loadAll static method
Loads bundle info for every library the engine has loaded so far, so every shader object maps to its name. Libraries whose bundle cannot be read are skipped.
Implementation
static Future<List<ShaderBundleInfo>> loadAll({AssetBundle? bundle}) async {
final result = <ShaderBundleInfo>[];
for (final library in knownShaderLibraries()) {
if (library is! gpu.ShaderLibrary) continue;
try {
final info = await loadBundleInfo(library, bundle: bundle);
if (info != null) result.add(info);
} catch (_) {
// A library whose asset is gone (a hot reload that failed) is not a
// reason to fail the rest.
}
}
return result;
}