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1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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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>
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10<h1>Gallium Post-processing</h1>
11
12<p>
13The Gallium drivers support user-defined image post-processing.
14At the end of drawing a frame a post-processing filter can be applied to
15the rendered image.
16Example filters include morphological antialiasing and cell shading.
17</p>
18
19<p>
20The filters can be toggled per-app via driconf, or per-session via the
21corresponding environment variables.
22</p>
23
24<p>
25Multiple filters can be used together.
26</p>
27
28
29<h2>PP environment variables</h2>
30
31<ul>
32<li>PP_DEBUG - If defined debug information will be printed to stderr.
33</ul>
34
35<h2>Current filters</h2>
36
37<ul>
38<li>pp_nored, pp_nogreen, pp_noblue - set to 1 to remove the corresponding color channel.
39These are basic filters for easy testing of the PP queue.
40<li>pp_jimenezmlaa, pp_jimenezmlaa_color -
41<a href="http://www.iryokufx.com/mlaa/" target=_blank>Jimenez's MLAA</a>
42is a morphological antialiasing filter.
43The two versions use depth and color data, respectively.
44Which works better depends on the app - depth will not blur text, but it will
45miss transparent textures for example.
46Set to a number from 2 to 32, roughly corresponding to quality.
47Numbers higher than 8 see minimizing gains.
48<li>pp_celshade - set to 1 to enable cell shading (a more complex color filter).
49</ul>
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57</html>
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