BZLZHH 9c0144d24a [Test] (MG_Benchmark, MG_Util, MG_Backend, android-plugin): run the driver benchmark on a phone
The Minecraft-shaped driver benchmark could only be run from a desktop shell
against a desktop driver, which is the wrong machine: MobileGL exists to run on
mobile GPUs, and nothing said what its translation costs there. This puts the
same cases on an Android device, both in the plugin's POST screen and from a
shell, and adds the native-driver baseline they have to be read against.

The cases move into DriverBenchCases.inc so both harnesses run byte-identical
bodies - the desktop program resolving entry points from one EGL provider, and
DriverBenchJni.cpp calling MobileGL's frontend in-process. The JNI file binds
every gl*/egl* name to MG_Impl by macro rather than by linkage: this library
legitimately has the platform libEGL and libGLESv3 in its own lookup scope, and
a benchmark that quietly measured the device driver instead of the translation
layer would have looked like very good news.

Frames are now closed with a fence wait instead of glFinish. MobileGL implements
glFinish and glFlush as no-ops, so the old loop timed submit-plus-GPU on a native
driver and submit-only on a MobileGL backend, and the two numbers did not
describe the same work.

To measure a device's own driver the cases needed to be expressible in GLES:
ESSL 3.20 twins of the four shaders (chosen at runtime from GL_VERSION, since
MobileGL is deliberately still fed desktop GLSL - translating it is the thing
under test), a multi-draw hook that loops DrawElementsBaseVertex where the
multi-draw entry point does not exist, and an EGL bootstrap that falls back from
desktop GL to GLES 3. The binary cross-compiles for arm64 unchanged.

BenchService hosts each run in its own process and exits afterwards. That is not
caution: the backend is latched from MOBILEGL_BACKEND_TYPE at initialization, so
Espryt and Magma can never share a process, and Espryt's teardown terminates the
process-default EGL display, which would take the POST activity's own EGL
objects with it.

Running it found that Magma could not create a windowless context on Mali at
all - CreateInstance required VK_EXT_headless_surface, which no mobile driver
here exposes, and aborted the process. The Xlib path already probes and falls
back to a hidden window for the same reason on NVIDIA; Android now probes too
and hands the WSI an AImageReader's ANativeWindow, a real producer surface
attached to no display whose images are never acquired. DriverPost reports the
extension's absence as a WARN so the fallback is visible rather than silent.

Measured on a Mali-G77 MC9 (native / Espryt / Magma, ns per operation):
5495 chunk draws 14397 / 36934 / 33763, the 26.2 per-draw uniform-range pattern
13710 / 31205 / 21252, sodium-style multi-draw 256956 / 238389 / 209527. The
translation costs about 2.4x per draw here against 5-9x on the desktop, because
the mobile driver's own per-call cost dwarfs it - and both backends beat the
native driver on multi-draw, which it has to emulate.

Desktop unit tests 421/421; the POST screen and both Run Bench buttons verified
on the device.
2026-08-06 06:13:34 -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_USE_ANGLE Load ANGLE EGL/GLES libraries. 0, 1 0
MOBILEGL_DISABLE_SUBGROUP Disable Vulkan shader subgroup support. 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_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
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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