swung0x48 15f5b54bbd [MG_IntegrationTest, CI] (P6/t6): integration-spawn, and the set identity made structural instead of maintained
Exit gates 9.2 and 9.3. Until now nothing ran the integration suite across a
process boundary at all - the spawn shape was proven only by the retrace lane,
which exercises one trace per case and no scenario assertions.

integration-spawn: 102 cases, 102 green.

THE SET IDENTITY IS THE POINT, AND IT IS NOT MAINTAINED BY HAND. 9.2 asks that
the spawn lane's case-name set equal the split lane's. Registering the spawn
arm as a second copy of each block would satisfy that today and drift the first
time somebody adds a scenario to one of them - and a spawn lane covering LESS
goes green while proving less, with nothing about a smaller green lane looking
wrong. The eleven split-environment blocks become eleven calls to one macro
that emits BOTH arms from one filter, so a case added to either is added to
both or to neither.

scripts/ci/spawn_lane_parity.py asserts it anyway, because a macro is one edit
from a hand-written block. It compares SETS rather than counts - a count can
agree while the membership does not - and carries exactly one sanctioned
asymmetry, named in the file: integration-split also labels the PUSH-MONOLITH
arm, whose scenario is monolith-only by construction. R-16: introduce a
split-only block and it reds naming the case and the macro to use.

THREE CASES SKIP UNDER SPAWN, BY NAME. CtWireScenario reads PipeApplier's
in-process tallies through ServerVerbs(); under spawn those live in the SERVER's
process and this one's copy is 0 forever, so the assertions were failing about
somebody else's memory. That is a harness limit, not a product defect - the
records themselves cross, which the retrace lane proves. They are SKIPPED and
not deregistered: a case dropped from the registration would make the two sets
differ silently, which is the drift the macro exists to prevent. What retires
the skip is cross-process telemetry, which is also what S8's SessionFaultCount
needs.

TWO REAL REGRESSIONS THE EXISTING GATES CAUGHT, both from this refactor:

  * the macro dropped the per-block TEST_LIST variables, which were what
    SplitLogPaths fed to give every entry a PRIVATE MOBILEGL_LOG_FILE_PATH.
    SplitLogPaths.PrivateAndDistinct went red naming the first orphan. The
    macro accumulates list NAMES now, so a block added later is covered without
    anyone remembering to extend a list - and the names have to be unique,
    because gtest_discover_tests' TEST_LIST is populated when CTEST runs, not
    at configure time, so one shared variable held only the last block's
    entries. That matters more on the spawn arm: there TWO PROCESSES append to
    the path, so a shared file interleaves two sessions rather than merely
    being ambiguous.

  * the configure_file that substitutes those names ran BEFORE the F1 and Ct
    blocks registered, so it captured neither. Same gate, naming
    F1WireScenario.ClearBufferfiPixels. It now runs last.

junit_tally gains --require-spawn-ran beside --require-split-ran: the prefix IS
the arm, and a shared flag would let one lane tally the other's entries and call
itself run. Verified to discriminate - the spawn junit reads 96/0/5 under its
own flag and 0/0/0 under the split flag, which correctly fails.

Two death tests follow the ADOPT_TIER message the census commit retagged with
Fatal{UnimplementedAdoptTier}; their regexes asserted the old wording.

Unit 2353 (one pre-existing environmental failure), integration-split 186/186,
integration-spawn 102/102, retrace 6/6, fatal census 0 unmarked, G1 0 symbols
and .text unchanged at 0xa52203.
2026-09-21 20:20:24 -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, you’ll 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 glslang’s 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 1–64 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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