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
In case you haven’t heard yet, with the recently announced Mesa 12.0 release, Intel gen8+ GPUs expose OpenGL 4.3, which is quite a big leap from the previous OpenGL 3.3! Although this might surprise some, the truth is that even if the i965 driver...
Introduction The recent big news on the Igalia work on Mesa was that our effort getting the ARB_gpu_shader_fp64 and ARB_vertex_attrib_64bit extensions implemented for Intel Gen8+, allowed to expose OpenGL 4.2 for Gen8+. But I will let other igalians to...
We did it again, the Igalia WebKit team is pleased to announce a new stable release of WebKitGTK+, with a bunch of bugs fixed, some new API bits and many other improvements. I’m going to talk here about some of the most important changes, but as...
Lately I have worked on ARB_shader_storage_buffer_object extension implementation on Mesa, along with Iago (who has already explained how we implement it). One of the features we implemented was adding support for buffer variables to the queries defined...
On my previous post I mentioned that I have been working on optimizing the shader instruction count for specific shaders guided by shader-db, and showed one specific example. In this post I will show another one, slightly more complex on the triaging and...
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