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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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@@ -39,6 +39,10 @@ namespace MobileGL {
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Bool IsDisplayInitialized(EGLDisplayHandle display) const;
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Bool InitializeDisplay(EGLDisplayHandle display, EGLint* major, EGLint* minor);
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Bool TerminateDisplay(EGLDisplayHandle display);
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// Whole-library idle checks used by EGLImpl::Terminate to decide
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// when the last eglTerminate may tear MobileGL down entirely.
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Bool HasAnyInitializedDisplay() const;
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Bool HasAnyCurrentContext() const;
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// Config
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Bool ChooseConfig(EGLDisplayHandle display, const EGLint* attribList, EGLConfigHandle* configs,
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@@ -262,6 +266,6 @@ namespace MobileGL {
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};
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} // namespace EGLState
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extern UniquePtr<EGLState::EGLContext> pEGLContext;
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extern UniquePtr<EGLState::EGLContext>& pEGLContext;
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} // namespace MG_State
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} // namespace MobileGL
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