docs: Add a page on post-processing
authorLauri Kasanen <cand@gmx.com>
Thu, 25 Aug 2011 20:26:17 +0000 (23:26 +0300)
committerBrian Paul <brianp@vmware.com>
Fri, 26 Aug 2011 20:05:28 +0000 (14:05 -0600)
With edits by Brian.

Signed-off-by: Lauri Kasanen <cand@gmx.com>
Signed-off-by: Brian Paul <brianp@vmware.com>
docs/contents.html
docs/postprocess.html [new file with mode: 0644]

index 8fc2ac0da9feef8e119a90ec175c15b5396b4e15..46e458ee17489ffe56d5320de4101c62119a7e9b 100644 (file)
@@ -63,6 +63,7 @@ a:visited {
 <LI><A HREF="extensions.html" target="MainFrame">Mesa Extensions</A>
 <LI><A HREF="mangling.html" target="MainFrame">Function Name Mangling</A>
 <LI><A href="llvmpipe.html" target="MainFrame">Gallium llvmpipe driver</A>
+<LI><A href="postprocess.html" target="MainFrame">Gallium post-processing</A>
 </ul>
 
 <b>Developer Topics</b>
diff --git a/docs/postprocess.html b/docs/postprocess.html
new file mode 100644 (file)
index 0000000..2a37969
--- /dev/null
@@ -0,0 +1,56 @@
+<HTML>
+
+<TITLE>Gallium Post-processing</TITLE>
+
+<link rel="stylesheet" type="text/css" href="mesa.css"></head>
+
+<BODY>
+
+<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>
+
+
+</BODY>
+</HTML>