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
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...
Last post I talked about how to develop GLSL shader tests and how to add them to piglit. This is a nice way to develop simple tests but sometimes you need to do something more complex. For that case, piglit can run binary test programs. Introduction...
Added to OpenGL 4.3 section, tagged as 'in progress (elima)'. See https://bugs.freedesktop.org/show_bug.cgi?id=92687. Thanks to Thomas H.P. Andersen for remainding me about this. v1: - Update the already existing entry in section 4.3 instead...26/11/2015
Signed-off-by: Samuel Iglesias Gonsálvez Reviewed-by: Emil Velikov25/11/2015
brw_compile_gs() should return a pointer to unsigned, but it is returning the bool 'false' at some point, hence annoying us with a compiler warning: In function 'const unsigned int* brw::brw_compile_gs(const brw_compiler*, void*, void*, const...17/11/2015
The change proposed in the review leads to piglit regressions because is_move() is used in other places and relies on the checks for source modifiers to be there. Revert this until we agree on a better solution.Iago Toral13/11/2015
The maximum number of active variables for shader storage blocks should take into account the specific rules for shader storage blocks, i.e. for an active shader storage block member declared as an array, an entry will be generated only for the first...Samuel Iglesias27/10/2015