swung0x48 e460536119 [Feat] (MG_Impl/GLImpl, MG_State): implement glHint, glPointParameter*, glPixelStoref, glGetDoublev
Six pure-state entry points that were stubs or empty // TODO bodies, all backed by new
context state and read back through glGet*.

* glHint: Hint_State was an empty TODO. Store the 4 GL 3.3 core hint targets (LINE_SMOOTH,
  POLYGON_SMOOTH, TEXTURE_COMPRESSION, FRAGMENT_SHADER_DERIVATIVE), default GL_DONT_CARE.
  Validate target and mode (FASTEST/NICEST/DONT_CARE) -> GL_INVALID_ENUM otherwise. The
  compatibility-only targets (GL_PERSPECTIVE_CORRECTION_HINT, GL_POINT_SMOOTH_HINT, GL_FOG_HINT,
  GL_GENERATE_MIPMAP_HINT) are rejected. The glGetIntegerv hint cases, previously hardcoded to
  GL_DONT_CARE, now read the stored value; glGetBooleanv on a hint is always GL_TRUE.

* glPointParameter{f,i,fv,iv}: the scalar _State bodies were empty TODOs and the *v forms were
  stubs. Only the 2 core pnames are accepted: GL_POINT_FADE_THRESHOLD_SIZE (float, default 1.0,
  GL_INVALID_VALUE if negative) and GL_POINT_SPRITE_COORD_ORIGIN (GL_LOWER_LEFT/GL_UPPER_LEFT,
  default GL_UPPER_LEFT, GL_INVALID_ENUM on a bad value -- note the different error code from the
  fade case). The compat pnames (POINT_SIZE_MIN/MAX, POINT_DISTANCE_ATTENUATION) are rejected. All
  four forms funnel through one (pname, float) handler. glGetIntegerv(GL_POINT_FADE_THRESHOLD_SIZE)
  was hardcoded to 1; it now rounds the stored float, glGetFloatv reads the float directly (keeping
  the fractional part), and GL_POINT_SPRITE_COORD_ORIGIN gained a getter case (it had none).

* glPixelStoref: funnels into the existing glPixelStorei state, but converts per type -- boolean
  pnames (PACK/UNPACK_SWAP_BYTES/LSB_FIRST) by a zero-test so 0.4 -> TRUE, integer pnames by
  round-to-nearest. A blanket round would wrongly turn a fractional true flag into false.

* glGetDoublev: funnels through glGetFloatv and widens, writing exactly the pname's component count
  (1/2/4) so a single-component query cannot overrun the caller's buffer. MobileGL stores no native
  double state (depth range/clear are float), so widening from float matches its real resolution.

State added to RenderStateParameters + RenderState Set/Get + GLContext wrappers, following the
existing LineWidth/DepthRange pattern. Covered by 4 SanityTest cases (set-then-get round trips, the
core-vs-compat enum rejections, the two different error codes, and the glPixelStoref boolean
zero-test, which was verified to fail against a blanket-round implementation).
2026-07-10 20:35:08 -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 3.3 (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 3.3 (Core Profile).
  • Current development focus:
    • MG_State and MG_Impl for OpenGL 3.3 (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:

    git clone https://github.com/MobileGL-Dev/MobileGL.git
    
  2. Initialize and update all submodules recursively:

    git submodule update --init --recursive
    
  3. Follow glslangs 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
VK_ICD_FILENAMES Select the Vulkan ICD used by the Vulkan loader. Path to an ICD JSON file Loader default

Notice

  • MobileGL is not production-ready currently.
  • Some OpenGL 3.3 (Core Profile) features are still missing or under development.

License

This project is distributed under GNU LGPL v3.0. See the LICENSE file in the repository for detailed information.

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