namespace Dali::Scene3D::Loader
{
-/*
+/**
* @brief Defines a shader with paths to the files which define its
* vertex and fragment components, and a mapping of uniform names (which are
* used to refer to them in GLSL) to data.
+ * @SINCE_2_0.7
*/
struct DALI_SCENE3D_API ShaderDefinition
{
ShaderDefinition() = default;
ShaderDefinition(const ShaderDefinition& other);
- ShaderDefinition& operator=(const ShaderDefinition& other);
+ ShaderDefinition& operator=(const ShaderDefinition& other) = delete;
ShaderDefinition(ShaderDefinition&&) = default;
ShaderDefinition& operator=(ShaderDefinition&&) = default;
- /*
+ /**
* @brief Attempts to load the source of the vertex and fragment shaders,
* then performs pre-processing of defines.
+ * @SINCE_2_0.7
* @note This may be called from any thread.
*/
RawData LoadRaw(const std::string& shadersPath) const;
- /*
+ /**
* @brief Creates a DALi Shader from the sources in @a raw, traverses
* uniforms to get them to register their data against their name,
* then returns the Shader.
+ * @SINCE_2_0.7
* @note This must be called from the event thread.
*/
Shader Load(RawData&& raw) const;