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| author | iwubcode <iwubcode@users.noreply.github.com> | 2023-07-02 21:27:24 -0500 |
|---|---|---|
| committer | iwubcode <iwubcode@users.noreply.github.com> | 2023-07-09 12:21:34 -0500 |
| commit | 77511e8e7cc80cc82fa1edf206948f714413aac8 (patch) | |
| tree | 112ec9a7f52b18023c9178035ea2e27a2653c053 /Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp | |
| parent | 7bb04ff1dc7c528c794694edcc9802667345a6e3 (diff) | |
VideoCommon: add material asset. A material is similar to other graphics engines where it provides data to be used in conjunction with a shader asset to generate a runtime AbstractShader
Diffstat (limited to 'Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp b/Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp index ce76a368d2..f579a5eb4b 100644 --- a/Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp +++ b/Source/Core/VideoCommon/Assets/CustomAssetLoader.cpp @@ -97,4 +97,11 @@ CustomAssetLoader::LoadPixelShader(const CustomAssetLibrary::AssetID& asset_id, { return LoadOrCreateAsset<PixelShaderAsset>(asset_id, m_pixel_shaders, std::move(library)); } + +std::shared_ptr<MaterialAsset> +CustomAssetLoader::LoadMaterial(const CustomAssetLibrary::AssetID& asset_id, + std::shared_ptr<CustomAssetLibrary> library) +{ + return LoadOrCreateAsset<MaterialAsset>(asset_id, m_materials, std::move(library)); +} } // namespace VideoCommon |
