- Plan B §11 P0 requires spike B ("external memory 导出,两台设备") to run before the
persistent-map decision of §8.3 can be taken: T0 (server imports a client
allocation), T1 (server exports its own HOST_VISIBLE|HOST_COHERENT allocation)
or T2 (AcquirePersistentMap returns nullptr, making the §5.10 client-side block
push mandatory). §8.3 says the answer must be measured on the two campaign
devices, and that a platform unknown must not block the interface work.
- tools/spikes/extmem_probe/ is a self-contained NDK command-line program: it
links vulkan/EGL/GLESv3/android/log and nothing from MobileGL, is configured by
its own CMakeLists with the android toolchain file, and is deliberately absent
from the project's build graph (the root CMakeLists only pulls in
tools/trace_replay), so the default ALL target is untouched.
- Phase A enumerates VK_KHR_external_memory_fd, VK_EXT_external_memory_dma_buf,
VK_EXT_external_memory_host, VK_ANDROID_external_memory_android_hardware_buffer
and, through a headless EGL pbuffer context, GL_EXT_memory_object{,_fd},
GL_EXT_external_buffer, GL_EXT_buffer_storage, GL_OES_EGL_image_external{,_essl3}
and EGL_ANDROID_get_native_client_buffer, plus the memory-type table and the
vkGetPhysicalDeviceExternalBufferProperties verdict per handle type for the exact
buffer usage set MobileGL needs.
- Route T1 allocates a HOST_VISIBLE|HOST_COHERENT buffer memory with
VkExportMemoryAllocateInfo, writes a pattern through vkMapMemory, exports an fd
with vkGetMemoryFdKHR (opaque-fd and, where advertised, dma-buf), hands it to a
second process over SCM_RIGHTS, and has that process both mmap() the fd and
import it into its own VkDeviceMemory + vkMapMemory. Both sides write and both
sides compare, so a copy-on-import or one-directional mapping is reported as
PARTIAL rather than as success.
- Route T0 has the second process allocate an AHardwareBuffer BLOB
(CPU_READ_OFTEN|CPU_WRITE_OFTEN|GPU_DATA_BUFFER), send it with
AHardwareBuffer_sendHandleToUnixSocket, and the first process import it three
ways -- AHardwareBuffer_lock, VkDeviceMemory via
VK_ANDROID_external_memory_android_hardware_buffer, and a GL buffer via
eglGetNativeClientBufferANDROID + glBufferStorageExternalEXT mapped
persistent/coherent -- with a write-back leg the allocating process verifies.
- Route T3 covers VK_EXT_external_memory_host: a memfd-backed mmap region aligned
to minImportedHostPointerAlignment, imported through
VkImportMemoryHostPointerInfoEXT, plus the same memfd handed to another process.
- The second process is /proc/self/exe re-exec'd with --child=<route> and one end
of a socketpair on fd 3. A bare fork() is not usable: neither side's Vulkan
driver survives fork, and both sides need live Vulkan. It is also the topology
the transport actually has (§8.1, inheriting PLAN.md §11.1-§11.6: the client
spawns the server), so the probe measures the arrangement that would ship.
- The probe also builds for the host with T0 compiled out. That is not scope
creep: a negative device result is only worth something if the harness is known
to report a working route as working. Running it on lavapipe did that, and paid
for itself immediately by exposing two harness bugs that would have produced
false negatives on the devices -- (a) the child wrote through its plain mmap
before reading through the Vulkan import, so on a driver whose exported fd maps
at an offset the probe overwrote the very payload the second read compares
(lavapipe reports payloadAt=4096); reads through both mappings now precede
writes through either, and the offset is searched for and reported; (b) an
export failure on a handle type the driver never advertised as EXPORTABLE was
classified FAIL instead of UNSUPPORTED (lavapipe's dma-buf answer).
- Output is a RESULT/summary table carrying the raw driver verdicts (VkResult
names, errno, GL enums) because those codes -- not a pass/fail bit -- are what
§8.3 needs in order to pick the tier.
- Built with NDK 27.3.13750724 for arm64-v8a / android-30, RelWithDebInfo, PIE,
warning-clean; host build clang/RelWithDebInfo, warning-clean.
MobileGL
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:
- MG_State — state tracking and management logic for Graphics APIs.
- MG_Impl — front-end implementations of Graphics APIs that interact with
MG_StateandMG_Backend. - 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).
- MG_Util and other utility modules.
Third-party components
MobileGL reuses several open-source projects:
- SPIRV-Cross by KhronosGroup - Apache License 2.0: github
- glslang by KhronosGroup - Various Licenses: github
- DiligentCore by Diligent Graphics - Apache License 2.0: github
- flat_hash_map by Malte Skarupke - Boost Software License 1.0: github
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_StateandMG_ImplforOpenGL 4.2 (Core Profile)Direct (Vulkan)backendDirect (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:
-
Clone the repository:
git clone https://github.com/MobileGL-Dev/MobileGL.git -
Initialize and update all submodules recursively:
git submodule update --init --recursive -
Follow glslang’s own documentation for its required initiation.
-
Configure and build the project with CMake:
cmake -B build cmake --build buildor do it in a modern way:
cmake -S . -B build -G Ninja -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ cmake --build buildAlternatively, 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_TestandMG_Benchmarkcan 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.