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authorLauri Kasanen <[email protected]>2011-08-25 23:26:17 +0300
committerBrian Paul <[email protected]>2011-08-26 14:05:28 -0600
commit50da22ceb16a7398612a8b5b7036ef2e0b635eef (patch)
tree5c27113d6c020504feaf16b61bfc11d0d254987f
parent0295ac9c8e53c7ec39d18b86db3cda9092f905cb (diff)
docs: Add a page on post-processing
With edits by Brian. Signed-off-by: Lauri Kasanen <[email protected]> Signed-off-by: Brian Paul <[email protected]>
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-rw-r--r--docs/postprocess.html56
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diff --git a/docs/contents.html b/docs/contents.html
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+++ b/docs/contents.html
@@ -63,6 +63,7 @@ a:visited {
<LI><A HREF="extensions.html" target="MainFrame">Mesa Extensions</A>
<LI><A HREF="mangling.html" target="MainFrame">Function Name Mangling</A>
<LI><A href="llvmpipe.html" target="MainFrame">Gallium llvmpipe driver</A>
+<LI><A href="postprocess.html" target="MainFrame">Gallium post-processing</A>
</ul>
<b>Developer Topics</b>
diff --git a/docs/postprocess.html b/docs/postprocess.html
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+<HTML>
+
+<TITLE>Gallium Post-processing</TITLE>
+
+<link rel="stylesheet" type="text/css" href="mesa.css"></head>
+
+<BODY>
+
+<H1>Gallium Post-processing</H1>
+
+<p>
+The Gallium drivers support user-defined image post-processing.
+At the end of drawing a frame a post-processing filter can be applied to
+the rendered image.
+Example filters include morphological antialiasing and cell shading.
+</p>
+
+<p>
+The filters can be toggled per-app via driconf, or per-session via the
+corresponding environment variables.
+</p>
+
+<p>
+Multiple filters can be used together.
+</p>
+
+
+<H2>PP environment variables</H2>
+
+<ul>
+<li>PP_DEBUG - If defined debug information will be printed to stderr.
+</ul>
+
+<h2>Current filters</h2>
+
+<ul>
+<li>pp_nored, pp_nogreen, pp_noblue - set to 1 to remove the corresponding color channel.
+These are basic filters for easy testing of the PP queue.
+<li>pp_jimenezmlaa, pp_jimenezmlaa_color -
+<a href="http://www.iryokufx.com/mlaa/" target=_blank>Jimenez's MLAA</a>
+is a morphological antialiasing filter.
+The two versions use depth and color data, respectively.
+Which works better depends on the app - depth will not blur text, but it will
+miss transparent textures for example.
+Set to a number from 2 to 32, roughly corresponding to quality.
+Numbers higher than 8 see minimizing gains.
+<li>pp_celshade - set to 1 to enable cell shading (a more complex color filter).
+</ul>
+
+
+<br>
+<br>
+
+
+</BODY>
+</HTML>