swung0x48 6e6b86e592 [MG_Remote, MG_Pipe, MG_Impl, MG_Backend] (Disaggregated): P5e ra - the wait rule, the present credit and server-owned gPipeInputs
- CONTRACT-P5E §2.3. EmitAndWaitTails now switches on the generated WaitClass column
  when RunAheadArmed(): kWaitNone and kWaitPresent return at the publish, kWaitApplied
  waits and then releases the fill pins, and a reply row is unchanged. It REPLACES the
  BatchWaits skip rather than layering on it - the batch rule reads the call CLASS and
  this one reads what an apply READS, and the server's MGPipeBarriered reads the second,
  so two rules layered is two halves of the wire disagreeing about whether the client is
  parked.
- §1: RunAheadArmed() = barrierArmed && Ipc.RunAhead && Caps().HasCap(kCapRunAheadApply),
  latched at the first caps adoption after Start and demotable but never promotable - a
  record already published without a wait cannot be un-published. A knob set against a
  server that does not publish the bit logs once and runs lockstep.
- §2.4: MGPPresent::FrameSerial is minted client-side, 1-based, by AcquirePresentCredit,
  which pays the credit BEFORE the encode (a client that encoded first would hold a
  SEG_CMD reservation across the park). ServerVerbSink::OnPresent returns one credit per
  swap through ServerSession::ReturnPresentCredit, which has had no production caller
  since v1 wrote it; serial 0 on a run-ahead server is Fatal{ProtocolCorruption,
  "Present.FrameSerial"}. The stats line and the wire ledger gain credit-waits.
- §2.5, the drains and the forced waits: every wait exit drains SEG_EVENT (the applied
  wait, the present-ack wait, the cmd-space wait and - through a hook the session lends
  the encoder - the stage bell); glFinish becomes WaitForApplyToCatchUp, since "the
  commands issued so far have completed" is a promise a queue nobody waits on can break;
  every Server* EGL forwarder waits first, because the control mailbox is pumped BETWEEN
  drain batches and a make-current landing between two run-ahead records is not a wrong
  pixel but a wrong everything. ServerSwapEGLBuffers is not on that list: present is the
  swap.
- §2.5 / ruling 15 (ID-93): resource_subdata's BUFFER half stops waiting. The row keeps
  kReplySlot, the server still posts, and the slot is never read - which is what makes
  the 64 KB persistent-map push fire-and-forget instead of a hidden round trip per block.
  MGPipeSubDataWantsItsReply is the one predicate, read by the route and by the emit
  table, so the two cannot disagree about whether a wait is owed. The texture half keeps
  its reply: DrainTextureSubData clears a level's dirty flag on the accepted answer.
- §3: gPipeInputs becomes server-role memory for unbarriered records. The tracker walk
  and the emitters still run - they produce records - but the serial bump, the verb
  stamp, the server-stamp withdrawal and the whole of step 4 do not, and
  MGPipeNoteFrontendMutation / MGPipeLeaveVerb return instead of writing. `fillOwed` is
  a separate name from `barriered` on purpose: the red-once is that one line.
- §3.3: MGPipeInputUnfreshRead's counter becomes an UNCONDITIONAL abort under an
  unbarriered record, knob or no knob, because the value is torn or stale by
  construction and there is nothing for a counter to count. The marker gains its reason
  so the lane's allowlist can tell the two apart.
- §3.5: RefusePipeInputsTouchWhileApplierOwnsIt is re-derived - under run-ahead the rule
  is "not at all unless you are the barriered fill", and the BatchWaits early return
  goes with the argument that justified it.
- §2.3's ReleaseFillPins drops the four O-class SharedPtr rows once a barriered apply
  returns: under lockstep the next fill overwrote them within a verb, under run-ahead a
  pinned VAO can make the apply thread its last owner a frame later.
- §2.7 / ruling 13 (ID-91): the deferred-destroy queue stays live, and an enqueue from
  an UNBARRIERED apply is now a named finding - loud once, Fatal under strict.
- NAMED DEVIATION from §3.1: the identity/liveness pair is still written on every verb.
  It is not a field of the residual model - no ownership row owns it, no record carries
  it, no server stamp can answer it - it is "does this process still have a GL context",
  which only this thread knows and every null-context guard reads.
- Inert until the integration commit: RunAheadArmed() is false while
  kMGPipeP5eRunAheadReady is, so every branch above answers as it did before.
2026-09-18 07:58:06 -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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