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<h1 align="center">MobileGL</h1>
<p align="center">
<img src="https://img.shields.io/badge/Language-C%2B%2B-00599c?style=flat&logo=c%2B%2B" alt="C++">
<img src="https://img.shields.io/badge/License-GNU%20LGPL%203.0-00399c?style=flat" alt="GNU LGPL 3.0">
<img src="https://img.shields.io/badge/Status-Development-0078d7?style=flat" alt="Development">
</p>
<p align="center"><em>
A desktop OpenGL implementation
</em></p>
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:
* **SPIRV-Cross** by **KhronosGroup** - [Apache License 2.0](https://github.com/KhronosGroup/SPIRV-Cross/blob/master/LICENSE): [github](https://github.com/KhronosGroup/SPIRV-Cross)
* **glslang** by **KhronosGroup** - [Various Licenses](https://github.com/KhronosGroup/glslang/blob/main/LICENSE.txt): [github](https://github.com/KhronosGroup/glslang)
* **DiligentCore** by **Diligent Graphics** - [Apache License 2.0](https://github.com/DiligentGraphics/DiligentCore/blob/master/License.txt): [github](https://github.com/DiligentGraphics/DiligentCore)
* **flat_hash_map** by **Malte Skarupke** - [Boost Software License 1.0](https://github.com/MobileGL-Dev/flat_hash_map/blob/master/LICENSE): [github](https://github.com/MobileGL-Dev/flat_hash_map)
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:
```sh
git clone https://github.com/MobileGL-Dev/MobileGL.git
```
2. Initialize and update all submodules recursively:
```sh
git submodule update --init --recursive
```
3. Follow glslangs own documentation for its required initiation.
4. Configure and build the project with CMake:
```sh
cmake -B build
cmake --build build
```
or do it in a modern way:
```sh
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:
```sh
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:
```sh
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:
```sh
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:
```sh
-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.