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
Last post I gave an introduction to piglit, an open-source test suite for OpenGL implementations. On that post, I explained how to compile the source code, how to run full piglit test suite and how to analyze the results. However, you can tailor a...
OpenGL is an API for rendering 2D and 3D vector graphics now managed by the non-profit technology consortium Khronos Group. This is a multi-platform API found in different form factor devices (from desktop computer to embedded devices) and...
Recap In the previous post I discussed the Mesa development environment and gave a few tips for newcomers, but before we start hacking on the code we should have a look at how modern GPUs look like, since that has a definite impact on the design and...
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...
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...
This patch fixes the duplicated layout qualifier detection for geometry shader's layout qualifiers.Samuel Iglesias02/07/2014
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