swung0x48 2d03565f87 [MG_Impl, MG_Remote, MG_Test] (Disaggregated): P5e ra2 - a barriered fill must be quiescent, not merely about to park
- ID-132's finding, diagnosed: with the flip thrown the 70 red lane entries are ONE race
  and two debts. The race is the client's residual fill writing gPipeInputs while the apply
  thread is inside an earlier UNBARRIERED record. Measured interleaving, verbatim:
  `[MobileGLIntegra/ERROR] RA2-PROBE fill verb=DrawElements wireop=81 waitclass=-1
  applierInside=1` then `[mgl-srv-apply/ERROR] RA2-PROBE unfresh field=IsCapabilityEnabled
  verb=DrawElements serverStamped=0 ownership=RECORD-SUPPLIED` then
  `[mgl-srv-apply/FATAL] MGPipe: Fatal{UnmigratedPipeInput, "IsCapabilityEnabled@DrawElements"}`.
  The GL thread's MGPipeServerClearVerbBoundary withdrew the applier's own stamp mid-record.
- The marker's verb is the CLIENT's verb, which is what identifies the writer without a
  probe at all: the applier can only ever put a verb of MGP_VERB_OP_LIST into the block, and
  40 of the 54 unbracketed aborts named a verb that is not in it.
- A/B control on the same binary and the same records: MOBILEGL_IPC_RUN_AHEAD=0 is 8/8 green
  where the default arm is 2/6 red, so the defect is in the wait rule and not in a record.
- RefusePipeInputsTouchWhileApplierOwnsIt could not fire on any of it: its run-ahead arm read
  `if (isBarrieredFill) return;`, and that sentence is a claim about the FUTURE ("this thread
  is about to park behind the record"). The order at the validate point is fill, then emit,
  then park. So the arm now tests the fact - `isBarrieredFill && !ApplyThreadIsInsideApplier()`
  - and the fill sites MAKE it true first with §2.5's forced wait (QuiesceApplierBeforeFill).
- TWICE PER VERB, because the block is written in two phases that straddle publication: the
  serial bump / stamp withdrawal / verb rename run before the fourteen emitters and the
  63-field walk of step 4 runs after them, and the records those emitters published are
  records whose apply reads the block.
- ClientVerbIsBarriered: MGP_VERB_OP_LIST joins the whole draw family through one row
  (DrawVbo -> DrawArrays), so inverting it verb-first answered kOpCount for DrawElements and
  eighteen other draw verbs, and the "unknown verb answers barriered" default filled for each
  while the record it published was a kWaitNone draw_vbo it never parked behind. The family's
  row is applied to the family; every other unknown verb keeps the conservative answer, which
  the wait above now makes honest. Measured alone it is worth 112 -> 133 isplit; with the wait
  in place the lane is 161 either way, so this half is the PERFORMANCE half - without it every
  indexed draw takes a forced drain and run-ahead is lockstep by another name on the draw path.
- Red-once A: put the guard's arm back to `if (isBarrieredFill) return;` and
  RemoteGuards.ClientBarrieredFillWhileTheApplierIsInsideUnderRunAheadIsFatalByName exits 0
  instead of aborting (`Value of: DiedOfAbort(child) Actual: false`), while its green control
  keeps passing. Red-once B: delete the kDraw fallback and
  RemoteRunAhead.AnIndexedDrawVerbIsUnbarrieredAndTouchesPipeInputsNotAtAll dies of signal 6
  with `Fatal{RoleViolation, "gPipeInputs"} - the GL thread touched gPipeInputs
  (MGPipeValidateForVerb) on a RUN-AHEAD session in a barriered fill that did not first wait
  for the applier to catch up`.
- Both new cases run in the ordinary unit lane with run-ahead armed by the fixture, which is
  what ID-132(1) asks for: the strict lane runs under lockstep and cannot see this class.
- Gate on the flipped head: unit 2256/2256, isplit 161/181 (was 112), gpu 1339/1359 (was 1290),
  gens rc=0, flavours rc=0. The remaining 20 are two named debts, not this race: 18 are
  `GetBufferBindingSlot@DrawArrays [UNBARRIERED]` on the two indirect multi-draw tiers, whose
  retiring phase is P8, and 2 are ID-82's own refusal of client vertex arrays.
- The arm is stated and not inferred (ID-81): WaitForApplyToCatchUp's first test is
  `m_runAheadArmed && m_started`, which reduces to Transport != Monolith. Under lockstep,
  under monolith and under MOBILEGL_IPC_RUN_AHEAD=0 every line added here is a call that
  returns, so those arms are unchanged.
2026-09-18 13:38:40 -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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