BZLZHH 42fd02d82f [Fix] (MG_Impl, MG_State): give the vertex buffer binding points a real state view
The binding-point half of ARB_vertex_attrib_binding was implemented, but nothing
outside it could see the result. glGetIntegerv answered GL_MAX_VERTEX_ATTRIB_BINDINGS,
GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET and GL_MAX_VERTEX_ATTRIB_STRIDE with a hardcoded
0 and a comment saying the entry points were stubs, which they no longer are. An
application that sizes its loops off those limits therefore saw none, and every
"bindingindex must be less than MAX_VERTEX_ATTRIB_BINDINGS" check silently accepted
everything because the limit it validated against was not the one it reported.

The indexed getters answer GL_VERTEX_BINDING_{BUFFER,DIVISOR,OFFSET,STRIDE} from the
bound vertex array now, and the non-indexed getter reports them as indexed-only rather
than returning a fabricated 0.

glVertexAttribPointer is defined in terms of the binding model: it also points the
attribute at its own binding point and gives that point the buffer, the pointer as the
offset and the effective (never zero) stride. MobileGL resolved the pointer form
straight into the flat attribute view and left the binding point untouched, so
GL_VERTEX_BINDING_OFFSET read back 0 for every attribute set up the classic way. The
flat view keeps the raw stride, because GL_VERTEX_ATTRIB_ARRAY_STRIDE reports that
argument verbatim, so the binding point is recorded alongside it rather than resolved
from it. glVertexAttribDivisor likewise now moves the binding point's divisor.

The by-name entry points reject vertex array 0. MobileGL keeps a real object at index 0
for the compatibility paths, so the name validation used to let the default vertex array
through a direct-state-access call that has no such thing.

glVertexAttribFormat and friends validated with the pointer-only subset, which reports
GL_BGRA as an out-of-range size instead of applying the BGRA rules, and never saw
relativeoffset at all. They share the full format validation now, which also grew the
GL_UNSIGNED_INT_10F_11F_11F_REV rules - that type has no DataType of its own, so it has
to be recognised before the conversion turns it into Unknown and reports the wrong error.

glVertexAttribLFormat and glVertexArrayAttribLFormat were stubs. They validate their
arguments now and then report that 64-bit vertex attributes are unsupported, which is
honest; silently accepting a format that can never be used is not.

Takes direct_state_access.vertex_arrays_* from 12 to 17 of 19 on both backends.
2026-08-05 02:16:32 +00:00

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 3.3 (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 3.3 (Core Profile).
  • Current development focus:
    • MG_State and MG_Impl for OpenGL 3.3 (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, youll 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 glslangs 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_USE_ANGLE Load ANGLE EGL/GLES libraries. 0, 1 0
MOBILEGL_DISABLE_SUBGROUP Disable Vulkan shader subgroup support. 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 164 3
MOBILEGL_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
VK_ICD_FILENAMES Select the Vulkan ICD used by the Vulkan loader. Path to an ICD JSON file Loader default

Notice

  • MobileGL is not production-ready currently.
  • Some OpenGL 3.3 (Core Profile) features are still missing or under development.

License

This project is distributed under GNU LGPL v3.0. See the LICENSE file in the repository for detailed information.

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