VideoCommon: asset load time is now stored as a chrono system_clock time, so that times can be fabricated in a future feature (without creating a file to do so)

This commit is contained in:
iwubcode
2023-08-13 16:46:37 -05:00
parent 2537f4db91
commit eeb73460ab
2 changed files with 20 additions and 12 deletions

View File

@ -20,14 +20,7 @@ struct PixelShaderData;
class CustomAssetLibrary
{
public:
// TODO: this should be std::chrono::system_clock::time_point to
// support any type of loader where the time isn't from the filesystem
// but there's no way to convert filesystem times to system times
// without 'clock_cast', once our builders catch up
// to support 'clock_cast' we should update this
// For now, it's fine as a filesystem library is all that is
// available
using TimeType = std::filesystem::file_time_type;
using TimeType = std::chrono::system_clock::time_point;
// The AssetID is a unique identifier for a particular asset
using AssetID = std::string;