Tier 2 replays the split-arm registrations - ~100 scenarios, the set Espryt's disaggregation work
has carried since P5 - and it measured green on Magma across all three transports. That is a real
result but it is NOT exit gate 1. The gate says the INTEGRATION BINARY is green under Magma split,
and the set that names is the one the monolith DirectVulkan. arm runs: the whole suite minus
MGL_ITEST_MONOLITH_MECHANISM_FILTER. 510 cases against tier 2's 102, and the readback matrices,
the same-texture copy shapes and the odd-offset uniform ranges are in it and nowhere else in the
disaggregated registry.
integration-magma-full-{split,spawn,tcp}, in no gating step, private log per entry through a list
of its own. THE RESULT: 453/0/57 on inproc, 453/0/57 on spawn, 454/1/57 on tcp - and not one of
the 1530 entries reaches any of the tree's fifteen @P7 named refusals. The single red is
IterationRPProgram203Scenario.FixedCompleteInputProducesFixedCompleteGoldenOutput on the TCP arm:
one texel of 262656, texel 0, which is the case's own exposure value
(IterationRPProgram203Scenario.cpp:371, actual half bits (0x357a, 0x4b65) against golden
(0x3a74, 0x4821)). Deterministic 5/5 on tcp; 5/5 GREEN on inproc, on spawn and on the monolith
control. spawn and tcp differ only in MOBILEGL_IPC_DATA, so the suspicion is the STREAM data path
and not "two processes"; the GLES tcp lane is green in the same run, so it is not the fixture.
Not fixed here - it is what the census is for.
TWO ENVIRONMENT DIFFERENCES FROM THE GATED TIERS, both measured rather than assumed:
* NO MGITEST_SPLIT_LANE=1. That marker arms ScenarioFixture's destructor assertion - a case in
an armed split lane must have moved the client encoder's record ordinal - which is right for
a curated lane and wrong for a whole-binary census. With it set, the first run produced 13
reds, all `EmitSeq was 20 at SetUp and is 20 now`: AdvertisedLimitsScenario (8),
SpirvShaderBinaryScenario (4) and ProgramPipelineScenario.AReservedName - a limits query is
answered from the client's CapsMirror and a shader-binary error surface never reaches a verb.
Those 13 would red on a DirectGLES census too. What it gives up is stated in the comment: this
tier does not prove its records crossed, and the tcp topology proof is inert in it.
* DualBlockScenario.* filtered out. Its green REQUIRES MOBILEGL_IPC_ROLE_SPLIT_STATE=1 and a
census must not set that knob; without it the case is red by name, which is its documented
negative-control behaviour. The monolith arm skips it for the same class of reason.
CtWireScenario gets MOBILEGL_TEST_SERVER_COUNTERS=1 in this tier - a switch that makes a counter
readable, not an oracle that asserts - because without it the spawn arm's ApplierReset case reds
on "server control-record telemetry missing", which says nothing about Magma. The strict-arming,
pmap and persistent-map-arm markers stay out.
The inproc-only exclusion in spawn_lane_parity.py is now PER TIER: in the gated tier the two
scenarios are registered on the inproc arm alone, in the census they are on every arm and simply
skip, so excluding them there would manufacture a spurious "extra".
Measured after the change: every pre-existing lane unchanged and green (magma-split 73,
spawn 52, tcp 54, all-* 102/102/104, GLES 186/102/104, buffers 19, runahead 14, caches 7), the
dual-block census 257 green / 2 skipped / 0 red with an empty ratchet, both new CI steps green,
parity RC=0 across all three tiers, G14 4155 -> 6095 with removed=0.
The note now carries the grouped red list, the 57 named skips by reason, the four pieces of
evidence that the tcp red is a defect and not plumbing, and six findings - the first being that
wave 2's clusters cannot be scheduled from this lane's red list, because on lavapipe there is
essentially none.
MobileGL
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:
- MG_State — state tracking and management logic for Graphics APIs.
- MG_Impl — front-end implementations of Graphics APIs that interact with
MG_StateandMG_Backend. - 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).
- MG_Util and other utility modules.
Third-party components
MobileGL reuses several open-source projects:
- SPIRV-Cross by KhronosGroup - Apache License 2.0: github
- glslang by KhronosGroup - Various Licenses: github
- DiligentCore by Diligent Graphics - Apache License 2.0: github
- flat_hash_map by Malte Skarupke - Boost Software License 1.0: github
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_StateandMG_ImplforOpenGL 4.2 (Core Profile)Direct (Vulkan)backendDirect (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:
-
Clone the repository:
git clone https://github.com/MobileGL-Dev/MobileGL.git -
Initialize and update all submodules recursively:
git submodule update --init --recursive -
Follow glslang’s own documentation for its required initiation.
-
Configure and build the project with CMake:
cmake -B build cmake --build buildor do it in a modern way:
cmake -S . -B build -G Ninja -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ cmake --build buildAlternatively, 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_TestandMG_Benchmarkcan 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.