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Andreas Bollecd5c7c2012-06-12 09:05:03 +02001<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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5 <title>Gallium Post-processing</title>
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Lauri Kasanen50da22c2011-08-25 23:26:17 +03009
Andreas Bollb5da52a2012-09-18 18:57:02 +020010<div class="header">
11 <h1>The Mesa 3D Graphics Library</h1>
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Andreas Bollecd5c7c2012-06-12 09:05:03 +020017<h1>Gallium Post-processing</h1>
Lauri Kasanen50da22c2011-08-25 23:26:17 +030018
19<p>
20The Gallium drivers support user-defined image post-processing.
21At the end of drawing a frame a post-processing filter can be applied to
22the rendered image.
23Example filters include morphological antialiasing and cell shading.
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27The filters can be toggled per-app via driconf, or per-session via the
28corresponding environment variables.
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32Multiple filters can be used together.
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Andreas Boll210a27d2012-06-12 09:05:36 +020036<h2>PP environment variables</h2>
Lauri Kasanen50da22c2011-08-25 23:26:17 +030037
38<ul>
39<li>PP_DEBUG - If defined debug information will be printed to stderr.
40</ul>
41
42<h2>Current filters</h2>
43
44<ul>
45<li>pp_nored, pp_nogreen, pp_noblue - set to 1 to remove the corresponding color channel.
46These are basic filters for easy testing of the PP queue.
47<li>pp_jimenezmlaa, pp_jimenezmlaa_color -
48<a href="http://www.iryokufx.com/mlaa/" target=_blank>Jimenez's MLAA</a>
49is a morphological antialiasing filter.
50The two versions use depth and color data, respectively.
51Which works better depends on the app - depth will not blur text, but it will
52miss transparent textures for example.
53Set to a number from 2 to 32, roughly corresponding to quality.
54Numbers higher than 8 see minimizing gains.
55<li>pp_celshade - set to 1 to enable cell shading (a more complex color filter).
56</ul>
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