swung0x48 8a239177ac [Feat] (Build, TraceApp): ship and exec a second native binary on android
- PLAN-B.md §11 P0 lists spike A (the Android delivery chain) as a P0 deliverable,
  inherited verbatim from PLAN.md §15 P0; §8.1 inherits PLAN.md §11.1-§11.6, whose
  Android path needs a second process. Android gives an application no writable
  exec-able directory, so the only supported route is to name the binary lib*.so, let
  the packager put it in lib/<abi>/, and exec it out of
  getApplicationInfo().nativeLibraryDir. This builds that route end to end so the
  spike can be answered with evidence instead of folklore.
- New root option MOBILEGL_BUILD_SERVER_SPIKE (OFF, ANDROID-only) adds the
  MobileGLServer target from tools/spikes/server_stub/main.cpp with PREFIX "lib" /
  SUFFIX ".so" and -fPIE/-pie: an .so name does not exempt the file from Android's
  PIE requirement. Its RUNTIME_OUTPUT_DIRECTORY is pointed at
  CMAKE_LIBRARY_OUTPUT_DIRECTORY, because AGP packages what lands in the per-ABI
  library output directory and CMake would otherwise put an executable elsewhere.
- The option is opt-in on both sides. The plugin flavour cannot turn it on at all,
  and the trace flavour builds it only when asked, with
  `-Pmobilegl.buildServerSpike=ON` or MOBILEGL_BUILD_SERVER_SPIKE=ON in the
  environment; a flavour that silently carries an executable nothing loads is the
  kind of thing nobody notices until it ships. Verified both ways:
  assembleTraceDebug -Pmobilegl.buildServerSpike=ON packages
  lib/arm64-v8a/libMobileGLServer.so and `file` reports "ELF 64-bit LSB pie
  executable, ARM aarch64 ... interpreter /system/bin/linker64, for Android 26";
  the same task with no property packages only libMobileGL.so and
  libtrace_replay_runner.so.
- The stub prints one line to stdout and writes the same line to the file named by
  argv[1], then exits 0. The line carries pid/ppid/uid/gid and, decisively, the
  child's own /proc/self/attr/current: only `u:r:untrusted_app:...` proves an
  ordinary app process did the exec. An `adb run-as` shell runs in a different
  SELinux domain, so a success there would prove nothing.
- RunSpawnSpike() starts the stub with argv [serverPath, markerPath], redirects the
  child's stdout/stderr into a captured file (an app process has stdout on
  /dev/null, so a printed line would otherwise vanish), waits for it, and reports
  exit status, signal, the exec errno, the parent's own SELinux context, the marker
  content and the captured stdout - to logcat, to the returned string, and to a
  <marker>.report file, because the Activity finishes immediately afterwards.
- The child reports the errno of a REFUSED execve through a close-on-exec pipe.
  Without it the one datum the spike exists to produce is lost: the parent only ever
  sees a wait status, in which every reason has already been flattened into one exit
  code, and EACCES (SELinux, or a noexec mount) versus ENOEXEC (a packager that
  mangled the file) are opposite verdicts for the design. A successful exec closes
  the write end for free, so the parent reads EOF and reports execErrno=0.
- fork/execve only. The earlier draft also carried a posix_spawn arm behind
  `__ANDROID_API__ >= 28`, which was dead code in every configuration this repo can
  build - bionic declares posix_spawn from API 28 and the root CMakeLists.txt pins
  MOBILEGL_ANDROID_API_LEVEL to 26 and refuses to configure lower - and would have
  silently become the production path, untested, on a minSdk bump. Keeping the arm
  that actually ships means the spike measures the code the server would really use.
  Nothing happens between fork and execve except open/dup2/execve/write/_exit, all
  async-signal-safe, because the parent is a multi-threaded JVM process.
- The spike lives in its own TU, spawn_spike.cpp/.hpp, listed only by the trace
  APK's CMakeLists. Its sibling trace_replay_core.cpp is compiled verbatim by the
  DESKTOP mobilegl_trace_replay runner (tools/trace_replay/CMakeLists.txt names the
  same file), where <android/log.h> does not exist, so nothing Android-only may live
  there; spawn_spike.cpp carries an #error for anyone who adds it to that list.
- The Activity runs the spike, and nothing else, when launched with the
  `mobilegl_spike_spawn` intent extra; that mode needs no trace, no golden and no
  render surface. It is a separate JNI entry point rather than another parameter on
  the 30-argument replay call, which it shares nothing with.
- Not yet run on a device: both device locks are held by another campaign. The
  on-device verdict is the coordinator's step.
2026-09-05 20:49:57 -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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