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https://github.com/MobileGL-Dev/MobileGL
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[Refactor] (Lifecycle): own MobileGL's lifecycle from the EGL layer instead of ELF static ctor/dtor - the first EGL/WGL entry point lazily initializes via a thread-safe, re-init-capable EnsureInitialized (AutoInit is gone), the last eglTerminate with no initialized display and nothing current tears the whole library down deterministically inside the EGL lifecycle, and the global singletons move to leak-at-exit heap storage so process exit runs no backend destructors at all (AutoDestroy and the Windows DllMain abandon hook are gone); fixes the exit-time SIGABRT from undefined static-destruction order - the DirectGLES buffer-pool mutex abort on Android clean exits, and the pre-existing macOS QueryTest/ProgramTest 'Subprocess aborted' gtest failures now pass (ctest 411/411)
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@@ -14,7 +14,13 @@ namespace MobileGL {
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} // namespace MG_Config
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namespace MG_Backend {
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UniquePtr<BackendObject> pActiveBackendObject;
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// Leak-at-exit storage: the UniquePtr itself lives on the heap and is
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// never destroyed by the runtime, so process exit runs no backend
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// destructors (static destruction order across TUs is undefined).
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// Deterministic teardown happens inside the EGL lifecycle instead:
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// the last eglTerminate calls MobileGL::Destroy(), which .reset()s
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// these singletons while the process is still healthy.
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UniquePtr<BackendObject>& pActiveBackendObject = *new UniquePtr<BackendObject>();
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GlobalBackendFunctionsTable gBackendFunctionsTable;
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} // namespace MG_Backend
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} // namespace MobileGL
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