swung0x48 1c36987e84 [MG_Backend, MG_Pipe, MG_Impl] (P7): D-K2's dependency rule has one statement, and every reader reads it
P3b/P4b wave 2-D package D3, slice 2 - D2's two loose ends, now in-partition because D1 has
landed on feat/disaggregated and MG_Backend/DirectGLES/ is free.

THE STALE PROSE, in the header of the file that implements the refusal.
MG_Backend/DirectGLES/Managers.h's resolver block said "THREE OF THEM CARRY A DEPENDENCY"
(there are six rows; bits 8 and 13 were the two it did not know about) and listed
"10 without 11" among the mirror pairs that are FINE - when 10-without-11 is precisely D-K2's
fourth row (ID-14/ID-15), refused twenty lines below by ResolveTextureResourceSubsystemArm and
withheld by the client. MGPipe.h lost the identical pair of defects with R-5; this copy was
left behind because the file belonged to a package in flight. It does not restate the rows
again: the file that states them is the file the code reads.

BOTH READERS NOW READ MG_Pipe/SubsystemDeps.def. More than the two one-line changes D2
estimated, because the rule had six statements and the estimate counted two:

  PipeFill.cpp P4aFamilyDependencyBits   its own four-row kMGPipeP4aFamilyDependencies[]
                                         -> MGPipeSubsystemRequires(); table deleted
  PipeFill.cpp P5eFamilyIsLive           hand-coded (pushMask & bit 7) == 0
                                         -> MGPipeSubsystemDependenciesAreSet(bit 13, mask)
  Managers.cpp PipeSubsystemDependencyMissing   took a literal dependency BIT per call site
                                         -> takes the FAMILY and asks the table
  Managers.cpp the four resolvers        five calls, five hand-written sentences
                                         -> four calls, one per family, naming only the family
  Managers.cpp ResolveVertexInputSubsystemArm    hand-rolled bitSet && !resourcesBitSet
                                         -> the table
  DirectGLES.cpp ResolveBufferBindingSubsystemArm  the same hand-rolled pair -> the table

MGPipe.h gains one accessor, MGPipeSubsystemDependencyWhy(), so a reader that refuses prints
the ROW'S OWN sentence instead of a copy of it. The .def has carried a Why column since R-5
and nothing read it; its "WHO READS IT" section is rewritten because "THEY ARE NOT SWITCHED
OVER IN THIS COMMIT" is no longer true of anything.

THE CLIENT'S ARGUMENT IS MASKED TO kMGPipeP4aFamilySubsystems, and that mask is the whole
difference between a rewrite and a behaviour change. The .def carries SIX rows; the table
deleted from PipeFill.cpp carried FOUR, and that predicate is wants()'s fourth conjunct for
P4a's families only. Reading all six unmasked makes the CLIENT withhold bit 8's vertex-input
emissions at a mask with bit 7 clear, which is P3a's own rule and not this gate's - caught,
not reasoned about, by TextureEmitTest's
EveryDKTwoDependencyRowGatesItsOwnFamilyAndTheMirrorPairsStayLive going red on exactly that
assertion ("bit 8 alone, with bit 7 clear: P3a's own rule, which this table must not touch").
Bit 13 is not narrowed there either; it asks the table for itself in P5eFamilyIsLive, because
bit 13's conjunct is bit 13's own. The ROWS come from one place; WHO each gate speaks for is
still each gate's.

ONE BEHAVIOUR IMPROVEMENT FALLS OUT rather than being designed in: the texture family is the
only row with two required bits and used to be two guarded calls, so a mask missing bit 11 but
carrying bit 7 was reported with the bit-7 sentence. One call now computes required & ~mask
from the row, so the refusal names whichever bit is actually missing.

WHAT THIS COSTS, said out loud. SubsystemDepsTest used to compare two COPIES of the rule; it
now compares two READERS of one table and cannot catch a typo in a row. It is kept and the
.def says why: both sides still fold in reasons of their own - the server's own family bit and
D-C3's wire-caps refusal, the client's consumer and wired conjuncts - and those can still
disagree at a mask. The compile-time half of D2's red-once (drop the fourth row from the .def
-> MGPipe.h:225/:230 fail) is untouched and is now the load-bearing one.

SubsystemDepsTest 5/5, TextureEmit's D-K2 case green, unit lane 2418/2418.
G1: .text 0xa52203, nm --defined-only 30570 symbols, 0 added / 0 removed, -D 0/0. Every line
is inside #if MOBILEGL_PIPE_PUSH or #if MOBILEGL_BUILD_DISAGGREGATED, and MGPipe.h's new
accessor is inline constexpr and unreferenced in the pull build.
2026-09-22 18:10:56 -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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