02

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

Bringing GL_ARB_gpu_shader_fp64 to Intel GPUs (XDC 2016)
NIR on the Mesa i965 backend (FOSDEM 2016)
GPU driver development
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

Iago Toral 06/01/2017

GL_ARB_gpu_shader_fp64 / OpenGL 4.0 lands for Intel/Haswell. More gen7 support coming soon!

2017 starts with good news for Intel Haswell users: it has been a long time coming, but we have finally landed GL_ARB_gpu_shader_fp64 for this platform. Thanks to Matt Turner for reviewing the huge patch series! Maybe you are not particularly …...

Iago Toral 15/11/2016

OpenGL terrain renderer update: Motion Blur

As usual, it can be turned on and off at build-time and there is some configuration available as well to control how the effect works. Here are some screen-shots: Motion Blur Off Motion Blur Off Motion Blur On, intensity 12.5% … Continue reading...

Iago Toral 20/10/2016

OpenGL terrain renderer update: Bloom and Cascaded Shadow Maps

Bloom Filter The bloom filter makes bright objects glow and bleed through other objects positioned in between them and the camera. It is a common post-processing effect used all the time in video games and animated movies. The demo supports …...

Iago Toral 13/10/2016

OpenGL terrain renderer: rendering the terrain mesh

In this post I’ll discuss how I setup and render terrain mesh in the OpenGL terrain rendering demo. Most of the relevant code for this is in the ter-terrain.cpp file. Setting up a grid of vertices Unless you know how … Continue reading →

Eduardo Lima 06/10/2016

Example: Run an OpenGL (ES) compute shader on a DRM render-node

It has been a long time indeed since my last entry here. But I have actually been quite busy on a new adventure: graphics driver development. Two years ago I started contributing to Mesa, mostly to the Intel i965 backend, as a member of the Igalia...

Commits

tests/cache_test: allow crossing mount points

When using an overlayfs system (like a Docker container), rmrf_local() fails because part of the files to be removed are in different mount points (layouts). And thus cache-test fails. Letting crossing mount points is not a big problem, specially...

Juan A. Suárez28/03/2017

vulkan/wsi: include builddir for generated headers

wayland-drm-client-protocol.h is generated in builddir, so when builddir != srcdir the header is not found, and compilation of wsi_common_wayland.c will fail. Reviewed-by: Emil Velikov

Juan A. Suárez13/03/2017

anv/pipeline: set ThreadDispatchEnable conditionally

Set 3DSTATE_WM/ThreadDispatchEnable bit on/off based on the same conditions as used in the GL version. Signed-off-by: Juan A. Suarez Romero Reviewed-by: Kenneth Graunke

Juan A. Suárez03/02/2017

Test multiple inout parameters with arrays of arrays

v2: Include component 'w' in the check (Eduardo Lima) Reviewed-by: Eduardo Lima Mitev

Juan A. Suárez20/01/2017

Test multiple inout parameters with indirect array indexing

v2: Include component 'w' in the check (Eduardo Lima) Reviewed-by: Eduardo Lima Mitev

Juan A. Suárez20/01/2017