1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> 2<html lang="en"> 3<head> 4 <meta http-equiv="content-type" content="text/html; charset=utf-8"> 5 <title>Gallium Post-processing</title> 6 <link rel="stylesheet" type="text/css" href="mesa.css"> 7</head> 8<body> 9 10<div class="header"> 11 <h1>The Mesa 3D Graphics Library</h1> 12</div> 13 14<iframe src="contents.html"></iframe> 15<div class="content"> 16 17<h1>Gallium Post-processing</h1> 18 19<p> 20The Gallium drivers support user-defined image post-processing. 21At the end of drawing a frame a post-processing filter can be applied to 22the rendered image. 23Example filters include morphological antialiasing and cell shading. 24</p> 25 26<p> 27The filters can be toggled per-app via driconf, or per-session via the 28corresponding environment variables. 29</p> 30 31<p> 32Multiple filters can be used together. 33</p> 34 35 36<h2>PP environment variables</h2> 37 38<ul> 39<li>PP_DEBUG - If defined debug information will be printed to stderr. 40</ul> 41 42<h2>Current filters</h2> 43 44<ul> 45<li>pp_nored, pp_nogreen, pp_noblue - set to 1 to remove the corresponding color channel. 46These are basic filters for easy testing of the PP queue. 47<li>pp_jimenezmlaa, pp_jimenezmlaa_color - 48<a href="http://www.iryokufx.com/mlaa/" target=_blank>Jimenez's MLAA</a> 49is a morphological antialiasing filter. 50The two versions use depth and color data, respectively. 51Which works better depends on the app - depth will not blur text, but it will 52miss transparent textures for example. 53Set to a number from 2 to 32, roughly corresponding to quality. 54Numbers higher than 8 see minimizing gains. 55<li>pp_celshade - set to 1 to enable cell shading (a more complex color filter). 56</ul> 57 58 59<br> 60<br> 61 62</div> 63</body> 64</html> 65