/*
ChibiOS - Copyright (C) 2006..2017 Giovanni Di Sirio
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
#include "hal.h"
const uint8_t refHMAC_HMAC256_1[]={
0xB0,0x34,0x4C,0x61,0xD8,0xDB,0x38,0x53,0x5C,0xA8,
0xAF,0xCE,0xAF,0x0B,0xF1,0x2B,0x88,0x1D,0xC2,0x00,
0xC9,0x83,0x3D,0xA7,0x26,0xE9,0x37,0x6C,0x2E,0x32,
0xCF,0xF7,
};
const uint8_t refHMAC_HMAC256_2[]={
0x5B,0xDC,0xC1,0x46,0xBF,0x60,0x75,0x4E,0x6A,0x04,
0x24,0x26,0x08,0x95,0x75,0xC7,0x5A,0x00,0x3F,0x08,
0x9D,0x27,0x39,0x83,0x9D,0xEC,0x58,0xB9,0x64,0xEC,
0x38,0x43,
};
const uint8_t refHMAC_HMAC512_1[]={
0x87,0xAA,0x7C,0xDE,0xA5,0xEF,0x61,0x9D,0x4F,0xF0,
0xB4,0x24,0x1A,0x1D,0x6C,0xB0,0x23,0x79,0xF4,0xE2,
0xCE,0x4E,0xC2,0x78,0x7A,0xD0,0xB3,0x05,0x45,0xE1,
0x7C,0xDE,0xDA,0xA8,0x33,0xB7,0xD6,0xB8,0xA7,0x02,
0x03,0x8B,0x27,0x4E,0xAE,0xA3,0xF4,0xE4,0xBE,0x9D,
0x91,0x4E,0xEB,0x61,0xF1,0x70,0x2E,0x69,0x6C,0x20,
0x3A,0x12,0x68,0x54,
};
const uint8_t refHMAC_HMAC512_2[]={
0x16,0x4B,0x7A,0x7B,0xFC,0xF8,0x19,0xE2,0xE3,0x95,
0xFB,0xE7,0x3B,0x56,0xE0,0xA3,0x87,0xBD,0x64,0x22,
0x2E,0x83,0x1F,0xD6,0x10,0x27,0x0C,0xD7,0xEA,0x25,
0x05,0x54,0x97,0x58,0xBF,0x75,0xC0,0x5A,0x99,0x4A,
0x6D,0x03,0x4F,0x65,0xF8,0xF0,0xE6,0xFD,0xCA,0xEA,
0xB1,0xA3,0x4D,0x4A,0x6B,0x4B,0x63,0x6E,0x07,0x0A,
0x38,0xBC,0xE7,0x37,
};
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// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
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