Graphics Pipeline and Rendering Technologies
High framerates, smooth animations, and quality display are key to user interaction. Igalia has years of experience building and optimizing many different parts of the graphics stack.
Companies developing software for mobile, embedded or desktop environments often find the graphics and rendering software stack to be one of their greatest challenges. The most successful devices and software platforms have optimized, frictionless user experience, including fast rendering and fluid touch interfaces.
At Igalia we have been creating high performance user interfaces and middleware for the past decade. Along the way, we've built accelerated compositors, eliminated hardware bottlenecks, optimized rendering of web browsers, and perfected font display.
Open source work is a part of our company culture, so we are long time contributors to and integrators of toolkits and APIs like Mesa, OpenGL, GTK+, EFL, Qt, Clutter/Cogl and Wayland. Some of our work includes:
- Implementation of new standards such as WebGL and WebAudio, multimedia acceleration and GStreamer integration in WebKit
- Maintenance of GStreamer support in WebKit
- Accelerated large drop-shadows in web engines
- Building cross-process graphics architectures and compositors for projects like WebKit2
We can help you ensure that your users have a compelling experience powered by an optimized graphics software stack.
- HTML acceleration
- Graphical toolkits
- Graphical libraries
- Accelerated Rendering
- Accelerated Compositing
We did it again, the Igalia WebKit team is pleased to announce a new stable release of WebKitGTK+, with a bunch of bugs fixed, some new API bits and many other improvements. I’m going to talk here about some of the most important changes, but as...
Lately I have worked on ARB_shader_storage_buffer_object extension implementation on Mesa, along with Iago (who has already explained how we implement it). One of the features we implemented was adding support for buffer variables to the queries defined...
On my previous post I mentioned that I have been working on optimizing the shader instruction count for specific shaders guided by shader-db, and showed one specific example. In this post I will show another one, slightly more complex on the triaging and...
In my previous post I introduced ARB_shader_storage_buffer, an OpenGL 4.3 feature that is coming soon to Mesa and the Intel i965 driver. While that post focused on explaining the features introduced by the extension, in this post I’ll dive into some...
Last post and the one before were about how to create your own piglit tests. Previously, I have written an introduction to piglit and how to launch a tailored piglit run (more details about these last two topics in my FOSDEM 2015 talk). Now it’s...
A later patch will add lower_flrp64 option to NIR. Signed-off-by: Samuel Iglesias Gonsálvez Reviewed-by: Jason EkstrandSamuel Iglesias28/04/2016
The test was failing to build with "undefined reference to `roundf'" errors, so Make check on mesa was failing. Reviewed-by: Jason EkstrandAlejandro Piñeiro27/04/2016
nir_variable_mode is currently a bitflag enum, while nir_print::print_var_decl() assumes is still a numbered list. Reviewed-by: Jason EkstrandEduardo Lima15/04/2016
Reviewed-by: Kenneth GraunkeEduardo Lima12/04/2016
Needed because not all the built-in variables are marked as system values, so they still have the mode ir_var_auto. Right now it fixes raising the warning when gl_GlobalInvocationID and gl_LocalInvocationIndex are used. v2: use is_gl_identifier instead...Alejandro Piñeiro01/04/2016