BZLZHH 08f98ad9ce [Feat] (MG_Impl): implement GLX 1.4 on the EGL layer so GLFW apps run on Linux
Desktop Linux GL apps (GLFW/LWJGL, glxgears, anything X11) create contexts
through GLX, and MobileGL only spoke EGL - the two exported glX symbols were
proc-address stubs that could resolve GL entry points but never produce a
context. GLXImpl is the missing sibling of WGLImpl/CGLImpl: the same
window-system-binding pattern, calling the internal MG_Impl::EGLImpl namespace
directly.

The surface covers exactly what GLFW 3.4 resolves via dlsym plus the legacy
visual API: FBConfig enumeration mirrors the two EGLState configs (stencil-8
first so stencil-wanting choosers land on it), glXGetVisualFromFBConfig answers
with the screen's default visual (falling back to any 24-bit TrueColor one),
and glXCreateContextAttribsARB maps the ARB attribs onto EGL context attribs
the way WGL's Ext_CreateContextAttribsARB does - profile mask only emitted for
3.2+ or an explicit profile request, since that bit is what keys MobileGL's
relaxed-semantics compatibility mode. Legacy glXCreateContext/CreateNewContext
hand out 3.3 compatibility contexts, matching wglCreateContext.

Drawables follow the WGL HWND model: the GLXWindow is the X window itself, the
EGL window surface is created lazily on first MakeCurrent and cached per XID,
and the GLX layer owns size discovery per the platform-layer contract - it
pushes changes through EGLImpl::ResizePlatformWindowSurface, polling
XGetGeometry on MakeCurrent and on swaps throttled to 250ms so a fast-swapping
app is not paying a server round trip per frame. libX11 is dlopen'd at runtime
like everywhere else in the tree; Xlib.h is already in every TU via the vulkan
include, so XVisualInfo gets an ABI mirror struct (Xutil.h needs the Bool and
Status macros that Includes.h deliberately pops) and the caller's XFree pairs
with our malloc.

glXGetProcAddress now resolves glX names from the export table before falling
through to the shared GL resolver, which previously returned nullptr for every
glX extension entry point - GLFW requires glXCreateContextAttribsARB and
glXSwapIntervalEXT to arrive that way.

Verified with a smoke test replaying GLFW's exact call sequence (dlsym-only
resolution, manual FBConfig filtering, 3.2 core forward-compatible context,
glXCreateWindow, 60 swapped frames, clean glGetError) on both backends against
the real NVIDIA driver, then with Minecraft 1.21.1, 1.21.4+Fabric+Sodium and
26.2-snapshot-6 reaching in-world rendering on both Espryt and Magma.
2026-08-05 23:08:29 -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_USE_ANGLE Load ANGLE EGL/GLES libraries. 0, 1 0
MOBILEGL_DISABLE_SUBGROUP Disable Vulkan shader subgroup support. 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_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
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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