Exit gate 3, OpenRA on the Redmi. The mechanism, in two lines of this tree: WireFramebuffer.inc, ReadWirePixels: `if (HasPendingRecordedWork() && !FlushPendingCommands())` - FlushPendingCommands (VulkanRenderer.cpp:13534-13598) puts the frame's draws on the queue under a POOLED FENCE OF ITS OWN and returns without waiting; there is no vkWaitForFences on its success path. The vkCmdCopyImageToBuffer that follows is recorded into a fresh command buffer and becomes a LATER submission. VulkanRenderer.cpp:10707-10748, SubmitReadbackCommandsAndWait: it waited ONE fence, its own, and then called OnSubmitsCompletedUpTo(frame.lastSubmitIndex) - which RECORDED the earlier submission as complete and retired its fence, so afterwards nothing could observe that it had not been waited for. The comment beneath it said "the wait proved every submission complete". That is true of the monolith arm, which never flushes before a readback and therefore has its draws and its copy in one submission under one fence. It was not true of the wire arm. The only thing tying the two submissions together was the pipeline barrier that the readback's TransitionWireImage records - and that barrier derives its SOURCE scope from the image's tracked layout, through GetImageTransitionSourceState (VulkanRenderer.cpp:1784-1825). Two of its arms, VK_IMAGE_LAYOUT_UNDEFINED and VK_IMAGE_LAYOUT_PRESENT_SRC_KHR (:1787-1791), return VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT with no access bits, which is Vulkan's spelling of an EMPTY first scope: wait for nothing. A just-presented default framebuffer is in the second of those layouts. The slower pipeline creation is, the longer the draws' submission runs, and the more of the frame's LAST-drawn objects the copy can miss - which is what the device's diff image shows. Measured on this host (OpenRA, DirectVulkan, inproc), at the moment the copy is recorded: submit=72 completed=71. The submission carrying the whole frame's draws is in flight and unwaited. That is structural, not a coin flip, and it reproduces every run. The fix is two halves, both wire-only: - RecordWireReadbackWriteBarrier (WireFramebuffer.inc, new): the readback records its own ALL_COMMANDS -> TRANSFER, MEMORY_WRITE -> TRANSFER_READ|MEMORY_READ barrier before the copy rather than inferring from a layout who it should wait for. A barrier's first scope is every command earlier in SUBMISSION order on the queue, so it reaches across the submission boundary. - SubmitReadbackCommandsAndWait now waits every in-flight fence at or below its own submission index. Under #if MOBILEGL_BUILD_DISAGGREGATED: the pull build has no wire arm, cannot flush before a readback, and is the image G1 pins - its single-fence wait is unchanged. The cost is nothing a readback does not already pay. THE COORDINATOR'S REPRODUCTION PATH DOES NOT WORK ON THIS HOST, and that is recorded rather than glossed. MOBILEGL_TEST_PIPELINE_CREATE_DELAY_MS is added as asked (split-only, inert unless set, on the pipeline-creation MISS path in GetOrCreatePipelineWithInput) and it does bite - the OpenRA DirectVulkan SPLIT retrace goes from 1.88 s to 4.53 s at 25 ms - but ssim stays 1.000000. The reason is in the probe above: this host's default framebuffer is tracked as VK_IMAGE_LAYOUT_GENERAL at the readback, which takes GetImageTransitionSourceState's `default:` arm (ALL_COMMANDS / MEMORY_WRITE) and orders the copy by accident. The device's is not GENERAL. Red once (executed, reverted) is therefore a COUNT, not a picture, and it is deterministic: instrumenting how many fences the readback actually waits on gives fences=2 upTo=73 completed=71 with the fix (submission 72, the draws, plus its own 73) and fences=1 without it, with completed=71 either way - i.e. 72 provably outstanding and provably unwaited before. Lane: three readback-after-work cases (VertexIdSamplerAndScalarUniformPixels, ComputeImageStoreFramebufferPixels, GenerateMipmapPixels) registered on the three Magma arms under MOBILEGL_TEST_PIPELINE_CREATE_DELAY_MS=25, prefix .PipelineDelay. They are a REGRESSION GATE, not the reproduction: they pin that a readback still returns the draw's pixels when every pipeline creation on the path costs 25 ms. Gates: integration-magma-split 84 (+3), -spawn 63 (+3), -tcp 65 (+3), 0 red; ctest -L unit 2410; informational integration-magma-full-split 516, 0 red, 59 skip; fatal_census green; link_ratchet --assert-monotone unchanged at 186, p7-magma 101; G1 pull .text 0xa52203, defined-symbol name list identical (30570); OpenRA DirectVulkan SPLIT retrace ssim 1.000000 with and without the delay, two runs each. Owed to the device: the three cold-cache repeats. If they still diverge, the next two suspects are named in notes/p7/magma-b.md §5.6 - the eleven silent `return false` drop sites in SetupWireDraw (one of which is `pipeline == VK_NULL_HANDLE`, on the same path as the device log's three "handing vkCreateShaderModule an INVALID module" errors), and SetImageContentDefined being set BEFORE the draw is recorded on the wire arm while the monolith sets it from EndRenderPass, which silences the "no write is recorded" warning exactly when it should fire. Neither is in this commit's scope.
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.