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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

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

docs/envvars: sort INTEL_DEBUG envvar options by name

It helps to find the envvar option you are looking for. Signed-off-by: Samuel Iglesias Gonsálvez Reviewed-by: Iago Toral Quiroga

Samuel Iglesias20/04/2017

anv: remove needless VALGRIND_MAKE_MEM_DEFINED

This is already invoked in the following VG_NOACCESS_READ() call. Reviewed-by: Jason Ekstrand

Juan A. Suárez11/04/2017

docs: add sha256 checksums for 17.0.3

Signed-off-by: Andres Gomez (cherry picked from commit 71d2f05a9e831af04ea26dd8c975d285e0b964ec)

Andrés Gómez01/04/2017

docs: add release notes for 17.0.3

Signed-off-by: Andres Gomez (cherry picked from commit 7f34ecae7fddd3435346f0475557b34920763422)

Andrés Gómez01/04/2017