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Thread: Gallium3D Post-Processing, MLAA Nearly Ready

  1. #1
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    Default Gallium3D Post-Processing, MLAA Nearly Ready

    Phoronix: Gallium3D Post-Processing, MLAA Nearly Ready

    One of the projects being worked on via X.Org / Mesa with the 2011 Google Summer of Code is morphological anti-aliasing (MLAA) support for Gallium3D / Mesa. Back in July there was MLAA code ready to be tested, but now the student developer behind this code, Lauri Kasanen, has published patches that add the post-processing infrastructure to Gallium3D. The work may soon be ready to be merged to master...

    http://www.phoronix.com/vr.php?view=OTgwMA

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    So how is this functionality used? Is it in an OpenGL spec or is it any magic to it?

  3. #3
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    It isn't a part of any OpenGL spec, so games will not use it by default.

    I think that the plan is to have an environment variable which does MLAA instead of MSAA when the game asks for the latter. This will give you antialiasing, but not the correct type.

    Which might be good enough for many people, at least until MSAA gets implemented properly, and it will be a welcome alternative even then.

  4. #4
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    Can anybody explain how closely related MLAA is to Adaptive Anti-aliasing and how they're similar/different?

    Isn't it a little backwards to have MLAA before MSAA?
    Last edited by Sidicas; 08-16-2011 at 02:39 PM.

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    Quote Originally Posted by Azpegath View Post
    So how is this functionality used? Is it in an OpenGL spec or is it any magic to it?
    You can enable it for any app via driconf or an env var. Similar to Catalyst control center.

    I think that the plan is to have an environment variable which does MLAA instead of MSAA when the game asks for the latter.
    Not that I know of, it's completely user-controlled, whether an app asks for MSAA has nothing to do with it. You can even use them at the same time - since they have different strengths using both will have better quality than either alone.

    Can anybody explain how closely related MLAA is to Adaptive Anti-aliasing and how they're similar/different?
    Please define adaptive AA. A proprietary vendor solution?

    Isn't it a little backwards to have MLAA before MSAA?
    I don't think so; MLAA can be brought to all able gpus at once, unlike MSAA.

  6. #6
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    Default MLAA before MSAA ...

    Quote Originally Posted by Sidicas View Post
    Isn't it a little backwards to have MLAA before MSAA?
    Besides, nv50 already supports MSAA (if only via GL_EXT_framebuffer_multisample).

  7. #7
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    Quote Originally Posted by curaga View Post
    Please define adaptive AA. A proprietary vendor solution?
    I think it was ATI's equivalent of nvidia's TrAA (transparency Anti-aliasing).. For use on transparent textures..



    http://www.bit-tech.net/hardware/gra...aa_explained/2
    Last edited by Sidicas; 08-16-2011 at 05:43 PM.

  8. #8
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    Will this have any applications outside of gaming?

    To be more precise, how will this affect my GL accelerated desktop? What if I decide to use Qt's OpenGL renderer?

    David

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    Quote Originally Posted by Sidicas View Post
    I think it was ATI's equivalent of nvidia's TrAA (transparency Anti-aliasing).. For use on transparent textures..

    http://www.bit-tech.net/hardware/gra...aa_explained/2
    Oh, I see. It's a tweak of MSAA, just like CSAA and whatnot each vendor has.

    That would be (mostly) in hw, MLAA runs in shaders.

    Will this have any applications outside of gaming?

    To be more precise, how will this affect my GL accelerated desktop? What if I decide to use Qt's OpenGL renderer?
    Any GL app should be usable with the filters. If you want compiz with MLAA it should work. Or qtwebkit cel-shaded, heh.

  10. #10

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    What about MLAA 1.6? It should already be released but the MLAA site still have 1.5. Maybe it's closed source?

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