BZLZHH 33e02f4bcf [Perf] (MG_Pipe, MG_Remote/Client): on the wire arm a texture upload stops owning a reply - the wait moves from every record to the SEG_STAGE window
- MGPipeSubDataWantsItsReply is the ONE place that decides whether a resource_subdata record waits
  for its answer (WireTables.cpp:370 and PipeRoute.h:328 both read it, and the comment beside it
  says that a second spelling is how the client comes to wait for an answer the emitter told the
  server not to bother with). The buffer half has answered "no" since P5e; the texture half now
  does too, ON THE WIRE ARM ONLY.
- THE ANSWER IS DERIVABLE THERE, which is the argument - not that nobody reads it:
  * The emission is already gated on the answer's content. A texture record is produced only where
    FamilyIsLive(kMGPipeSubsystemTextureResources, ...) holds, and under split that gate IS
    CapsMirrorInstance().ServerConsumes(bit 10) (PipeFill.cpp:1719-1740) - the same published fact
    the applier's own acceptance belt reads (PipeApply.cpp:1408-1419, NoP4aConsumer). So the one
    refusal this acceptance exists to carry, "no consumer" (ID-39 / D-D5 / ID-18 M3, which is why
    the texture half ever asked), cannot be the answer to a record this client emitted.
  * What remains is a bug class, and it is loud already: a record that names no texture, declares
    no texels or carries no bytes is an MGP_TRIP_WIRE_REPORT (PipeApply.cpp:1201-1218, :2245-2252),
    and a handle the applier does not hold is counted and named (ResolveResourceIn, :721-728) with
    the client's own tracker preventing it from arising (PipeFill.cpp:1045-1051).
  * Every answer the client can still get for free, it still gets: the emitter reads this route's
    Bool exactly as before, so a record the CLIENT cancelled (the device-lost latch, an exhausted
    stage) still answers "not accepted" and the level stays dirty and is retried - D-D5's safe
    direction, unchanged.
- THE WAIT MOVES TO THE STAGE. A run that does not fit SEG_STAGE reclaims retired bytes and parks
  on the stage doorbell (PipeWireCodec.cpp StageAllocate / ReclaimStagedBytes) - the one wait a
  run-ahead client owes, and it is proportional to the WINDOW rather than to the call count. On
  Minecraft 26.2's atlas frame that is the handoff's 55,428 reply waits at ~4.4 ms each: 96 MiB of
  uploads through a 32 MiB window.
- THE GATE IS THE NUMBER ITSELF. LinkMetricsReplyWaits is added so a case can read back the same
  `wait_replies` the per-frame P65LinkMetrics line prints - LinkMetrics.cpp:76-80 counts exactly
  the records that own a reply slot. TextureUploadsStopOwningAReplyOnTheWireArm asserts that a pure
  glTexSubImage2D crosses the wire and moves it by ZERO, while a resource_create row - kWaitReply,
  and it always was - still moves it, so the zero cannot be "nothing was counted". Red-once run:
  with the arm test removed the child exits 142.
- Monolith and every non-wire arm are untouched, and that is pinned twice: the existing
  RemoteRunAhead.OnlyTheTextureHalfOfResourceSubDataWantsItsReply still reads true with no arm
  installed, and the new test sits inside MOBILEGL_BUILD_DISAGGREGATED with the original expression
  as its fall-through, so a pull build preprocesses to the line it had (G1).
- Verification debt, stated rather than implied: the host gate is the COUNT, not a wall clock.
  In-process control sessions run lockstep (the caps peer publishes no kCapRunAheadApply), so the
  verb barrier still waits there; the end-to-end wall-clock win is the device measurement the
  handoff describes and it has not been taken yet.
2026-09-25 19:44:38 +08:00

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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