swung0x48 a6c51ca73c [CI, MG_Test] (Disaggregated): P5e ID-122 - E1's two masking defects, and what is actually wrong with it
BRIEF-P5E section 3 item 4 calls for three negative controls. Running them showed E1
(MOBILEGL_IPC_VERB_BARRIER=0) had THREE problems stacked, with the first two hiding the third.
This fixes the first two and narrows the third into something executable.

1. It selected a case that can never run in this lane.
   E1's selection regex is (Triangle|ClearThenReadPixels), and the positive control gl added
   under ID-115, TriangleScenario.TheServerStampedAVerbBoundaryOnThisDrawingFrame, matches it.
   That case reads a PipeStats window out of the lane's OWN private log, so it runs only in the
   strict-arming lane and skips everywhere else BY DESIGN, whatever this knob is set to. ID-62
   makes a SKIPPED SELECTED entry a hard failure - correctly, because a control that silently
   loses its subjects proves nothing. So E1 reported "the knob killed the pre-flight, not the
   entry" while the knob was in fact working: four other selected entries went red with the
   abort in the same run.
   The fix excludes a case that can never run here, rather than teaching E1 to tolerate skips,
   which would have thrown ID-62 away. ctest -R is POSIX ERE with no negative lookahead, so
   run_control gains a fifth positional: a real ctest -E.

2. ctest and the log helper disagreed about who was selected.
   run_control passed -E to ctest, but split_log_paths.py still filtered on -R alone, so it
   counted the excluded entry as selected and then reported it as "did not run". The helper now
   reads the same exclusion (SPLIT_LOG_EXCLUDE). An env var rather than another positional
   because the helper's positional layout differs per mode - and a control whose two halves
   disagree about its own subject set is exactly the class of bug this script exists to
   prevent.

3. The real defect. ID-122 was right, and there is now a sharper statement of it.
   With the first two fixed E1 is still red, and red on "10 selected entries did not fail": 4
   of 14 went red, AND Fatal{BarrierViolation} appears ZERO times in the entire run - those 4
   are red for other reasons. The evidence E1 demands has never appeared. The Fatal at
   ClientSession.cpp:878 asserts an overlap OBSERVED BY THE APPLY THREAD, and at
   MOBILEGL_IPC_BATCH_WAITS's default of 1 the barrier is taken at the next residual-reading
   verb, so that overlap does not happen.
   Further: with run-ahead armed, VERB_BARRIER=0 ALSO disarms run-ahead (it is the first
   conjunct of RunAheadArmed(), ID-114), so the arm this knob produces is neither lockstep nor
   run-ahead - it cannot serve as the negative control for either side.
   E1 needs its falsification target REDEFINED, not its threshold adjusted. Left as a named
   outstanding item, recorded in ID-122 and the open items.

E1's counting rule ("every selected entry must go red") is deliberately NOT relaxed here: it
was set to block the "any non-zero exit counts" false green, and loosening it before knowing
what E1 should falsify would only trade one false green for another.
2026-09-18 21:52:59 -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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