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mirror of https://github.com/MobileGL-Dev/MobileGL synced 2026-09-09 04:38:30 +09:00
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2635fe84b67f98a0011aceccc779ae34029e48ff
MobileGL/MobileGL/MG_State
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Swung0x48 2635fe84b6 [Fix] (Tessellation): compare the default patch levels by bit pattern, so a NaN level stops re-linking the program on every draw
2026-08-27 03:18:13 -04:00
..
EGLState
[Refactor] (Lifecycle): own MobileGL's lifecycle from the EGL layer instead of ELF static ctor/dtor - the first EGL/WGL entry point lazily initializes via a thread-safe, re-init-capable EnsureInitialized (AutoInit is gone), the last eglTerminate with no initialized display and nothing current tears the whole library down deterministically inside the EGL lifecycle, and the global singletons move to leak-at-exit heap storage so process exit runs no backend destructors at all (AutoDestroy and the Windows DllMain abandon hook are gone); fixes the exit-time SIGABRT from undefined static-destruction order - the DirectGLES buffer-pool mutex abort on Android clean exits, and the pre-existing macOS QueryTest/ProgramTest 'Subprocess aborted' gtest failures now pass (ctest 411/411)
2026-07-26 10:59:14 -04:00
GLState
[Fix] (Tessellation): compare the default patch levels by bit pattern, so a NaN level stops re-linking the program on every draw
2026-08-27 03:18:13 -04:00
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