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-<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html lang="en">
-<head>
- <meta http-equiv="content-type" content="text/html; charset=utf-8">
- <title>Gallium Post-processing</title>
- <link rel="stylesheet" type="text/css" href="mesa.css">
-</head>
-<body>
-
-<div class="header">
- The Mesa 3D Graphics Library
-</div>
-
-<iframe src="contents.html"></iframe>
-<div class="content">
-
-<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="https://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>
-
-</div>
-</body>
-</html>