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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

Eleni Maria Stea 18/08/2017

A terrain rendering approach (part 1)

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...

Eleni Maria Stea 03/08/2017

Debugging graphics code using replacement shaders (Linux, Mesa)

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...

Iago Toral 30/07/2017

Working with lights and shadows – Part II: The shadow map

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 →

Eleni Maria Stea 28/07/2017

Creating cube map images from HDR panoramas on GNU/Linux.

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...

Alejandro Piñeiro 14/07/2017

Bringing VK_KHR_16bit_storage to Intel GPUs

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...

Commits

docs: add sha256 checksums for 17.1.10

Signed-off-by: Juan A. Suarez Romero (cherry picked from commit 60df95c6bd8c8cc0d440f3940bbbe936d490c67d)

Juan A. Suárez25/09/2017

docs: add release notes for 17.1.10

Signed-off-by: Juan A. Suarez Romero (cherry picked from commit 834d6c60db266c7d7dfd973729f20379dd3da287)

Juan A. Suárez25/09/2017

intel: automake: add isl_genX_priv.h in the source list

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

vulkan: automake: add vk_android_native_buffer.h in the source list

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