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
There are several methods to create and display a terrain, in real-time. In this post, I will explain the approach I followed on the demo I’m writing for my work at Igalia. Some work is still in progress. The terrain had to meet the following...
Sometimes, when working with the mesa drivers, modifying or replacing a shader might be extremely useful for debugging. Mesa allows users to replace their shaders at runtime without having to change the original code by providing these environment...
In the previous post we talked about the Phong lighting model as a means to represent light in a scene. Once we have light, we can think about implementing shadows, which are the parts of the scene that are not … Continue reading →
As part of my work for Igalia I had to do some environment mapping. I was able to find plenty of high quality .hdr images online but I couldn’t find any (OSS) tool to convert them to cubemap images. Then, Nuclear ( John Tsiombikas) gave me the...
Just yesterday, Vulkan 1.0.54 was released. Among other things, it includes the specification for a new extension, VK_KHR_16bit_storage. And just yesterday, we sent to mesa-dev the implementation of this extension for Intel gen8+ GPUs, that is the outcome...
Signed-off-by: Juan A. Suarez RomeroJuan A. Suárez25/09/2017
Signed-off-by: Juan A. Suarez Romero (cherry picked from commit 60df95c6bd8c8cc0d440f3940bbbe936d490c67d)Juan A. Suárez25/09/2017
Signed-off-by: Juan A. Suarez Romero (cherry picked from commit 834d6c60db266c7d7dfd973729f20379dd3da287)Juan A. Suárez25/09/2017
Fixes: CC isl/isl_format_layout.lo In file included from ../../../../src/intel/isl/isl_storage_image.c:24:0: ../../../../src/intel/isl/isl_priv.h:170:29: fatal error: isl_genX_priv.h: No such file or directory compilation...Juan A. Suárez19/09/2017
Fixes: CCLD libvulkan_wsi.la ar: `u' modifier ignored since `D' is the default (see `U') ../../../../src/vulkan/util/vk_enum_to_str.c:26:45: fatal error: vulkan/vk_android_native_buffer.h: No such file or directory compilation...Juan A. Suárez19/09/2017