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
About 2 weeks ago, I attended SIGGRAPH 2018. I am still very excited about the whole event, and I am very thankful that Igalia (the consultancy company I work for) and specifically the Graphics Team selected me to go, despite this being my first year at...
The Vulkan specification includes a number of optional features that drivers may or may not support, as described in chapter 30.1 Features. Application developers can query the driver for supported features via vkGetPhysicalDeviceFeatures() and then...
Last weekend I attended Ubucon Europe 2018 in the city center of Gijón, Spain, at the Antiguo Instituto. This 3-day conference was full of talks, sometimes 3 or even 4 at the same time! The covered topics went from Ubuntu LoCo teams to Industrial...
For some time now I have been working on a personal project to render the well known Sponza model provided by Crytek using Vulkan. Here is a picture of the current (still a work-in-progress) result: Sponza rendering This screenshot was … Continue...
Next Ubucon Europe is going to be in the beautiful city of Gijón, Spain, at the Antiguo Instituto from April 27th to 29th 2018. Ubucon is a conference for users and developers of Ubuntu, one of the most popular GNU/Linux distributions in the world. The...
Signed-off-by: Andres GomezAndrés Gómez07/09/2018
Signed-off-by: Andres Gomez (cherry picked from commit cb1ddf48e223231fc4e2cfdc92fbcdaec673929d)Andrés Gómez07/09/2018
Signed-off-by: Andres Gomez (cherry picked from commit 7378180e7aa652f3f95e4b953a552dcaf8fb8408)Andrés Gómez07/09/2018
At this moment that lowering is using info coming from the UniformStorage, so for the ARB_gl_spirv codepath, it needs to be done after calling gl_nir_link_uniforms. As for the GLSL codepath it can also be called later, we just move the call on both...Alejandro Piñeiro05/09/2018
To brw_nir_lower_gl_images, as it will be also used on the ARB_gl_spirv codepath, that doesn't involves GLSL at all. So the lowering is about images following the OpenGL semantics. In any case "brw_nir_lower_opengl_images" seemed too long to me, so I...Alejandro Piñeiro05/09/2018