# Makefile for OpenWrt # # Copyright (C) 2007 OpenWrt.org # # This is free software, licensed under the GNU General Public License v2. # See /LICENSE for more information. # TOPDIR:=${CURDIR} LC_ALL:=C LANG:=C TZ:=UTC export TOPDIR LC_ALL LANG TZ empty:= space:= $(empty) $(empty) $(if $(findstring $(space),$(TOPDIR)),$(error ERROR: The path to the LEDE directory must not include any spaces)) world: export PATH:=$(TOPDIR)/staging_dir/host/bin:$(PATH) ifneq ($(OPENWRT_BUILD),1) _SINGLE=export MAKEFLAGS=$(space); override OPENWRT_BUILD=1 export OPENWRT_BUILD GREP_OPTIONS= export GREP_OPTIONS include $(TOPDIR)/include/debug.mk include $(TOPDIR)/include/depends.mk include $(TOPDIR)/include/toplevel.mk else include rules.mk include $(INCLUDE_DIR)/depends.mk include $(INCLUDE_DIR)/subdir.mk include target/Makefile include package/Makefile include tools/Makefile include toolchain/Makefile $(toolchain/stamp-compile): $(tools/stamp-compile) $(target/stamp-compile): $(toolchain/stamp-compile) $(tools/stamp-compile) $(BUILD_DIR)/.prepared $(package/stamp-compile): $(target/stamp-compile) $(package/stamp-cleanup) $(package/stamp-install): $(package/stamp-compile) $(target/stamp-install): $(package/stamp-compile) $(package/stamp-install) check: $(tools/stamp-check) $(toolchain/stamp-check) $(package/stamp-check) printdb: @true prepare: $(target/stamp-compile) clean: FORCE rm -rf $(BUILD_DIR) $(STAGING_DIR) $(BIN_DIR) $(OUTPUT_DIR)/packages/$(ARCH_PACKAGES) $(BUILD_LOG_DIR) $(TOPDIR)/staging_dir/packages dirclean: clean rm -rf $(STAGING_DIR_HOST) $(STAGING_DIR_HOSTPKG) $(TOOLCHAIN_DIR) $(BUILD_DIR_BASE)/host $(BUILD_DIR_BASE)/hostpkg $(BUILD_DIR_TOOLCHAIN) rm -rf $(TMP_DIR) ifndef DUMP_TARGET_DB $(BUILD_DIR)/.prepared: Makefile @mkdir -p $$(dirname $@) @touch $@ tmp/.prereq_packages: .config unset ERROR; \ for package in $(sort $(prereq-y) $(prereq-m)); do \ $(_SINGLE)$(NO_TRACE_MAKE) -s -r -C package/$$package prereq || ERROR=1; \ done; \ if [ -n "$$ERROR" ]; then \ echo "Package prerequisite check failed."; \ false; \ fi touch $@ endif # check prerequisites before starting to build prereq: $(target/stamp-prereq) tmp/.prereq_packages @if [ ! -f "$(INCLUDE_DIR)/site/$(ARCH)" ]; then \ echo 'ERROR: Missing site config for architecture "$(ARCH)" !'; \ echo ' The missing file will cause configure scripts to fail during compilation.'; \ echo ' Please provide a "$(INCLUDE_DIR)/site/$(ARCH)" file and restart the build.'; \ exit 1; \ fi checksum: FORCE $(call sha256sums,$(BIN_DIR)) diffconfig: FORCE mkdir -p $(BIN_DIR) $(SCRIPT_DIR)/diffconfig.sh > $(BIN_DIR)/config.seed prepare: .config $(tools/stamp-compile) $(toolchain/stamp-compile) $(_SINGLE)$(SUBMAKE) -r diffconfig world: prepare $(target/stamp-compile) $(package/stamp-compile) $(package/stamp-install) $(target/stamp-install) FORCE $(_SINGLE)$(SUBMAKE) -r package/index $(_SINGLE)$(SUBMAKE) -r checksum .PHONY: clean dirclean prereq prepare world package/symlinks package/symlinks-install package/symlinks-clean endif ngl2.h?id=15f35c19b86e14e6fec97ee152232429ba0cba22'>imgui_impl_opengl2.h
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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();