[Docs] (README): Update status & improve descriptions.

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A desktop OpenGL implementation
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MobileGL is a *free (libre)* and *open-source* project that implements a desktop **OpenGL** API. The goal is to provide a complete OpenGL implementation with a state management layer and multiple backends.
MobileGL is a *free* and *open-source* project that implements a desktop **OpenGL** API. The goal is to provide a complete desktop OpenGL implementation with a state management layer and multi-backend support.
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## Project positioning
MobileGL is a ground-up implementation of a desktop OpenGL library. It aims to provide:
MobileGL is an implementation of a desktop OpenGL library. It aims to provide:
* Full OpenGL state management.
* A front-end that exposes OpenGL functions.
* Pluggable backends so the same front-end and state machine can run on different graphics backends.
* Multiple independent backend implementations, where each backend targets a specific graphics API and remains fully isolated from others.
This project is intended as an implementation/translation layer; it is not a driver nor a GPU firmware replacement currently.
This project is intended as an implementation/translation layer.
## Key components
The repository is organized into a small number of top-level modules:
The repository is organized into following top-level modules:
1. **MG_State** the OpenGL state machine and related state-management code.
2. **MG_Impl** the front-end OpenGL function implementations that mainly use `MG_State` and `MG_Backend`.
3. **MG_Backend** — backend implementations that perform actual rendering. Example backend: `Direct (OpenGL ES)` backend.
1. **MG_State** — OpenGL state tracking and state-management logic.
2. **MG_Impl** — front-end OpenGL API implementations that interact with `MG_State` and `MG_Backend`.
3. **MG_Backend**per-backend translation layer that maps front-end OpenGL semantics and state into concrete backend API calls (e.g. OpenGL ES, Vulkan).
4. **MG_Util** and other utility modules.
## Third-party components
MobileGL reuses several established open-source projects:
MobileGL reuses several open-source projects:
* **SPIRV-Cross** by **KhronosGroup** - [Apache License 2.0](https://github.com/KhronosGroup/SPIRV-Cross/blob/master/LICENSE): [github](https://github.com/KhronosGroup/SPIRV-Cross)
* **glslang** by **KhronosGroup** - [Various Licenses](https://github.com/KhronosGroup/glslang/blob/main/LICENSE.txt): [github](https://github.com/KhronosGroup/glslang)
@@ -47,8 +47,11 @@ Refer to each component's repository for exact license texts. Any bundled third-
## Compatibility & target
* **Short-term target:** Implement `OpenGL 3.3 (Core Profile)`.
* **Current development focus:** MG_State and MG_Impl for `OpenGL 3.3 (Core Profile)`, and a `Direct (Vulkan)` backend implementation. These components are incomplete.
* **Short-term target:** `OpenGL 3.3 (Core Profile)`.
* **Current development focus:**
* `MG_State` and `MG_Impl` for `OpenGL 3.3 (Core Profile)`
* `Direct (Vulkan)` backend
* `Direct (OpenGL ES)` backend
## Build Instructions
@@ -97,14 +100,13 @@ If you want to try the project right now, youll need to build it yourself:
**Notes:**
* The project requires C++23.
* `MG_Test` and `MG_Benchmark` can only be built with Clang, not GCC. To enforce Clang, use `-DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++`.
* `MG_Test` and `MG_Benchmark` can only be built with Clang, not GCC. To enforce Clang, add `-DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++` to your command.
* On Android, tests and benchmarks are always disabled.
## Notice
* MobileGL is **not** production-ready currently.
* Many features required by a full OpenGL 3.3 implementation are still missing or incomplete.
* Performance optimizatins are now almost missing.
* Some `OpenGL 3.3 (Core Profile)` features are still missing or under development.
## License