swung0x48 55d2af9bd1 [Fix, Test] (Magma, MG_IntegrationTest): make the handle-ABA negative control construct its own collision and defeat the {slot, gen} generation
- MOBILEGL_PIPE_HANDLE_ABA_CONTROL asserted the corruption and saw correct pixels, so
  DirectVulkan.HandleRecycle.AbaControl.*AVertexArray* was RED in an always-on
  integration-gpu lane while every guard it was supposed to be defeating stood. Two
  measured reasons, neither of them the {slot, gen} re-key: (1) D18 spelled the control as
  "hash the raw BufferObject* instead of its lifetime id, and skip the vaoLifetimeId
  compare", which only collides if the allocator hands the freed block back - it does not.
  glGen* recycles the NAME, but a VertexArrayObject is 3920 bytes, past glibc's tcache, so
  its chunk goes to the unsorted bin and is split by the next allocation the replacement
  path makes; four create/delete cycles in one run gave four addresses ~1 MiB apart, and
  the BufferObject behaves the same. (2) The reproducer put a frame boundary between the
  arming draw and the recycled draw, and the only memo that carries a GPU slice rather
  than a layout - ResolvedVertexBindings - declines across frames by design, so no key
  collision whatsoever could have shown up in pixels.
- The control no longer asks the allocator for the collision: on both arms it replaces the
  object identity in DirectVulkan's vertex-input keys with a constant, which is the
  strongest form of "the block came back" and is deterministic. Three sites, all behind
  one question (MagmaPipeAbaControlDefeatsIdentity): the buffer identity leaves
  VertexInputStateFactory::ComputeHash, VertexInputStateFactory::MemosFor claims one entry
  without its Owner compare, and VulkanRenderer::LookupVaoDrawMemo hands one entry back
  uncleared ahead of both arms.
- That is what makes the control cover the key P2 SHIPS. Under MOBILEGL_PIPE_PUSH=0 the
  handle arm is not executed at all, so the old control said nothing about the generation
  in {slot, gen} - the whole of what makes the re-keyed memos ABA-safe. A second lane,
  DirectVulkan.HandleRecycle.AbaControlHandles., runs the handle arm with the knob and
  asserts the same corruption; D18's lane is kept verbatim beside it for the pre-handle arm.
- The reproducer's two draws now share a frame, and both buffers are realised before the
  window, so a moved slice epoch cannot mask the ABA behind a gate that is not about
  identity. Nothing else is relaxed: the frame serial, the slice epochs and the host-map
  check stay in force, so a green arm still means "a replacement object was handed its
  predecessor's resolved vertex bindings because the identity halves of the keys were
  defeated".
- ExpectPixelsFor now prints what it OBSERVED (STALE/FRESH/NEITHER) next to what the arm
  expected, on every arm and whether or not the case passes.
- Knob-off is unchanged and the pull build is untouched: every new branch is
  #if MOBILEGL_PIPE_PUSH, and symbol_report.py --threshold 0 against the pre-P2 baseline
  still reports 0 added / 0 removed / 0 renamed and the same four resized symbols
  (RenderState::RenderState, SetCapability, IsCapabilityEnabled, _GLOBAL__sub_I_DirectGLES.cpp).
2026-09-08 00:19:39 -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, 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_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 164 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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