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https://github.com/KolibriOS/kolibrios.git
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65 lines
1.7 KiB
HTML
65 lines
1.7 KiB
HTML
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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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<html lang="en">
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<head>
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<meta http-equiv="content-type" content="text/html; charset=utf-8">
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<title>Gallium Post-processing</title>
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<link rel="stylesheet" type="text/css" href="mesa.css">
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</head>
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<body>
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<div class="header">
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<h1>The Mesa 3D Graphics Library</h1>
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</div>
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<iframe src="contents.html"></iframe>
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<div class="content">
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<h1>Gallium Post-processing</h1>
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<p>
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The Gallium drivers support user-defined image post-processing.
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At the end of drawing a frame a post-processing filter can be applied to
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the rendered image.
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Example filters include morphological antialiasing and cell shading.
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</p>
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<p>
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The filters can be toggled per-app via driconf, or per-session via the
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corresponding environment variables.
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</p>
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<p>
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Multiple filters can be used together.
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</p>
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<h2>PP environment variables</h2>
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<ul>
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<li>PP_DEBUG - If defined debug information will be printed to stderr.
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</ul>
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<h2>Current filters</h2>
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<ul>
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<li>pp_nored, pp_nogreen, pp_noblue - set to 1 to remove the corresponding color channel.
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These are basic filters for easy testing of the PP queue.
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<li>pp_jimenezmlaa, pp_jimenezmlaa_color -
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<a href="http://www.iryokufx.com/mlaa/" target=_blank>Jimenez's MLAA</a>
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is a morphological antialiasing filter.
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The two versions use depth and color data, respectively.
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Which works better depends on the app - depth will not blur text, but it will
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miss transparent textures for example.
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Set to a number from 2 to 32, roughly corresponding to quality.
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Numbers higher than 8 see minimizing gains.
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<li>pp_celshade - set to 1 to enable cell shading (a more complex color filter).
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</ul>
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<br>
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<br>
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</div>
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</body>
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</html>
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