# 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
blob: 911447a480c9bd78f0ebf6e6075d8184b0ce2c24 (
plain)
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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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