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
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 …...
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 →
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...
Without this the i965 driver fails to load. Reviewed-by: Topi PohjolainenIago Toral05/07/2016
This patch adapts the test to the last change on mesa. Copying the rationale on that patch here: For the case (both src or dst) where we had a texobject, but the texobject target was not the same that the method target, this spec paragraph was...Alejandro Piñeiro01/07/2016
This allows to set data of u/byte, u/short and half types for attributes with the shader runner. For example: 0/byte/int attname1/ushort/uint attname3/half/float The syntax has been extended so the recommended way has replaced the old COUNT field in...Andrés Gómez01/07/2016
The linker deals with atomic counters in terms of uniforms but the data structure are called after the atomic counters. Renamed the data structures used in the linker for disambiguation. Reviewed-by: Timothy Arceri Signed-off-by: Andres GomezAndrés Gómez30/06/2016
Currently the linker uses the uniform count for the total number of atomic counters. However uniforms don't include the innermost array dimension in their count, but atomic counters are expected to include them. Although the spec doesn't directly state...Andrés Gómez30/06/2016