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 04/12/2018

VK_KHR_shader_float16_int8 on Anvil

The last time I talked about my driver work was to announce the implementation of the shaderInt16 feature for the Anvil Vulkan driver back in May, and since then I have been working on VK_KHR_shader_float16_int8, a new Vulkan extension recently …...

Iago Toral 07/05/2018

Intel Mesa Vulkan driver now supports shaderInt16

The Vulkan specification includes a number of optional features that drivers may or may not support, as described in chapter 30.1 Features. Application developers can query the driver for supported features via vkGetPhysicalDeviceFeatures() and then...

Iago Toral 17/04/2018

Frame analysis of a rendering of the Sponza model

For some time now I have been working on a personal project to render the well known Sponza model provided by Crytek using Vulkan. Here is a picture of the current (still a work-in-progress) result: Sponza rendering This screenshot was … Continue...

Iago Toral 20/03/2018

Improving shader performance with Vulkan’s specialization constants

For some time now I have been working on and off on a personal project with no other purpose than toying a bit with Vulkan and some rendering and shading techniques. Although I’ll probably write about that at some point, … Continue reading...

Iago Toral 12/03/2018

Intel Mesa driver for Linux is now Vulkan 1.1 conformant

It was only a few weeks ago when I posted that the Intel Mesa driver had successfully passed the Khronos OpenGL 4.6 conformance on day one, and now I am very proud that we can announce the same for the … Continue reading →


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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