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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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  <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">
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<div class="header">
  The Mesa 3D Graphics Library
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<iframe src="contents.html"></iframe>
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<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>

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