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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.

 

 

  • OpenGL
  • WebGL
  • Mesa
  • Wayland
  • Cairo
  • HTML acceleration
  • Harfbuzz
  • Graphical toolkits
  • Graphical libraries
  • Accelerated Rendering
  • Accelerated Compositing

Featured Media

WebKitGTK+ Wayland: WebKit2 and Accelerated Compositing
WebKitGTK+: WebGL & Accelerated Compositing
Epiphany on Wayland: WebGL and CSS3D
WebGL game in Epiphany with WebKit2
WebGL game in Epiphany with WebKit2

Updates

Iago Toral 15/09/2014

Setting up a development environment for Mesa

Recap In my previous post I provided an overview of the Mesa source tree and identified some of its main modules. Since we are on that subject I thought it would make sense to give a few tips on how to setup the development environment for Mesa too, so...

Iago Toral 08/09/2014

An eagle eye view into the Mesa source tree

Recap My last post introduced Mesa’s loader as the module that takes care of auto-selecting the right driver for our hardware. If the loader fails to find a suitable hardware driver it will fall back to a software driver, but we can also force this...

Iago Toral 04/09/2014

Driver loading and querying in Mesa

Recap In my previous post I explained that Mesa is a framework for OpenGL driver development. As such, it provides code that can be reused by multiple driver implementations. This code is, of course, hardware agnostic, but frees driver developers from...

Iago Toral 08/08/2014

Diving into Mesa

Recap In my last post I gave a quick introduction to the Linux graphics stack. There I explained how what we call a graphics driver in Linux is actually a combination of three different drivers: the user space X server DDX driver, which handles 2D...

Iago Toral 29/07/2014

A brief introduction to the Linux graphics stack

This post attempts to be a brief and simple introduction to the Linux graphics stack. I will focus on giving enough context to understand the role that Mesa and 3D drivers in general play in the stack and leave it to follow up posts to dive deeper into...

Commits

glsl: fix duplicated layout qualifier detection for GS

This patch fixes the duplicated layout qualifier detection for geometry shader's layout qualifiers.

Samuel Iglesias02/07/2014

i965: Implement GL_PRIMITIVES_GENERATED with non-zero streams.

So far we have been using CL_INVOCATION_COUNT to resolve this query but this is no good with streams, as only stream 0 reaches the clipping stage.

Iago Toral30/06/2014