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+<LI><A href="postprocess.html" target="MainFrame">Gallium post-processing</A>
</ul>
<b>Developer Topics</b>
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+<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>