texture manipulation tools, designed to be integrated in game tools and asset conditioning pipelines. The primary features of the library are mipmap and normal map generation, format conversion and DXT compression. DXT compression is based on Simon Brown's squish library. The library also contains an alternative GPU-accelerated compressor that uses CUDA and is one order of magnitude faster. WWW: http://code.google.com/p/nvidia-texture-tools/
26 lines
735 B
C++
26 lines
735 B
C++
--- src/nvcore/Debug.cpp.orig 2008-12-01 11:04:27.000000000 +0300
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+++ src/nvcore/Debug.cpp 2009-03-06 22:45:48.000000000 +0300
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@@ -34,7 +34,7 @@
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# endif
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#endif
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-#if NV_OS_DARWIN
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+#if NV_OS_DARWIN || NV_OS_FREEBSD
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# include <unistd.h> // getpid
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# include <sys/types.h>
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# include <sys/sysctl.h> // sysctl
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@@ -195,6 +195,14 @@
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return (void *) ucp->uc_mcontext->ss.eip;
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# endif
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# endif
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+# elif NV_OS_FREEBSD
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+# if NV_CPU_X86_64
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+ ucontext_t * ucp = (ucontext_t *)secret;
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+ return (void *)ucp->uc_mcontext.mc_rip;
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+# elif NV_CPU_X86
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+ ucontext_t * ucp = (ucontext_t *)secret;
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+ return (void *)ucp->uc_mcontext.mc_eip;
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+# endif
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# else
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# if NV_CPU_X86_64
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// #define REG_RIP REG_INDEX(rip) // seems to be 16
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