
New features: * Bump mapping now works with SSS * Texture Blur factor for SSS, see the documentation for details: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering Work in progress for feedback: Initial implementation of the "BSSRDF Importance Sampling" paper, which uses a different importance sampling method. It gives better quality results in many ways, with the availability of both Cubic and Gaussian falloff functions, but also tends to be more noisy when using the progressive integrator and does not give great results with some geometry. It works quite well for the non-progressive integrator and is often less noisy there. This code may still change a lot, so unless you're testing it may be best to stick to the Compatible falloff function. Skin test render and file that takes advantage of the gaussian falloff: http://www.pasteall.org/pic/show.php?id=57661 http://www.pasteall.org/pic/show.php?id=57662 http://www.pasteall.org/blend/23501
534 lines
16 KiB
C++
534 lines
16 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "kernel_compat_cpu.h"
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#include "kernel_montecarlo.h"
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#include "kernel_types.h"
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#include "kernel_globals.h"
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#include "kernel_object.h"
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#include "closure/bsdf_diffuse.h"
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#include "closure/bssrdf.h"
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#include "osl_bssrdf.h"
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#include "osl_closures.h"
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#include "osl_globals.h"
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#include "osl_services.h"
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#include "osl_shader.h"
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#include "util_foreach.h"
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#include "attribute.h"
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#include <OSL/oslexec.h>
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CCL_NAMESPACE_BEGIN
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/* Threads */
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void OSLShader::thread_init(KernelGlobals *kg, KernelGlobals *kernel_globals, OSLGlobals *osl_globals)
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{
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/* no osl used? */
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if(!osl_globals->use) {
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kg->osl = NULL;
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return;
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}
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/* per thread kernel data init*/
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kg->osl = osl_globals;
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kg->osl->services->thread_init(kernel_globals, osl_globals->ts);
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OSL::ShadingSystem *ss = kg->osl->ss;
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OSLThreadData *tdata = new OSLThreadData();
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memset(&tdata->globals, 0, sizeof(OSL::ShaderGlobals));
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tdata->globals.tracedata = &tdata->tracedata;
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tdata->globals.flipHandedness = false;
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tdata->osl_thread_info = ss->create_thread_info();
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for(int i = 0; i < SHADER_CONTEXT_NUM; i++)
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tdata->context[i] = ss->get_context(tdata->osl_thread_info);
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tdata->oiio_thread_info = osl_globals->ts->get_perthread_info();
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kg->osl_ss = (OSLShadingSystem*)ss;
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kg->osl_tdata = tdata;
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}
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void OSLShader::thread_free(KernelGlobals *kg)
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{
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if(!kg->osl)
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return;
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OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
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OSLThreadData *tdata = kg->osl_tdata;
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for(int i = 0; i < SHADER_CONTEXT_NUM; i++)
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ss->release_context(tdata->context[i]);
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ss->destroy_thread_info(tdata->osl_thread_info);
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delete tdata;
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kg->osl = NULL;
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kg->osl_ss = NULL;
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kg->osl_tdata = NULL;
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}
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/* Globals */
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static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd,
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int path_flag, OSLThreadData *tdata)
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{
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OSL::ShaderGlobals *globals = &tdata->globals;
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/* copy from shader data to shader globals */
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globals->P = TO_VEC3(sd->P);
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globals->dPdx = TO_VEC3(sd->dP.dx);
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globals->dPdy = TO_VEC3(sd->dP.dy);
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globals->I = TO_VEC3(sd->I);
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globals->dIdx = TO_VEC3(sd->dI.dx);
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globals->dIdy = TO_VEC3(sd->dI.dy);
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globals->N = TO_VEC3(sd->N);
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globals->Ng = TO_VEC3(sd->Ng);
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globals->u = sd->u;
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globals->dudx = sd->du.dx;
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globals->dudy = sd->du.dy;
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globals->v = sd->v;
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globals->dvdx = sd->dv.dx;
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globals->dvdy = sd->dv.dy;
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globals->dPdu = TO_VEC3(sd->dPdu);
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globals->dPdv = TO_VEC3(sd->dPdv);
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globals->surfacearea = (sd->object == ~0) ? 1.0f : object_surface_area(kg, sd->object);
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globals->time = sd->time;
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/* booleans */
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globals->raytype = path_flag;
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globals->backfacing = (sd->flag & SD_BACKFACING);
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/* shader data to be used in services callbacks */
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globals->renderstate = sd;
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/* hacky, we leave it to services to fetch actual object matrix */
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globals->shader2common = sd;
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globals->object2common = sd;
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/* must be set to NULL before execute */
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globals->Ci = NULL;
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/* clear trace data */
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tdata->tracedata.init = false;
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/* used by renderservices */
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sd->osl_globals = kg;
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}
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/* Surface */
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static void flatten_surface_closure_tree(ShaderData *sd, int path_flag,
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const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
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{
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/* OSL gives us a closure tree, we flatten it into arrays per
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* closure type, for evaluation, sampling, etc later on. */
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if (closure->type == OSL::ClosureColor::COMPONENT) {
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OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
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OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive *)comp->data();
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if (prim) {
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ShaderClosure sc;
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sc.weight = weight;
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switch (prim->category()) {
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case OSL::ClosurePrimitive::BSDF: {
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CBSDFClosure *bsdf = (CBSDFClosure *)prim;
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int scattering = bsdf->scattering();
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/* no caustics option */
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if(scattering == LABEL_GLOSSY && (path_flag & PATH_RAY_DIFFUSE)) {
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KernelGlobals *kg = sd->osl_globals;
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if(kernel_data.integrator.no_caustics)
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return;
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}
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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sc.sample_weight = sample_weight;
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sc.type = bsdf->sc.type;
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sc.N = bsdf->sc.N;
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sc.T = bsdf->sc.T;
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sc.data0 = bsdf->sc.data0;
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sc.data1 = bsdf->sc.data1;
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sc.prim = bsdf->sc.prim;
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/* add */
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if(sc.sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) {
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sd->closure[sd->num_closure++] = sc;
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sd->flag |= bsdf->shaderdata_flag();
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}
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break;
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}
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case OSL::ClosurePrimitive::Emissive: {
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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sc.sample_weight = sample_weight;
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sc.type = CLOSURE_EMISSION_ID;
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sc.prim = NULL;
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/* flag */
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if(sd->num_closure < MAX_CLOSURE) {
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sd->closure[sd->num_closure++] = sc;
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sd->flag |= SD_EMISSION;
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}
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break;
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}
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case AmbientOcclusion: {
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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sc.sample_weight = sample_weight;
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sc.type = CLOSURE_AMBIENT_OCCLUSION_ID;
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sc.prim = NULL;
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if(sd->num_closure < MAX_CLOSURE) {
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sd->closure[sd->num_closure++] = sc;
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sd->flag |= SD_AO;
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}
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break;
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}
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case OSL::ClosurePrimitive::Holdout: {
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sc.sample_weight = 0.0f;
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sc.type = CLOSURE_HOLDOUT_ID;
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sc.prim = NULL;
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if(sd->num_closure < MAX_CLOSURE) {
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sd->closure[sd->num_closure++] = sc;
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sd->flag |= SD_HOLDOUT;
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}
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break;
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}
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case OSL::ClosurePrimitive::BSSRDF: {
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CBSSRDFClosure *bssrdf = (CBSSRDFClosure *)prim;
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float sample_weight = fabsf(average(weight));
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if(sample_weight > 1e-5f && sd->num_closure+2 < MAX_CLOSURE) {
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sc.sample_weight = sample_weight;
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sc.type = bssrdf->sc.type;
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sc.N = bssrdf->sc.N;
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sc.data1 = bssrdf->sc.data1;
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sc.prim = NULL;
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/* disable in case of diffuse ancestor, can't see it well then and
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* adds considerably noise due to probabilities of continuing path
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* getting lower and lower */
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if(sc.type != CLOSURE_BSSRDF_COMPATIBLE_ID && (path_flag & PATH_RAY_DIFFUSE_ANCESTOR))
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bssrdf->radius = make_float3(0.0f, 0.0f, 0.0f);
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/* create one closure for each color channel */
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if(fabsf(weight.x) > 0.0f) {
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sc.weight = make_float3(weight.x, 0.0f, 0.0f);
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sc.data0 = bssrdf->radius.x;
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sd->flag |= bssrdf_setup(&sc, sc.type);
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sd->closure[sd->num_closure++] = sc;
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}
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if(fabsf(weight.y) > 0.0f) {
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sc.weight = make_float3(0.0f, weight.y, 0.0f);
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sc.data0 = bssrdf->radius.y;
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sd->flag |= bssrdf_setup(&sc, sc.type);
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sd->closure[sd->num_closure++] = sc;
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}
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if(fabsf(weight.z) > 0.0f) {
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sc.weight = make_float3(0.0f, 0.0f, weight.z);
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sc.data0 = bssrdf->radius.z;
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sd->flag |= bssrdf_setup(&sc, sc.type);
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sd->closure[sd->num_closure++] = sc;
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}
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}
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break;
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}
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case OSL::ClosurePrimitive::Debug:
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break; /* not implemented */
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case OSL::ClosurePrimitive::Background:
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case OSL::ClosurePrimitive::Volume:
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break; /* not relevant */
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}
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}
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}
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else if (closure->type == OSL::ClosureColor::MUL) {
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OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
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flatten_surface_closure_tree(sd, path_flag, mul->closure, TO_FLOAT3(mul->weight) * weight);
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}
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else if (closure->type == OSL::ClosureColor::ADD) {
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OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
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flatten_surface_closure_tree(sd, path_flag, add->closureA, weight);
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flatten_surface_closure_tree(sd, path_flag, add->closureB, weight);
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}
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}
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void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx)
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{
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/* setup shader globals from shader data */
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OSLThreadData *tdata = kg->osl_tdata;
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shaderdata_to_shaderglobals(kg, sd, path_flag, tdata);
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/* execute shader for this point */
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OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::ShadingContext *octx = tdata->context[(int)ctx];
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int shader = sd->shader & SHADER_MASK;
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if (kg->osl->surface_state[shader])
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ss->execute(*octx, *(kg->osl->surface_state[shader]), *globals);
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/* flatten closure tree */
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sd->num_closure = 0;
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sd->randb_closure = randb;
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if (globals->Ci)
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flatten_surface_closure_tree(sd, path_flag, globals->Ci);
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}
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/* Background */
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static float3 flatten_background_closure_tree(const OSL::ClosureColor *closure)
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{
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/* OSL gives us a closure tree, if we are shading for background there
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* is only one supported closure type at the moment, which has no evaluation
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* functions, so we just sum the weights */
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if (closure->type == OSL::ClosureColor::COMPONENT) {
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OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
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OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive *)comp->data();
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if (prim && prim->category() == OSL::ClosurePrimitive::Background)
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return make_float3(1.0f, 1.0f, 1.0f);
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}
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else if (closure->type == OSL::ClosureColor::MUL) {
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OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
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return TO_FLOAT3(mul->weight) * flatten_background_closure_tree(mul->closure);
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}
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else if (closure->type == OSL::ClosureColor::ADD) {
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OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
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return flatten_background_closure_tree(add->closureA) +
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flatten_background_closure_tree(add->closureB);
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}
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx)
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{
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/* setup shader globals from shader data */
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OSLThreadData *tdata = kg->osl_tdata;
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shaderdata_to_shaderglobals(kg, sd, path_flag, tdata);
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/* execute shader for this point */
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OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::ShadingContext *octx = tdata->context[(int)ctx];
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if (kg->osl->background_state)
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ss->execute(*octx, *(kg->osl->background_state), *globals);
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/* return background color immediately */
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if (globals->Ci)
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return flatten_background_closure_tree(globals->Ci);
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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/* Volume */
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static void flatten_volume_closure_tree(ShaderData *sd,
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const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
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{
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/* OSL gives us a closure tree, we flatten it into arrays per
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* closure type, for evaluation, sampling, etc later on. */
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if (closure->type == OSL::ClosureColor::COMPONENT) {
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OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
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OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive *)comp->data();
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if (prim) {
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ShaderClosure sc;
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sc.weight = weight;
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switch (prim->category()) {
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case OSL::ClosurePrimitive::Volume: {
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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sc.sample_weight = sample_weight;
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sc.type = CLOSURE_VOLUME_ID;
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sc.prim = NULL;
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/* add */
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if(sc.sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE)
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sd->closure[sd->num_closure++] = sc;
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break;
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}
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case OSL::ClosurePrimitive::Holdout:
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case OSL::ClosurePrimitive::Debug:
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break; /* not implemented */
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case OSL::ClosurePrimitive::Background:
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case OSL::ClosurePrimitive::BSDF:
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case OSL::ClosurePrimitive::Emissive:
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case OSL::ClosurePrimitive::BSSRDF:
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break; /* not relevant */
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}
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}
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}
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else if (closure->type == OSL::ClosureColor::MUL) {
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OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
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flatten_volume_closure_tree(sd, mul->closure, TO_FLOAT3(mul->weight) * weight);
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}
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else if (closure->type == OSL::ClosureColor::ADD) {
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OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
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flatten_volume_closure_tree(sd, add->closureA, weight);
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flatten_volume_closure_tree(sd, add->closureB, weight);
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}
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}
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void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx)
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{
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/* setup shader globals from shader data */
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OSLThreadData *tdata = kg->osl_tdata;
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shaderdata_to_shaderglobals(kg, sd, path_flag, tdata);
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/* execute shader */
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OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::ShadingContext *octx = tdata->context[(int)ctx];
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int shader = sd->shader & SHADER_MASK;
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if (kg->osl->volume_state[shader])
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ss->execute(*octx, *(kg->osl->volume_state[shader]), *globals);
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if (globals->Ci)
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flatten_volume_closure_tree(sd, globals->Ci);
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}
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/* Displacement */
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void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx)
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{
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/* setup shader globals from shader data */
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OSLThreadData *tdata = kg->osl_tdata;
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shaderdata_to_shaderglobals(kg, sd, 0, tdata);
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/* execute shader */
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OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::ShadingContext *octx = tdata->context[(int)ctx];
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int shader = sd->shader & SHADER_MASK;
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if (kg->osl->displacement_state[shader])
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ss->execute(*octx, *(kg->osl->displacement_state[shader]), *globals);
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/* get back position */
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sd->P = TO_FLOAT3(globals->P);
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}
|
|
|
|
/* BSDF Closure */
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|
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int OSLShader::bsdf_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3& eval, float3& omega_in, differential3& domega_in, float& pdf)
|
|
{
|
|
CBSDFClosure *sample_bsdf = (CBSDFClosure *)sc->prim;
|
|
|
|
pdf = 0.0f;
|
|
|
|
return sample_bsdf->sample(sd->Ng,
|
|
sd->I, sd->dI.dx, sd->dI.dy,
|
|
randu, randv,
|
|
omega_in, domega_in.dx, domega_in.dy,
|
|
pdf, eval);
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|
}
|
|
|
|
float3 OSLShader::bsdf_eval(const ShaderData *sd, const ShaderClosure *sc, const float3& omega_in, float& pdf)
|
|
{
|
|
CBSDFClosure *bsdf = (CBSDFClosure *)sc->prim;
|
|
float3 bsdf_eval;
|
|
|
|
if (dot(sd->Ng, omega_in) >= 0.0f)
|
|
bsdf_eval = bsdf->eval_reflect(sd->I, omega_in, pdf);
|
|
else
|
|
bsdf_eval = bsdf->eval_transmit(sd->I, omega_in, pdf);
|
|
|
|
return bsdf_eval;
|
|
}
|
|
|
|
void OSLShader::bsdf_blur(ShaderClosure *sc, float roughness)
|
|
{
|
|
CBSDFClosure *bsdf = (CBSDFClosure *)sc->prim;
|
|
bsdf->blur(roughness);
|
|
}
|
|
|
|
/* Emissive Closure */
|
|
|
|
float3 OSLShader::emissive_eval(const ShaderData *sd, const ShaderClosure *sc)
|
|
{
|
|
OSL::EmissiveClosure *emissive = (OSL::EmissiveClosure *)sc->prim;
|
|
OSL::Color3 emissive_eval = emissive->eval(TO_VEC3(sd->Ng), TO_VEC3(sd->I));
|
|
|
|
return TO_FLOAT3(emissive_eval);
|
|
}
|
|
|
|
/* Volume Closure */
|
|
|
|
float3 OSLShader::volume_eval_phase(const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
|
|
{
|
|
OSL::VolumeClosure *volume = (OSL::VolumeClosure *)sc->prim;
|
|
OSL::Color3 volume_eval = volume->eval_phase(TO_VEC3(omega_in), TO_VEC3(omega_out));
|
|
return TO_FLOAT3(volume_eval) * sc->weight;
|
|
}
|
|
|
|
/* Attributes */
|
|
|
|
int OSLShader::find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id, AttributeElement *elem)
|
|
{
|
|
/* for OSL, a hash map is used to lookup the attribute by name. */
|
|
int object = sd->object*ATTR_PRIM_TYPES;
|
|
#ifdef __HAIR__
|
|
if(sd->segment != ~0) object += ATTR_PRIM_CURVE;
|
|
#endif
|
|
|
|
OSLGlobals::AttributeMap &attr_map = kg->osl->attribute_map[object];
|
|
ustring stdname(std::string("geom:") + std::string(Attribute::standard_name((AttributeStandard)id)));
|
|
OSLGlobals::AttributeMap::const_iterator it = attr_map.find(stdname);
|
|
|
|
if (it != attr_map.end()) {
|
|
const OSLGlobals::Attribute &osl_attr = it->second;
|
|
*elem = osl_attr.elem;
|
|
/* return result */
|
|
return (osl_attr.elem == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : osl_attr.offset;
|
|
}
|
|
else
|
|
return (int)ATTR_STD_NOT_FOUND;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|