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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

How to test OpenGL drivers using Free Software (FOSDEM 2015)
WebKitGTK+ Wayland: WebKit2 and Accelerated Compositing
WebKitGTK+: WebGL & Accelerated Compositing
Epiphany on Wayland: WebGL and CSS3D
OpenGL drivers using Free Software at FOSDEM 2015
WebGL game in Epiphany with WebKit2
WebGL game in Epiphany with WebKit2

Updates

Carlos García Campos 23/03/2015

WebKitGTK+ 2.8.0

We are excited and proud of announcing WebKitGTK+ 2.8.0, your favorite web rendering engine, now faster, even more stable and with a bunch of new features and improvements. Gestures Touch support is one the most important features missing since WebKitGTK+...

Iago Toral 06/03/2015

An introduction to Mesa’s GLSL compiler (II)

Recap My previous post served as an initial look into Mesa’s GLSL compiler, where we discussed the Mesa IR, which is a core aspect of the compiler. In this post I’ll introduce another relevant aspect: IR lowering. IR lowering There are...

Samuel Iglesias 06/03/2015

My FOSDEM 2015 talk’s slides and video

As I said in a previous post, this year I attended FOSDEM to give talk about how to test our OpenGL drivers with Free Software. The slides are available online and the video recording has been recently released. Last but not least, I would like to...

Iago Toral 03/03/2015

An introduction to Mesa’s GLSL compiler (I)

Recap In my last post I explained that modern 3D pipelines are programmable and how this has impacted graphics drivers. In the following posts we will go deeper into this aspect by looking at different parts of Mesa’s GLSL compiler. Specifically,...

Samuel Iglesias 24/01/2015

FOSDEM 2015

Next week  I am traveling to Brussels to attend FOSDEM but this time as speaker! My talk will explain why we need to test our OpenGL drivers with OpenGL conformance test suites, list the unofficial Free software ones and give a brief introduction about...

Commits

i965: Fix out-of-bounds accesses into pull_constant_loc array

The piglit test glsl-fs-uniform-array-loop-unroll.shader_test was designed to do an out of bounds access into an uniform array to make sure that we handle that situation gracefully inside the driver, however, as Ken describes in bug 79202, Valgrind...

Iago Toral10/03/2015

mesa: Return INVALID_OPERATION when querying a never bound Query obj

Signed-off-by: Eduardo Lima Mitev Reviewed-by: Ian Romanick

Eduardo Lima24/02/2015

mesa: Add missing error checks to GetProgramInfoLog, GetShaderInfoLog and ...

Signed-off-by: Eduardo Lima Mitev Reviewed-by: Ian Romanick

Eduardo Lima24/02/2015

i965/blorp: round to nearest when converting float into integer

Signed-off-by: Samuel Iglesias Gonsalvez Reviewed-by: Matt Turner

Samuel Iglesias24/02/2015

i965: Fix non-AA wide line rendering with fractional line widths

Signed-off-by: Iago Toral Quiroga Reviewed-by: Kenneth Graunke

Iago Toral24/02/2015