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> 20 The Gallium drivers support user-defined image post-processing. 21 At the end of drawing a frame a post-processing filter can be applied to 22 the rendered image. 23 Example filters include morphological antialiasing and cell shading. 24 </p> 25 26 <p> 27 The filters can be toggled per-app via driconf, or per-session via the 28 corresponding environment variables. 29 </p> 30 31 <p> 32 Multiple 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. 46 These are basic filters for easy testing of the PP queue. 47 <li>pp_jimenezmlaa, pp_jimenezmlaa_color - 48 <a href="https://www.iryokufx.com/mlaa/" target=_blank>Jimenez's MLAA</a> 49 is a morphological antialiasing filter. 50 The two versions use depth and color data, respectively. 51 Which works better depends on the app - depth will not blur text, but it will 52 miss transparent textures for example. 53 Set to a number from 2 to 32, roughly corresponding to quality. 54 Numbers 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