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

VkRunner: a Vulkan shader test tool (FOSDEM 2019)
VkRunner. A simple Vulkan shader script test utility (XDC 2018)
ARB_gl_spirv implementation in Mesa. Status update (XDC 2018)
Releasing and testing free opensource graphics drivers. The case of Mesa3D (XDC 2018)
ARB_gl_spirv: bringing SPIR-V to Mesa OpenGL (FOSDEM 2018)
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

Andrés Gómez 25/02/2019

Review of Igalia’s Graphics activities (2018)

This is the first report about Igalia’s activities around Computer Graphics, specifically 3D graphics and, in particular, the Mesa3D Graphics Library (Mesa), focusing on the year 2018. GL_ARB_gl_spirv and GL_ARB_spirv_extensions GL_ARB_gl_spirv is an...

Eleni Maria Stea 17/02/2019

i965: Improved support for the ETC/EAC formats on Intel Gen 7 and previous GPUs

This post is about a recent contribution I’ve done to the i965 mesa driver to improve the emulation of the ETC/EAC texture formats on the Intel Gen 7 and older GPUs, as part of my work for the Igalia‘s graphics team. Demo: The video mostly...

Samuel Iglesias 30/01/2019

VkRunner is integrated into VK-GL-CTS and piglit

One of the greatest features from piglit was the easy development of OpenGL tests based on GLSL shaders plus some simple commands through shader_runner command. I even wrote about it. However, Vulkan ecosystem was missing a tool like that but for...

Samuel Iglesias 29/01/2019

VkRunner is integrated into VK-GL-CTS and piglit

One of the greatest features from piglit was the easy development of OpenGL tests based on GLSL shaders plus some simple commands through shader_runner command. I even wrote about it. However, Vulkan ecosystem was missing a tool like that but for SPIR-V...

Eleni Maria Stea 27/01/2019

Hair simulation with a mass-spring system (punk is not dead!)

Hair rendering and simulation can be challenging, especially in real-time. There are many sophisticated algorithms for it (based on particle systems, hair mesh simulation, mass-spring systems and more) that can give very good results. But in this post, I...

Commits

vulkan: test cases for large local arrays

Equivalent to the GLSL tests added with the series "Test cases for large GLSL local arrays". Quoting from the cover-letter of that series: "Drivers typically need special handling for local array storage when arrays exceed a certain size, this...

Alejandro Piñeiro08/11/2018

docs: add sha256 checksums for 18.2.4

Signed-off-by: Juan A. Suarez Romero (cherry picked from commit 624e384ea86afea737f9d3b952a9c3edbecd3950)

Juan A. Suárez31/10/2018

docs: add release notes for 18.2.4

Signed-off-by: Juan A. Suarez Romero (cherry picked from commit 1cdef5e70ca1745b6cbc133c3bdb94cd6541ad4a)

Juan A. Suárez31/10/2018

glspirv: no need to force entrypoint name to "main"

Since commit "intel/compiler: Stop assuming the entrypoint is called "main"" there is no need to force the entrypoint name to be "main". Reviewed-by: Jason Ekstrand

Alejandro Piñeiro31/10/2018