swung0x48 5fb54f03fe [MG_Util, MG_Test, MG_IntegrationTest, CI] (P6): one log per role, and every reader moved with it
The spawn work had the two roles append to one MOBILEGL_LOG_FILE_PATH under
O_APPEND. It was correct - two processes at one offset would corrupt the file,
O_APPEND made each write atomic - but it put two sessions' lines in one place
and made every per-side assertion a search. This splits the sink: the client
role writes <base>.client.log and the server role writes <base>.server.log.

THE BASE NAME NAMES NO FILE ANY MORE, AND THAT IS THE POINT. Leaving the
client at the old unsuffixed path would have been the compatible choice and the
wrong one: a reader that was not updated would go on finding a file, go on
passing, and go on seeing only half the session - and a refusal census that
reports a confident zero for the half it cannot see is worse than one that
fails. With both names moved, an un-updated reader gets "file not found" and
says so. There were 34 such readers; every one is moved here.

THE ROLE IS PER-THREAD, not per-process, because under inproc both roles are
threads of one process. Log.cpp keys the sink on a thread-local role: the apply
thread declares itself server (ServerLoop.cpp), a spawned image is server for
its whole life (MOBILEGL_IPC_ROLE=server, read once), and everything else is
the client. The naming rule (RoleLogPath) and the two whole-log operations
(ReadRoleLogs / TruncateRoleLogs) are EXPORTED from the library, so no reader
reimplements the derivation - a second copy is the copy that falls behind.

Readers, by how they read:
 - unit mains set MOBILEGL_LOG_FILE_PATH and read a role file: they keep the
   base in the env and derive the client path from the library helper.
 - the death-test child runners (ReadLog) now concatenate BOTH roles: a death
   test asserts the CHILD said something, and the applier's refusals - the very
   diagnostics these check - are written under the server role.
 - the offset-based Emit readers derive the client path once after setenv.
 - PipeStatsWindow reads both, because draws/vbs increment in the backend's
   PrepareForDraw - the apply thread, the server role - so the summary line is
   in the server file even under inproc.
 - run_trace_case.cmake's split census reads both files; the client keeps the
   transport markers.
 - split_log_paths.py (and its self-test, and the control stub) derive both
   role files from the declared base.
 - the Android script pulls both role files off the device and concatenates
   them, so every downstream check is unchanged - and it judges a role file by
   CONTENT, because `run-as test -f` through `exec-out` returned 0 for a missing
   file on the device and `exec-out` folds cat's own not-found line into stdout.
   The monolith arm legitimately has no server file, and that is a silent skip
   rather than a one-line server log.

Guarded so a pull build is untouched: RoleLogPath and the role sink are wholly
inside MOBILEGL_BUILD_DISAGGREGATED; a non-disaggregated build writes the base
path exactly as before. G1 re-measured - 0 symbol diff, .text unchanged at
0xa52203.

Verified on device 2f7cbe2e: monolith writes only the client log (no phantom
server log), inproc and spawn each write both and pass their transport proofs
(spawn: server role in pid 16125). Unit 2353 (one pre-existing environmental
failure), integration-split 186/186, integration-spawn 102/102, retrace 6/6,
control smoke 12/12, split-log-paths self-test 9/9.
2026-09-21 21:26:05 -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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