
@@ -377,11 +373,6 @@ void Asset::Reload()
}
}
namespace ContentLoadingManagerImpl
{
extern ConcurrentTaskQueue<ContentLoadTask> Tasks;
};
bool Asset::WaitForLoaded(double timeoutInMilliseconds) const
{
// This function is used many time when some parts of the engine need to wait for asset loading end (it may fail but has to end).
@@ -430,80 +421,7 @@ bool Asset::WaitForLoaded(double timeoutInMilliseconds) const
PROFILE_CPU();
// Check if call is made from the Loading Thread and task has not been taken yet
auto thread = ContentLoadingManager::GetCurrentLoadThread();
if (thread != nullptr)
{
// Note: to reproduce this case just include material into material (use layering).
// So during loading first material it will wait for child materials loaded calling this function
const double timeoutInSeconds = timeoutInMilliseconds * 0.001;
const double startTime = Platform::GetTimeSeconds();
Task* task = loadingTask;
Array<ContentLoadTask*, InlinedAllocation<64>> localQueue;
#define CHECK_CONDITIONS() (!Engine::ShouldExit() && (timeoutInSeconds <= 0.0 || Platform::GetTimeSeconds() - startTime < timeoutInSeconds))
do
{
// Try to execute content tasks
while (task->IsQueued() && CHECK_CONDITIONS())
{
// Dequeue task from the loading queue
ContentLoadTask* tmp;
if (ContentLoadingManagerImpl::Tasks.try_dequeue(tmp))
{
if (tmp == task)
{
if (localQueue.Count() != 0)
{
// Put back queued tasks
ContentLoadingManagerImpl::Tasks.enqueue_bulk(localQueue.Get(), localQueue.Count());
localQueue.Clear();
}
thread->Run(tmp);
}
else
{
localQueue.Add(tmp);
}
}
else
{
// No task in queue but it's queued so other thread could have stolen it into own local queue
break;
}
}
if (localQueue.Count() != 0)
{
// Put back queued tasks
ContentLoadingManagerImpl::Tasks.enqueue_bulk(localQueue.Get(), localQueue.Count());
localQueue.Clear();
}
// Check if task is done
if (task->IsEnded())
{
// If was fine then wait for the next task
if (task->IsFinished())
{
task = task->GetContinueWithTask();
if (!task)
break;
}
else
{
// Failed or cancelled so this wait also fails
break;
}
}
} while (CHECK_CONDITIONS());
#undef CHECK_CONDITIONS
}
else
{
// Wait for task end
loadingTask->Wait(timeoutInMilliseconds);
}
Content::WaitForTask(loadingTask, timeoutInMilliseconds);
// If running on a main thread we can flush asset `Loaded` event
if (IsInMainThread() && IsLoaded())

View File

@@ -974,6 +974,7 @@ Asset::LoadResult Model::load()
auto chunk15 = GetChunk(15);
if (chunk15 && chunk15->IsLoaded() && EnableModelSDF == 1)
{
PROFILE_CPU_NAMED("SDF");
MemoryReadStream sdfStream(chunk15->Get(), chunk15->Size());
int32 version;
sdfStream.ReadInt32(&version);

View File

@@ -7,13 +7,13 @@
// Amount of content loading threads per single physical CPU core
#define LOADING_THREAD_PER_LOGICAL_CORE 0.5f
// Enable/disable additional assets metadata verification, note: we should disable it for release builds
// Enables additional assets metadata verification
#define ASSETS_LOADING_EXTRA_VERIFICATION (BUILD_DEBUG || USE_EDITOR)
// Maximum amount of data chunks used by the single asset
#define ASSET_FILE_DATA_CHUNKS 16
// Enables searching workspace for missing assets (should be disabled in the final builds where assets registry is solid)
// Enables searching workspace for missing assets
#define ENABLE_ASSETS_DISCOVERY (USE_EDITOR)
// Default extension for all asset files

View File

@@ -3,20 +3,27 @@
#include "Content.h"
#include "JsonAsset.h"
#include "SceneReference.h"
#include "Engine/Serialization/Serialization.h"
#include "Cache/AssetsCache.h"
#include "Storage/ContentStorageManager.h"
#include "Storage/JsonStorageProxy.h"
#include "Factories/IAssetFactory.h"
#include "Loading/LoadingThread.h"
#include "Loading/ContentLoadTask.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/LogContext.h"
#include "Engine/Core/Types/String.h"
#include "Engine/Core/ObjectsRemovalService.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Serialization/Serialization.h"
#include "Engine/Platform/FileSystem.h"
#include "Engine/Platform/ConditionVariable.h"
#include "Engine/Platform/Thread.h"
#include "Engine/Platform/CPUInfo.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Threading/MainThreadTask.h"
#include "Engine/Threading/ConcurrentTaskQueue.h"
#include "Engine/Graphics/Graphics.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Engine/Time.h"
#include "Engine/Engine/Globals.h"
#include "Engine/Level/Types.h"
@@ -30,6 +37,10 @@
#if ENABLE_ASSETS_DISCOVERY
#include "Engine/Core/Collections/HashSet.h"
#endif
#if USE_EDITOR && PLATFORM_WINDOWS
#include "Engine/Platform/Win32/IncludeWindowsHeaders.h"
#include <propidlbase.h>
#endif
TimeSpan Content::AssetsUpdateInterval = TimeSpan::FromMilliseconds(500);
TimeSpan Content::AssetsUnloadInterval = TimeSpan::FromSeconds(10);
@@ -64,6 +75,14 @@ namespace
// Assets Registry Stuff
AssetsCache Cache;
// Loading assets
THREADLOCAL LoadingThread* ThisLoadThread = nullptr;
LoadingThread* MainLoadThread = nullptr;
Array<LoadingThread*> LoadThreads;
ConcurrentTaskQueue<ContentLoadTask> LoadTasks;
ConditionVariable LoadTasksSignal;
CriticalSection LoadTasksMutex;
// Unloading assets
Dictionary<Asset*, TimeSpan> UnloadQueue;
TimeSpan LastUnloadCheckTime(0);
@@ -90,6 +109,7 @@ public:
bool Init() override;
void Update() override;
void LateUpdate() override;
void BeforeExit() override;
void Dispose() override;
};
@@ -100,6 +120,25 @@ bool ContentService::Init()
// Load assets registry
Cache.Init();
// Create loading threads
const CPUInfo cpuInfo = Platform::GetCPUInfo();
const int32 count = Math::Clamp(Math::CeilToInt(LOADING_THREAD_PER_LOGICAL_CORE * (float)cpuInfo.LogicalProcessorCount), 1, 12);
LOG(Info, "Creating {0} content loading threads...", count);
MainLoadThread = New<LoadingThread>();
ThisLoadThread = MainLoadThread;
LoadThreads.EnsureCapacity(count);
for (int32 i = 0; i < count; i++)
{
auto thread = New<LoadingThread>();
if (thread->Start(String::Format(TEXT("Load Thread {0}"), i)))
{
LOG(Fatal, "Cannot spawn content thread {0}/{1}", i, count);
Delete(thread);
return true;
}
LoadThreads.Add(thread);
}
return false;
}
@@ -173,6 +212,14 @@ void ContentService::LateUpdate()
Cache.Save();
}
void ContentService::BeforeExit()
{
// Signal threads to end work soon
for (auto thread : LoadThreads)
thread->NotifyExit();
LoadTasksSignal.NotifyAll();
}
void ContentService::Dispose()
{
IsExiting = true;
@@ -198,6 +245,20 @@ void ContentService::Dispose()
// NOW dispose graphics device - where there is no loaded assets at all
Graphics::DisposeDevice();
// Exit all load threads
for (auto thread : LoadThreads)
thread->NotifyExit();
LoadTasksSignal.NotifyAll();
for (auto thread : LoadThreads)
thread->Join();
LoadThreads.ClearDelete();
Delete(MainLoadThread);
MainLoadThread = nullptr;
ThisLoadThread = nullptr;
// Cancel all remaining tasks (no chance to execute them)
LoadTasks.CancelAll();
}
IAssetFactory::Collection& IAssetFactory::Get()
@@ -206,6 +267,122 @@ IAssetFactory::Collection& IAssetFactory::Get()
return Factories;
}
LoadingThread::LoadingThread()
: _exitFlag(false)
, _thread(nullptr)
, _totalTasksDoneCount(0)
{
}
LoadingThread::~LoadingThread()
{
if (_thread != nullptr)
{
_thread->Kill(true);
Delete(_thread);
}
}
void LoadingThread::NotifyExit()
{
Platform::InterlockedIncrement(&_exitFlag);
}
void LoadingThread::Join()
{
auto thread = _thread;
if (thread)
thread->Join();
}
bool LoadingThread::Start(const String& name)
{
ASSERT(_thread == nullptr && name.HasChars());
// Create new thread
auto thread = Thread::Create(this, name, ThreadPriority::Normal);
if (thread == nullptr)
return true;
_thread = thread;
return false;
}
void LoadingThread::Run(ContentLoadTask* job)
{
ASSERT(job);
job->Execute();
_totalTasksDoneCount++;
}
String LoadingThread::ToString() const
{
return String::Format(TEXT("Loading Thread {0}"), _thread ? _thread->GetID() : 0);
}
int32 LoadingThread::Run()
{
#if USE_EDITOR && PLATFORM_WINDOWS
// Initialize COM
// TODO: maybe add sth to Thread::Create to indicate that thread will use COM stuff
const auto result = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
if (FAILED(result))
{
LOG(Error, "Failed to init COM for WIC texture importing! Result: {0:x}", static_cast<uint32>(result));
return -1;
}
#endif
ContentLoadTask* task;
ThisLoadThread = this;
while (Platform::AtomicRead(&_exitFlag) == 0)
{
if (LoadTasks.try_dequeue(task))
{
Run(task);
}
else
{
LoadTasksMutex.Lock();
LoadTasksSignal.Wait(LoadTasksMutex);
LoadTasksMutex.Unlock();
}
}
ThisLoadThread = nullptr;
return 0;
}
void LoadingThread::Exit()
{
LOG(Info, "Content thread '{0}' exited. Load calls: {1}", _thread->GetName(), _totalTasksDoneCount);
}
String ContentLoadTask::ToString() const
{
return String::Format(TEXT("Content Load Task ({})"), (int32)GetState());
}
void ContentLoadTask::Enqueue()
{
LoadTasks.Add(this);
LoadTasksSignal.NotifyOne();
}
bool ContentLoadTask::Run()
{
const auto result = run();
const bool failed = result != Result::Ok;
if (failed)
{
LOG(Warning, "\'{0}\' failed with result: {1}", ToString(), ToString(result));
}
return failed;
}
AssetsCache* Content::GetRegistry()
{
return &Cache;
@@ -887,6 +1064,84 @@ Asset* Content::CreateVirtualAsset(const ScriptingTypeHandle& type)
return asset;
}
void Content::WaitForTask(ContentLoadTask* loadingTask, double timeoutInMilliseconds)
{
// Check if call is made from the Loading Thread and task has not been taken yet
auto thread = ThisLoadThread;
if (thread != nullptr)
{
// Note: to reproduce this case just include material into material (use layering).
// So during loading first material it will wait for child materials loaded calling this function
const double timeoutInSeconds = timeoutInMilliseconds * 0.001;
const double startTime = Platform::GetTimeSeconds();
Task* task = loadingTask;
Array<ContentLoadTask*, InlinedAllocation<64>> localQueue;
#define CHECK_CONDITIONS() (!Engine::ShouldExit() && (timeoutInSeconds <= 0.0 || Platform::GetTimeSeconds() - startTime < timeoutInSeconds))
do
{
// Try to execute content tasks
while (task->IsQueued() && CHECK_CONDITIONS())
{
// Dequeue task from the loading queue
ContentLoadTask* tmp;
if (LoadTasks.try_dequeue(tmp))
{
if (tmp == task)
{
if (localQueue.Count() != 0)
{
// Put back queued tasks
LoadTasks.enqueue_bulk(localQueue.Get(), localQueue.Count());
localQueue.Clear();
}
thread->Run(tmp);
}
else
{
localQueue.Add(tmp);
}
}
else
{
// No task in queue but it's queued so other thread could have stolen it into own local queue
break;
}
}
if (localQueue.Count() != 0)
{
// Put back queued tasks
LoadTasks.enqueue_bulk(localQueue.Get(), localQueue.Count());
localQueue.Clear();
}
// Check if task is done
if (task->IsEnded())
{
// If was fine then wait for the next task
if (task->IsFinished())
{
task = task->GetContinueWithTask();
if (!task)
break;
}
else
{
// Failed or cancelled so this wait also fails
break;
}
}
} while (CHECK_CONDITIONS());
#undef CHECK_CONDITIONS
}
else
{
// Wait for task end
loadingTask->Wait(timeoutInMilliseconds);
}
}
void Content::tryCallOnLoaded(Asset* asset)
{
ScopeLock lock(LoadedAssetsToInvokeLocker);

View File

@@ -362,11 +362,10 @@ public:
API_EVENT() static Delegate<Asset*> AssetReloading;
private:
static void WaitForTask(ContentLoadTask* loadingTask, double timeoutInMilliseconds);
static void tryCallOnLoaded(Asset* asset);
static void onAssetLoaded(Asset* asset);
static void onAssetUnload(Asset* asset);
static void onAssetChangeId(Asset* asset, const Guid& oldId, const Guid& newId);
private:
static void deleteFileSafety(const StringView& path, const Guid& id);
};

View File

@@ -1,237 +0,0 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "ContentLoadingManager.h"
#include "ContentLoadTask.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Math.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Platform/CPUInfo.h"
#include "Engine/Platform/Thread.h"
#include "Engine/Platform/ConditionVariable.h"
#include "Engine/Content/Config.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Threading/ConcurrentTaskQueue.h"
#if USE_EDITOR && PLATFORM_WINDOWS
#include "Engine/Platform/Win32/IncludeWindowsHeaders.h"
#include <propidlbase.h>
#endif
namespace ContentLoadingManagerImpl
{
THREADLOCAL LoadingThread* ThisThread = nullptr;
LoadingThread* MainThread = nullptr;
Array<LoadingThread*> Threads;
ConcurrentTaskQueue<ContentLoadTask> Tasks;
ConditionVariable TasksSignal;
CriticalSection TasksMutex;
};
using namespace ContentLoadingManagerImpl;
class ContentLoadingManagerService : public EngineService
{
public:
ContentLoadingManagerService()
: EngineService(TEXT("Content Loading Manager"), -500)
{
}
bool Init() override;
void BeforeExit() override;
void Dispose() override;
};
ContentLoadingManagerService ContentLoadingManagerServiceInstance;
LoadingThread::LoadingThread()
: _exitFlag(false)
, _thread(nullptr)
, _totalTasksDoneCount(0)
{
}
LoadingThread::~LoadingThread()
{
// Check if has thread attached
if (_thread != nullptr)
{
_thread->Kill(true);
Delete(_thread);
}
}
uint64 LoadingThread::GetID() const
{
return _thread ? _thread->GetID() : 0;
}
void LoadingThread::NotifyExit()
{
Platform::InterlockedIncrement(&_exitFlag);
}
void LoadingThread::Join()
{
auto thread = _thread;
if (thread)
thread->Join();
}
bool LoadingThread::Start(const String& name)
{
ASSERT(_thread == nullptr && name.HasChars());
// Create new thread
auto thread = Thread::Create(this, name, ThreadPriority::Normal);
if (thread == nullptr)
return true;
_thread = thread;
return false;
}
void LoadingThread::Run(ContentLoadTask* job)
{
ASSERT(job);
job->Execute();
_totalTasksDoneCount++;
}
String LoadingThread::ToString() const
{
return String::Format(TEXT("Loading Thread {0}"), GetID());
}
int32 LoadingThread::Run()
{
#if USE_EDITOR && PLATFORM_WINDOWS
// Initialize COM
// TODO: maybe add sth to Thread::Create to indicate that thread will use COM stuff
const auto result = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
if (FAILED(result))
{
LOG(Error, "Failed to init COM for WIC texture importing! Result: {0:x}", static_cast<uint32>(result));
return -1;
}
#endif
ContentLoadTask* task;
ThisThread = this;
while (HasExitFlagClear())
{
if (Tasks.try_dequeue(task))
{
Run(task);
}
else
{
TasksMutex.Lock();
TasksSignal.Wait(TasksMutex);
TasksMutex.Unlock();
}
}
ThisThread = nullptr;
return 0;
}
void LoadingThread::Exit()
{
// Send info
ASSERT_LOW_LAYER(_thread);
LOG(Info, "Content thread '{0}' exited. Load calls: {1}", _thread->GetName(), _totalTasksDoneCount);
}
LoadingThread* ContentLoadingManager::GetCurrentLoadThread()
{
return ThisThread;
}
int32 ContentLoadingManager::GetTasksCount()
{
return Tasks.Count();
}
bool ContentLoadingManagerService::Init()
{
ASSERT(ContentLoadingManagerImpl::Threads.IsEmpty() && IsInMainThread());
// Calculate amount of loading threads to use
const CPUInfo cpuInfo = Platform::GetCPUInfo();
const int32 count = Math::Clamp(Math::CeilToInt(LOADING_THREAD_PER_LOGICAL_CORE * (float)cpuInfo.LogicalProcessorCount), 1, 12);
LOG(Info, "Creating {0} content loading threads...", count);
// Create loading threads
MainThread = New<LoadingThread>();
ThisThread = MainThread;
Threads.EnsureCapacity(count);
for (int32 i = 0; i < count; i++)
{
auto thread = New<LoadingThread>();
if (thread->Start(String::Format(TEXT("Load Thread {0}"), i)))
{
LOG(Fatal, "Cannot spawn content thread {0}/{1}", i, count);
Delete(thread);
return true;
}
Threads.Add(thread);
}
return false;
}
void ContentLoadingManagerService::BeforeExit()
{
// Signal threads to end work soon
for (int32 i = 0; i < Threads.Count(); i++)
Threads[i]->NotifyExit();
TasksSignal.NotifyAll();
}
void ContentLoadingManagerService::Dispose()
{
// Exit all threads
for (int32 i = 0; i < Threads.Count(); i++)
Threads[i]->NotifyExit();
TasksSignal.NotifyAll();
for (int32 i = 0; i < Threads.Count(); i++)
Threads[i]->Join();
Threads.ClearDelete();
Delete(MainThread);
MainThread = nullptr;
ThisThread = nullptr;
// Cancel all remaining tasks (no chance to execute them)
Tasks.CancelAll();
}
String ContentLoadTask::ToString() const
{
return String::Format(TEXT("Content Load Task ({})"), (int32)GetState());
}
void ContentLoadTask::Enqueue()
{
Tasks.Add(this);
TasksSignal.NotifyOne();
}
bool ContentLoadTask::Run()
{
// Perform an operation
const auto result = run();
// Process result
const bool failed = result != Result::Ok;
if (failed)
{
LOG(Warning, "\'{0}\' failed with result: {1}", ToString(), ToString(result));
}
return failed;
}

View File

@@ -1,111 +0,0 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Threading/IRunnable.h"
class Asset;
class LoadingThread;
class ContentLoadTask;
/// <summary>
/// Resources loading thread
/// </summary>
class LoadingThread : public IRunnable
{
protected:
volatile int64 _exitFlag;
Thread* _thread;
int32 _totalTasksDoneCount;
public:
/// <summary>
/// Init
/// </summary>
LoadingThread();
/// <summary>
/// Destructor
/// </summary>
~LoadingThread();
public:
/// <summary>
/// Gets the thread identifier.
/// </summary>
/// <returns>Thread ID</returns>
uint64 GetID() const;
public:
/// <summary>
/// Returns true if thread has empty exit flag, so it can continue it's work
/// </summary>
/// <returns>True if exit flag is empty, otherwise false</returns>
FORCE_INLINE bool HasExitFlagClear()
{
return Platform::AtomicRead(&_exitFlag) == 0;
}
/// <summary>
/// Set exit flag to true so thread must exit
/// </summary>
void NotifyExit();
/// <summary>
/// Stops the calling thread execution until the loading thread ends its execution.
/// </summary>
void Join();
public:
/// <summary>
/// Starts thread execution.
/// </summary>
/// <param name="name">The thread name.</param>
/// <returns>True if cannot start, otherwise false</returns>
bool Start(const String& name);
/// <summary>
/// Runs the specified task.
/// </summary>
/// <param name="task">The task.</param>
void Run(ContentLoadTask* task);
public:
// [IRunnable]
String ToString() const override;
int32 Run() override;
void Exit() override;
};
/// <summary>
/// Content loading manager.
/// </summary>
class ContentLoadingManager
{
friend ContentLoadTask;
friend LoadingThread;
friend Asset;
public:
/// <summary>
/// Checks if current execution context is thread used to load assets.
/// </summary>
/// <returns>True if execution is in Load Thread, otherwise false.</returns>
FORCE_INLINE static bool IsInLoadThread()
{
return GetCurrentLoadThread() != nullptr;
}
/// <summary>
/// Gets content loading thread handle if current thread is one of them.
/// </summary>
/// <returns>Current load thread or null if current thread is different.</returns>
static LoadingThread* GetCurrentLoadThread();
public:
/// <summary>
/// Gets amount of enqueued tasks to perform.
/// </summary>
/// <returns>The tasks count.</returns>
static int32 GetTasksCount();
};

View File

@@ -0,0 +1,50 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Threading/IRunnable.h"
/// <summary>
/// Resources loading thread.
/// </summary>
class LoadingThread : public IRunnable
{
protected:
volatile int64 _exitFlag;
Thread* _thread;
int32 _totalTasksDoneCount;
public:
LoadingThread();
~LoadingThread();
public:
/// <summary>
/// Set exit flag to true so thread must exit
/// </summary>
void NotifyExit();
/// <summary>
/// Stops the calling thread execution until the loading thread ends its execution.
/// </summary>
void Join();
/// <summary>
/// Starts thread execution.
/// </summary>
/// <param name="name">The thread name.</param>
/// <returns>True if cannot start, otherwise false</returns>
bool Start(const String& name);
/// <summary>
/// Runs the specified task.
/// </summary>
/// <param name="task">The task.</param>
void Run(class ContentLoadTask* task);
public:
// [IRunnable]
String ToString() const override;
int32 Run() override;
void Exit() override;
};

View File

@@ -67,6 +67,7 @@ protected:
#if TRACY_ENABLE
ZoneScoped;
ZoneName(*name, name.Length());
ZoneValue(chunk->LocationInFile.Size / 1024); // Size in kB
#endif
if (ref->Storage->LoadAssetChunk(chunk))
{

View File

@@ -4,7 +4,6 @@
#include "Engine/Core/Log.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Streaming/StreamingGroup.h"
#include "Engine/Content/Loading/ContentLoadingManager.h"
#include "Engine/Graphics/PixelFormatExtensions.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/RenderTools.h"