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
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...
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...
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...
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...
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...
Signed-off-by: Juan A. Suarez RomeroJuan A. Suárez13/12/2018
Signed-off-by: Juan A. Suarez Romero (cherry picked from commit e90429cc6dc5b5ada4253fc0a8517645d86a4f6c)Juan A. Suárez13/12/2018
Signed-off-by: Juan A. Suarez Romero (cherry picked from commit 419ee20097597bed77e73fd283e6d15e8dcb89e9)Juan A. Suárez13/12/2018
It was using the same color for the base color, drawing color and expected color. As we are here, we also remove the debug names, as the test should work without names. Reviewed-by: Józef KuciaAlejandro Piñeiro06/12/2018
Signed-off-by: Juan A. Suarez RomeroJuan A. Suárez28/11/2018