BZLZHH f3d52faad4 [Perf] (MG_State, MG_Backend): stop glViewport from evicting a cached VkPipeline
RenderState kept one version counter for all render state, and DirectVulkan read
it in three places: the pipeline memo key, the SetupDrawSnapshot fast-path guard,
and that guard's store. So glViewport, glScissor, glBlendColor, glStencilMask,
glClearColor, glPolygonOffset, glLineWidth and the point-size family - none of
which can alter a VkPipeline, all of which an application changes between draws -
knocked the next draw off both fast paths and made it rebuild a pipeline lookup
that was already correct.

The counter is now split. m_version still moves on every state change, because
the draw snapshot really does depend on all of it. m_pipelineStateVersion moves
only for the state a backend bakes into a pipeline object, and it is what the
three DirectVulkan sites read.

The exclusion list is the eight VkDynamicState entries PipelineFactory declares
plus the state that is not pipeline state at all (the clear values, hints, the
point-size family, clamp read colour, the primitive restart index). glStencilFunc
is the one setter that had to be split rather than classified: Func is in the
pipeline payload but Ref and ValueMask are dynamic state, so it bumps the
pipeline version only when Func actually changes.

Capabilities are deliberately NOT in the exclusion list even though several look
like dynamic state: GL_FRAMEBUFFER_SRGB feeds the render-pass hash, depth and
stencil test feed drawUsesDepthStencil, and scissor test, blend, cull face,
polygon offset fill, primitive restart, colour logic op and rasterizer discard
all feed the pipeline payload.

Two smaller draw-path wins ride along, both removing work whose answer was
already in hand. UploadAndBindVertexStreams searched all 32 VAO attribute slots
for the SharedPtr matching a binding's buffer key, once per binding per draw -
but VertexInputStateFactory writes bindingBufferKeys[b] and
bindingAttributeLocations[b] from the same loop iteration, one binding per
attribute with no merging, so the attribute at that location IS the buffer, by
construction. UploadAndBindIndexBuffer round-tripped the element-array buffer's
raw pointer back through the GL name table on every indexed draw, costing a map
lookup and an atomic refcount pair, when the binding slot's SharedPtr was already
in scope forty lines above - where a comment says exactly that about the vertex
path.

Behaviour-neutral by construction and verified as such: a 13355-case subset of
GL30-GL45 covering viewport, scissor, blend, stencil, depth, polygon offset,
clear, multisample, cull, logic op, line width and point state, plus the whole
direct_state_access suite, is identical before and after on both backends - in
the failure list and in the crashed-case set. direct_state_access stays at
Espryt 370/371 and Magma 371/371.
2026-08-05 12:49:54 -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, 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
MOBILEGL_DISABLE_TIMERQUERY Disable GPU timer-query exposure and use. 0, 1 0
MOBILEGL_USE_ANGLE Load ANGLE EGL/GLES libraries. 0, 1 0
MOBILEGL_DISABLE_SUBGROUP Disable Vulkan shader subgroup support. 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 164 3
MOBILEGL_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
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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