<!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"> <h1>The Mesa 3D Graphics Library</h1> </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="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> </div> </body> </html>