Alejandro Piñeiro

Working at Igalia since January 2006, with a previous experience in 2004 as a trainee student.
Vigo (Spain)
I like computer stuff since I was a child, at first due to videogames. I like to spend the weekend chilling with friends, playing foosball, tute (a card game), darts, and occasionally soccer, although recently I have been playing less and less soccer and, instead, started to play the bass guitar. I have come to the conclusion that I play the bass guitar the same way I play soccer and foosball: in a rash, imprecise, and rough way.
POSTS
v3dv status update 2020-09-07
So here a new update of the evolution of the Vulkan driver for the rpi4 (broadcom GPU).
Features
Since my last update we finished the support for two
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v3dv status update 2020-07-31
Iago talked recently about the work done testing and supporting well known applications, like the Vulkan port of the Quake1 through Quake3. Let’s go b
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v3dv status update 2020-07-01
About three weeks ago there was a big announcement about the update of the status of the Vulkan effort for the Raspberry Pi 4. Now the source code is
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v3dv: quick guide to build and run some demos
Just today it has published a status update of the Vulkan effort for the Raspberry Pi 4, including that we are moving the development of the driver to
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ARB_gl_spirv and ARB_spirv_extension support for i965 landed Mesa master
And something more visible thanks to that: now the Intel Mesa driver exposes OpenGL 4.6 support, the most recent version of OpenGL.
As perhaps you cou
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Bringing VK_KHR_16bit_storage to Intel GPUs
Just yesterday, Vulkan 1.0.54 was released. Among other things, it includes the specification for a new extension, VK_KHR_16bit_storage. And just yest
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One year of Mesa
Changes
During the last year and something, my work at Igalia was focused on the Intel i965 driver for Mesa, the open source OpenGL implementation. Ia
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Introducing Mesa intermediate representations on Intel drivers with a practical example
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
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Optimizing shader assembly instruction on Mesa using shader-db (II)
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 show
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