swung0x48 c5491ca675 [MG_Backend] (Disaggregated): P5e pg - the program twin is keyed by the ShaderCso handle
- BackendProgramObjectImpl::SyncToBackendByHandle is real. It and the frontend overload
  feed ONE body (SyncToBackendFromSource) through ProgramArchiveSource, a view whose
  accessors are ProgramObject's names one for one - so the body is written once and the
  PULL build compiles the same text against a ProgramObject. In a pull build
  ProgramBuildSource IS ProgramObject, the function keeps its own name and its null
  guard, and G1's byte identity survives a rename and nothing else.
- The view answers the three POST-LINK MUTABLE reflection fields from the record's
  set_program_bindings tails and everything else from the record's archive. The tails are
  a whole-set replacement, so a location the sampler tail does not name has NO unit - not
  whatever the link-time snapshot said - and "has a bindings record been applied at all"
  is BindingsSerial != 0 rather than a non-empty tail.
- The nine-clause clean condition keeps its clause count and moves its inputs (D-H5):
  record.Serial vs the m_syncedShaderCsoSerial stamp P4a landed and nothing has read
  until now, BindingsSerial vs a new m_syncedBindingsSerial (a glUniform1i on an IMAGE
  uniform is baked into the ESSL, so the record that carries it must force a rebuild),
  record.Signature, Desc.LinkStatus and Desc.SpirvStatus.
- The signature has ONE authority per arm: the handle arm stamps and compares the
  CLIENT's number verbatim, so the two commutative hashes never have to stay
  bit-identical for a program with an override to stop rebuilding every draw.
- DirectGLES: SyncCurrentProgramByHandle, the stash re-keyed on the handle,
  PrepareForDraw/PrepareForCompute reading MGPipeApplier().DrawProgram/DispatchProgram,
  BindCurrentProgramWithResources and GetCurrentBackendProgram on the handle arm, the
  block binding and the sampler unit from the record's tails, and the sampler-pass memo
  on BindingsSerial instead of the frontend's backend-state version.
- MapUBO() has no run-ahead answer and now says so: every decline of
  ResolveGlobalConstantsRecord under a transport is Fatal{UnmigratedVerb,
  "set_global_constants"} rather than a torn read of the client's live globalUboScratch.
- The fragColor broadcast count takes a POLICY, because a dispatch is a third case: it
  has no draw framebuffer and no fragment stage, PrepareForCompute runs no SyncCurrentFBO,
  so it may neither fall back to a client row nor abort when the records are untrusted.
- Three of the family's five named frontend-keyed scope sites are now unreachable under a
  transport (ResolveGlobalConstantsRecord, SyncCurrentProgram,
  BindCurrentProgramWithResources). The other two are kept BY CONTRACT (§5.5):
  GetBackendProgramId is a GL-thread entry point and ShaderStorageBlockBinding is reached
  from the barriered set_storage_block_binding, which is pg's trailing item.
2026-09-18 08:14:05 -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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