swung0x48 01179c54d2 [Fix] (Magma): make the legacy-memo lever a startup gate for Magma's own bit, bound the {slot, gen} mint, and keep the all-pull arm free of push-only cost
- MOBILEGL_PIPE_LEGACY_MEMOS=0 no longer aborts a draw. D14 spends that lever at
  STARTUP and only on a Track-H subsystem, so MagmaPipeValidateSubsystemConfiguration
  runs once from VulkanRenderer::Initialize and checks bit 6 alone: an Espryt-side
  bitmask cannot kill a Magma run, and bit 0 - which is not Track H and not a memo
  re-key - is out of the lever's scope entirely. MOBILEGL_PIPE_PUSH=0x60 with the
  lever off went from 9/9 aborted to 432/432.
- A pipeline memo with no render-state CSO bound falls back instead of aborting.
  delete_render_state clears the binding, so the null handle is reachable on any
  tree; the fallback is the pre-handle state hash where one is compiled, and the
  client's own MGPipeComputePipelineSubsetHash over the same 396 pipeline bytes
  where it is not - which is what makes -DMOBILEGL_PIPE_LEGACY_MEMOS=OFF a runnable
  configuration (180/432 aborted before, 432/432 now) instead of a build that dies
  on its first draw. The fallback warns once, so a run that never keys on a CSO
  handle says so in its log instead of passing silently.
- The handles are minted by a fixed-capacity, self-recycling identity table in the
  backend, not by MG_Impl's client allocator. Nothing in P2 frees a VertexElementsCso
  or Buffer slot - the frontend has no death notification Magma can hook - so the
  allocator's live Allocate and dead Free grew one SlotState plus one hash-map node
  per object ever created, for the life of the process. The table is 2-way
  set-associative with an LRU victim and a Gen bump on reuse: bounded (32 KB for
  VAOs, 128 KB for buffers), exactly as ABA-proof, and it takes MG_Backend's only
  include of MG_Impl back out.
- Both per-slot memo tables are now a BIJECTION with that mint rather than a masked
  direct map, so two live VAOs cannot share an entry and the eviction decision lives
  once, in the identity table, instead of once per consumer table. The density claim
  the masked tables rested on was false while slots grew monotonically, and the
  masked form had also dropped the second candidate and the frame-serial victim
  choice the address-hashed table used to have.
- snap.vaoHandle is stamped only when bit 6 is on. It was guarded by the compile
  switch alone, so MOBILEGL_PIPE_PUSH=0 - the all-pull control D14 defines as
  reproducing P1 exactly, and the arm D.4.3's T2 is measured on - paid a mint per
  new VAO and a compare per draw for a field that arm never reads.
- Every re-keyed Track-H site now asks the same MagmaPipeTrackHArmIsHandles helper,
  including VertexInputStateFactory::ComputeHash, which decided for itself before
  and could key on the pre-handle identity while its neighbours keyed on the handle.
- The pull build's two pipeline-memo sites keep the base ref's text statement for
  statement: G1 is back to the contract's four resized symbols, 0 added/removed.
2026-09-07 23:18:09 -04:00

MobileGL

C++ GNU LGPL 3.0 Development

A desktop OpenGL implementation

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.

Note

Status: In development. Parts of the codebase are incomplete. Current short-term target: OpenGL 4.2 (Core Profile).

Project positioning

MobileGL is an implementation of a desktop OpenGL library. It aims to provide:

  • Full OpenGL state management.
  • A front-end that exposes OpenGL functions.
  • 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.

Key components

The repository is organized into following top-level modules:

  1. MG_State — state tracking and management logic for Graphics APIs.
  2. MG_Impl — front-end implementations of Graphics APIs that interact with MG_State and MG_Backend.
  3. MG_Backend — per-backend translation layer that maps front-end Graphics APIs' 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 open-source projects:

Refer to each component's repository for exact license texts. Any bundled third-party code in this repository is included under the upstream project's license.

Compatibility & target

  • Short-term target: OpenGL 4.2 (Core Profile).
  • Current development focus:
    • Performance improvement
    • MG_State and MG_Impl for OpenGL 4.2 (Core Profile)
    • Direct (Vulkan) backend
    • Direct (OpenGL ES) backend

Build Instructions

We currently provide no releases and no precompiled binaries.
If you want to try the project right now, youll need to build it yourself:

  1. Clone the repository:

    git clone https://github.com/MobileGL-Dev/MobileGL.git
    
  2. Initialize and update all submodules recursively:

    git submodule update --init --recursive
    
  3. Follow glslangs own documentation for its required initiation.

  4. Configure and build the project with CMake:

    cmake -B build
    cmake --build build
    

    or do it in a modern way:

    cmake -S . -B build -G Ninja -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++
    cmake --build build
    

    Alternatively, you can use platform-specific build commands as needed.

Build For macOS

On macOS, MobileGL can be built as a dylib that exposes the normal OpenGL/CGL/NSOpenGL entry points and routes them to the DirectVulkan backend. This is useful for running applications such as Minecraft through their stock GLFW/LWJGL OpenGL path while MobileGL is injected before context creation.

Prerequisites:

  • macOS with Clang and Ninja.
  • Vulkan loader and MoltenVK installed. With Homebrew, the MoltenVK ICD is commonly located at /opt/homebrew/etc/vulkan/icd.d/MoltenVK_icd.json.

Configure and build:

cmake -S . -B build-macos-magma \
  -G Ninja \
  -DCMAKE_BUILD_TYPE=Release \
  -DMOBILEGL_BACKEND_TYPE=DirectVulkan \
  -DMOBILEGL_BUILD_TEST=OFF \
  -DMOBILEGL_BUILD_BENCHMARK=OFF

cmake --build build-macos-magma --target MobileGL -j8

The dylib will be generated at:

build-macos-magma/libMobileGL.dylib

To run Minecraft by MobileGL from a launcher like PrismLauncher, keep the stock LWJGL/GLFW natives and add a wrapper command to the instance settings:

env DYLD_INSERT_LIBRARIES=/absolute/path/to/MobileGL/build-macos-magma/libMobileGL.dylib MOBILEGL_BACKEND_TYPE=DirectVulkan VK_ICD_FILENAMES=/opt/homebrew/etc/vulkan/icd.d/MoltenVK_icd.json

Also make sure the JVM arguments include:

-XstartOnFirstThread

DYLD_INSERT_LIBRARIES must be active before GLFW creates its OpenGL context. After startup, the Minecraft F3 screen should report MobileGL and the Direct (Vulkan) backend if the injection worked.

Build Options

Option Description Default
MOBILEGL_BUILD_TEST Build MobileGL tests (requires Clang) ON
MOBILEGL_BUILD_BENCHMARK Build MobileGL benchmarks (requires Clang) ON
MOBILEGL_FORCE_RELEASE_OPT Enable O3 and LTO in Debug build ON
MOBILEGL_ENABLE_TRACY Enable Tracy profiler for performance analysis OFF

Notes:

  • The project requires C++23.
  • 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.

Environment Variables

MobileGL supports runtime configuration via environment variables.

Supported Keys

Variable Description Allowed Values Default
MOBILEGL_BACKEND_TYPE Select active backend implementation at startup. DirectGLES, DirectVulkan DirectGLES
MOBILEGL_DISABLE_TIMERQUERY Disable GPU timer-query exposure and use. 0, 1 0
MOBILEGL_ESPRYT_USE_ANGLE Load ANGLE EGL/GLES libraries. 0, 1 0
MOBILEGL_MAGMA_DISABLE_SUBGROUP Disable Vulkan shader subgroup support. 0, 1 0
MOBILEGL_ADVERTISE_FP64 Advertise GL_ARB_gpu_shader_fp64. GLSL double/dvec/dmat compile and run either way - they are narrowed to 32 bits - so this only changes whether an application is told it has 64-bit precision, which it does not. 0, 1 0
MOBILEGL_MAGMA_R11G11B10F_FALLBACK Use Magma's R11G11B10F format fallback. 0, 1 0
MOBILEGL_MAGMA_FRAMESINFLIGHT Set Magma frames in flight. Integer 164 3
MOBILEGL_ESPRYT_AVOID_SAMPLER_MIPMAP_MIN_FILTER Avoid sampler mipmap minification filters. 0, 1 0
MOBILEGL_COHERENT_AS_FLUSH Treat persistent GL_MAP_FLUSH_EXPLICIT_BIT maps as coherent (app-compat for engines like Flywheel that never flush them). 0, 1 0
MOBILEGL_ESPRYT_FORCE_DS_READBACK_EMULATION Always emulate depth/stencil glReadPixels/glGetTexImage by shader sampling on Espryt, instead of using the driver's own depth/stencil readback where it has one. 0, 1 0
VK_ICD_FILENAMES Select the Vulkan ICD used by the Vulkan loader. Path to an ICD JSON file Loader default

License

This project is distributed under GNU LGPL v3.0. See the LICENSE file in the repository for detailed information.

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