swung0x48 b6293957e9 [MG_Remote] (P6/c6): the normative contract, and the data-plane seam declared but not wired
c6 is P6's contract package. It lands CONTRACT-P6.md plus two headers and
changes nothing: no caller moves, no byte moves on any wire.

THE CONTRACT supersedes P6-CONTRACT-DRAFT.md, which was written before its own
audit and is wrong in four places - the ABI row, "the latch is implemented
unchanged", "cp is transport only", and "a transport swap and nothing else".
a6 measured all four. It carries 21 rulings, of which the load-bearing one is
D1: the spawned child keeps Transport == Spawn and anti-recursion becomes a
separate Dial axis. ARCHITECTURE.md:488's literal instruction is amended,
because 226 live lines test `Transport != Monolith` to select the SERVER arm
and forcing Monolith flips 148 MG_Backend lines to frontend glue in the one
process that has no frontend.

That ruling can be stated normatively without changing behaviour because of
something a6 found and the contract exploits: TransportMode::Spawn is
UNREACHABLE at this head. ConfigLoader.cpp:344 is the only writer for the
string "spawn" and it writes Monolith. So every rule conditioned on
Transport == Spawn constrains a state no process can enter - and the same fact
is why ConfigLoader's named refusal cannot currently falsify itself, which is
sm's to fix and §9.5's arm-proof gate to catch.

THE SEAM. ITransport says in its own header that the hot path bypasses it;
below it there was no interface of any kind, because Ring.h, ReplySlot.h and
EventRing.h each take a raw void* plus a capacity. ILink.h is that missing
thing. It is setup-time, not hot-path: no method is called per record or inside
a spin predicate, because Doorbell::Wait's predicate runs 1e5-1e6 times a frame
reading watermarks straight off the page, and because the only lane that could
measure a virtual there has four times the dispersion of the effect - a gate
that can only print "within noise" is ID-124 one level down.

StreamLink.h is declared and implemented by nobody, and that is its job: ILink's
adequacy is a claim only a compile can settle. Writing it forced three methods
the brief did not name - ResolveSpan, FlushProgress, and the reply pair - so it
has already earned its keep. Delete one ILink method it declares and the build
goes red.

Deliberately NOT here, each for a reason the contract records: Watermark::Reached
is not redefined (SessionRings.h owns it); Ring.cpp's reserve/pop bodies are not
relocated into a header that would then need the logger; RingControl is not
regrouped, because that rename is 109 production sites with five behind a
non-Android #if, so it is lk's with a published itemisation; and the schema rows
are specified but left to hs, because deprecating SurfaceReply.defaultFb while
appending `result` changes CreateSurfaceReply's arity and the existing
six-argument call would silently bind its defaultFb 0 to result.

INERTNESS IS STRUCTURAL, not measured. Zero object dependency files reference
either header, zero build rules do, and nothing in the tree includes them.
Verified anyway on both flavours: pull and split each have 0 symbols added,
0 removed, and .text byte-identical (10822147 / 11681395). check_doc_citations
resolves all 61 citations.
2026-09-21 08:35:50 -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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