Iago Toral

Ourense (Spain)

Iago has been a member of Igalia since 2003 and became a partner of the company in 2006.

Latest Updates

Iago Toral 20/10/2016

OpenGL terrain renderer update: Bloom and Cascaded Shadow Maps

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 …...

Iago Toral 13/10/2016

OpenGL terrain renderer: rendering the terrain mesh

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 →

Iago Toral 05/10/2016

Source code for the OpenGL terrain renderer demo

I have been quite busy with various things in the last few weeks, but I have finally found some time to clean up and upload the code of the OpenGL terrain render demo to Github. Since this was intended as … Continue reading →

Iago Toral 29/08/2016

OpenGL terrain renderer

Lately I have been working on a simple terrain OpenGL renderer demo, mostly to have a playground where I could try some techniques like shadow mapping and water rendering in a scenario with a non trivial amount of geometry, and … Continue reading...

Iago Toral 13/07/2016

Story and status of ARB_gpu_shader_fp64 on Intel GPUs

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...


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glsl: report correct number of allowed vertex inputs and fragment outputs

Before we would always report 16 for both and we would only fail if either one exceeded 16. Now we fail if the maximum for each is exceeded, even if it is smaller than 16 and we report the correct maximum. Also, expand the size of to_assign[] to 32....

Iago Toral09/03/2016

shaders: add test for recursive variable indexing into arrays

v2: - Move to tests/spec/glsl-1.30 (Timothy) - Fix code style and rename some variables (Iago) Reviewed-by: Timothy Arceri

Iago Toral03/03/2016

glsl/opt_array_splitting: Fix indentation

Reviewed-by: Timothy Arceri

Iago Toral03/03/2016

glsl/opt_array_splitting: Fix crash when doing array indexing into other arrays

When we find indirect indexing into an array, the current implementation of the array spliiting optimization pass does not look further into the expression tree. However, if the variable expression involves variable indexing into other arrays, we can...

Iago Toral03/03/2016

glsl: Mark float constants as such

So we don't generate double to float conversion code Reviewed-by: Kenneth Graunke

Iago Toral19/02/2016