swung0x48 cb06538c06 [MG_Remote, MG_Pipe, MG_Impl, MG_Test, MG_IntegrationTest, Docs] (Disaggregated): inproc performance package - dirty-driven persistent-map push, batched barrier waits, spin-clock batching
VD12 Minecraft on the Redmi (FCL, DirectGLES): the split's in-world frame rate
13 -> 60-66 fps against monolith's 110-114, and persistent-map wire bytes
25 MB/frame -> ~0.23 MB/frame. The residual split-specific costs are named at
the end, not hidden: the R-1 serialization (WaitForApplied ~12%, P11's
versioned-inputs design) and a split-only mutex complex still under
investigation.

Persistent-map push, three arms picked per buffer at map time:
- mprotect dirty tracker: the mapped range's page-aligned interior is
  protected PROT_READ; the app's next write faults, the SIGSEGV handler marks
  the page in the slot's bitmap and unprotects, and the push ships one 64 KB
  block per block containing a faulted page. Ownership is three tests -
  SEGV_ACCERR only (a userspace raise and an unmapped page chain verbatim),
  inside a live tracked range, and not a refault on a still-set bit (a write
  we unprotected succeeds, so that is a non-write access and it crashes
  honestly). The alignment is INWARD: an outward-aligned edge page holds
  foreign bytes, and a signal-blocking worker thread faulting on one is a
  process kill - that was the ctest-only SmallRing segfault. Edge spans
  (at most two per map) are hashed per push and ship their containing block
  only on change (unconditional edges measured 112 MB/frame). Re-arm is one
  mprotect per contiguous run. The first push ships everything once.
- hash-suppress arm (MOBILEGL_IPC_PERSISTENT_HASH_SUPPRESS, default 1):
  per-block XXH3 against the last push's hashes; untracked buffers only.
- PushDrawConsumers: only the buffers the upcoming draw/dispatch can read
  (VAO attribs/element, indexed binding points, indirect/parameter slots,
  TexBuffer backing - the last also retires the per-frame-cadence cloud
  twitch), plus the fault-epoch skip: an unmoved epoch proves no interior
  byte changed, tracked edges are hashed in place, and any hash-arm member
  vetoes. The membership map caches the tracker slot pointer (a 64-slot
  rescan per buffer per draw was measured and removed).

MOBILEGL_IPC_BATCH_WAITS (default 1; MOBILEGL_PIPE_VERIFY forces 0): a
value-class record (kCtxState/kCtxCso/kCtxObject with no reply slot) is
published without waiting for its own apply; the barrier is taken at the next
pull-reading verb, the only place BARRIER-PULLED fields are read, so the R-1
fence posts are untouched and only the round trips between them change. Two
consequences are pinned rather than argued: kCtxObject verbs the tests read
synchronously get explicit fences (GenerateMipmapFieldsCross,
FramebufferDeathCrosses), and a frontend object whose last SharedPtr drops on
the apply thread - impossible before batching - now enqueues its
(kind, lifetimeId) on the deferred destroy queue and the GL thread replays
the DestroyAndFree helper at the verb hooks (CopyImageLayeredScenario aborted
Fatal{RoleViolation, MGPipeSlots} without it).

Doorbell::Wait's spin reads the clock once per 64 yields: on the workload
device a steady_clock read is a real syscall (no vDSO) and the per-iteration
reads were ~20% of the whole process at ~1000 waits/frame.

Gates: gen_pipe --check/--self-test green; unit 2188/2188;
integration-split 110/111, the one red being GenerateMipmapDepthPixels whose
DirectGLES and DirectVulkan MONOLITH siblings flake identically with every
code path of this package provably inert (PushIsArmed false, no ClientSession,
deferral's monolith early-out).
2026-09-18 01:58:59 -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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