swung0x48 1f8de61be1 [MG_Remote, MG_Pipe, MG_Impl, MG_State, MG_Backend, MG_Test, MG_IntegrationTest] (Disaggregated): P5d round 3 - the profile-directed cuts on both roles
- The round-2 report guessed the apply thread's ~48% mutex time was the backend
  pendingMutex; the symbolized call graph at 56a77348 says it is the idle poll in
  ServerLoop::ApplyThreadMain taking m_controlMutex twice per iteration
  (ControlIsPending in the ready lambda, PumpControlRequest), with DrainRing at
  29% of the thread. Every package below is cut from that graph, not from self%.
- T (transport): the control mailbox gets an atomic shadow bit m_controlPosted so
  the idle poll takes no lock (handshake, C2 critical section and the
  NOT_INITIALIZED answer unchanged); Doorbell::Wait spins on a once-calibrated
  iteration budget and reads no clock in steady state (the park phase alone
  computes deadlines); client/server wait and park counts ride the stats line
  as wait[srv= srvpark= cli= clipark=] and the wire ledger as cliwait=/clipark=.
- D (role guards): OnApplyThread() is inline - one relaxed atomic key against the
  caller's thread pointer (aarch64 __builtin_thread_pointer, else
  std::this_thread::get_id) - and m_applyThreadId, the function-static guard and
  the pthread_equal call are gone; the three scope depth counters stop being
  thread_local (their only reader is the apply-thread guard, so they count only
  when OnApplyThread() is true; a GL-thread scope no longer exempts the apply
  thread, pinned by a new case); the guard chains are ordered cheapest-first.
- B (persistent maps): the shadow allocator rounds the SIZE to a page multiple, so
  TrackWriteMap aligns OUTWARD when the shadow is page-granular - a sub-page map
  is one protected page, edges and their per-draw XXH3 disappear; the inward arm
  stays as the fallback. Review found a hole the edge hashes had hidden since
  round 1: a map that faulted but was not consumed by the walk that advanced the
  epoch was never pushed. The walk now drains every marked member before the
  binding walk, registration bumps the epoch so a fresh map ships once on the
  draw path, and a non-4 KB kernel page refuses the mprotect arm by name.
- C (client per verb): an image-unit high-water mark (push build only, fed by
  glBindImageTexture) replaces the 192-unit sweep per draw; the residual fill's
  7-term supplied conjunction is a memo keyed on its four inputs; the server's
  63-field stamp per verb is a constexpr per-class mask table.
- generate_mipmap no longer skips its wait under MOBILEGL_IPC_BATCH_WAITS: its sink
  is the backend GenerateMipmap, which reads MGB_CTX->GetActiveTextureUnit(), and
  a batched publish let the next validate move the serial under it -
  Fatal{UnmigratedPipeInput, "GetActiveTextureUnit@ReadPixels"} on the gate tree.
  The rule is written at the site: a record may skip its wait only if its apply
  reads nothing the residual fill writes. The texture-death scenario gets the
  framebuffer case's fence before it reads the object_death tally.
- Redmi 2f7cbe2e, FCL + Minecraft 26.3-rc-3, VD12, CPU pinned: inproc 64.3 fps
  (client 15.0 ms/frame, apply 12.4) -> 103-114 fps (client 8.7-9.2 ms/frame on a
  mid core, apply 7.0-7.4); monolith 115 (120 Hz vsync-capped runs) / 206 (one
  uncapped run, 5.0 ms/frame on the big core). Gates: unit 2203/2203,
  integration-split 111/111 (the two formerly flaky cases 6/6 on repeat),
  generators, include closure, dirty surface and doc citations green.
2026-09-18 04:28:25 -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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