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
We, at Igalia, have been involved in enabling ARB_gpu_shader_fp64 extension to different Intel generations: first Broadwell and later, then Haswell. Now IvyBridge support is finished and landed Mesa’s master branch. This feature was the last one...
Since beginning last year, our team at Igalia has been involved in enabling ARB_gpu_shader_fp64 extension to different Intel generations: first Broadwell and later, then Haswell, now IvyBridge (still under review); so working on supporting Vulkan’s...
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 …...
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...
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 …...
From OpenGL 4.5 spec PDF, section '8.11. Texture Queries', page 236: "An INVALID_VALUE error is generated if texture is not the name of an existing texture object." Same wording applies to the compressed version. But turns out this is a spec bug,...Juan A. Suárez22/06/2017
In commit aec149c we test that glGetTextureSubImage() and glGetCompressedTextureSubImage() returns INVALID_VALUE when the texture is not the name of an existing texture object. Nevertheless, this is a bug in the OpenGL 4.5 spec itself, that has...Juan A. Suárez22/06/2017
LLVMAddEarlyCSEMemSSAPass() is defined in LLVM 4.0. Fixes: 257b538 ("radeonsi: do EarlyCSEMemSSA LLVM pass) Signed-off-by: Marek OlšákJuan A. Suárez08/06/2017
After: https://github.com/KhronosGroup/VK-GL-CTS/commit/af8c22a343ee2c230488f6de71b36dc3070b2024 OpenGL GL*-CTS case lists were renamed to KHR-GL*. We want to keep the existing profiles so we are able to keep running the caselists from previous CTS...Andrés Gómez07/06/2017
Signed-off-by: Juan A. Suarez RomeroJuan A. Suárez05/06/2017