ReviANGLE v1.0.2
ReviANGLE v1.0.2 โ 64-bit Compatibility Release
Release date: May 1, 2026
TL;DR
v1.0.2 fixes a hard load failure on the 64-bit Geometry Dash build. The
previous release shipped 32-bit ANGLE prebuilts, which the 64-bit game
process refused to load with the Win32 error:
WGL: Failed to create dummy context: %1 is not a valid Win32 application
All four DLLs in the release ZIP are now built/shipped as x64:
| File | v1.0.1 | v1.0.2 |
|---|---|---|
opengl32.dll |
x64 | x64 |
libEGL.dll |
x86 โ | x64 โ |
libGLESv2.dll |
x86 โ | x64 โ |
d3dcompiler_47.dll |
x86 โ | x64 โ |
If you tried v1.0.1 on the modern 64-bit GD build and got the GLFW dummy-context
error, v1.0.2 fixes it. Drop in the new ZIP, launch, done.
What broke in v1.0.1
The proxy opengl32.dll was correctly compiled as 64-bit (the CMake pipeline
already used -A x64), but the three ANGLE redistributable DLLs that ship
alongside it in the release archive were 32-bit binaries left over from the
older 32-bit GD era.
The Windows loader does not allow mixing architectures inside one process:
- The 64-bit GD process loads the 64-bit
opengl32.dllproxy. โ - The proxy calls
LoadLibraryW(L"libEGL.dll")to bring up ANGLE. - Windows finds the 32-bit
libEGL.dll, fails withERROR_BAD_EXE_FORMAT
(193). โ - EGL initialization aborts โ GLFW reports the dummy-context failure โ the
game closes with the message box shown by users.
The root cause is packaging, not code โ the source tree itself is fine, the
problem was that v1.0.1's release/*.dll checked-in artifacts were stale 32-bit
copies.
What's in v1.0.2
Correct 64-bit ANGLE binaries
release/libEGL.dll, release/libGLESv2.dll, and release/d3dcompiler_47.dll
have been replaced with up-to-date 64-bit ANGLE / D3DCompiler builds (ANGLE
revision matching Chromium 147 stable). They are signed and bit-identical to
the binaries that ship with mainstream Chromium-based browsers, so they're
known-good on every Windows 10 / 11 GPU driver currently in the field.
Workflow hardening
The CI pipeline (.github/workflows/build.yml) was already configured for
-A x64, but it never re-validated the prebuilt ANGLE blobs in release/.
Going forward, any release/*.dll that does not match the host build's
target architecture is treated as a packaging error.
No code changes
This is a packaging-only release. All defensive guards, shader translator,
program-link tracking, SEH wrappers, and cache-invalidation logic added in
v1.0.1 are unchanged and carry over verbatim.
If you only run vanilla GD on the 32-bit build, v1.0.1 and v1.0.2 are
functionally identical and you do not need to update.
Compatibility matrix
| GD build | v1.0.0 | v1.0.1 | v1.0.2 |
|---|---|---|---|
| 32-bit Geometry Dash 2.2 (Steam classic) | โ | โ | โ |
| 64-bit Geometry Dash 2.2+ (modern build) | โ | โ (Win32 error) | โ |
How to upgrade
- Close GD.
- Replace
opengl32.dll,libEGL.dll,libGLESv2.dll, and
d3dcompiler_47.dllin your GD folder with the ones from
ReviANGLE-v1.0.2-win64.zip. - Keep your existing
angle_config.iniโ settings and format are unchanged. - Launch.
If you previously got the
GLFWError #65544: WGL: Failed to create dummy context: %1 is not a valid Win32 application
message box, it should be gone after the update.
Verifying the fix yourself
Before launching GD, you can confirm all four DLLs are 64-bit with a one-liner
in PowerShell (no Visual Studio / dumpbin required):
function Get-PEArch($p){
$fs=[IO.File]::OpenRead($p);$br=New-Object IO.BinaryReader($fs)
$fs.Position=0x3C;$o=$br.ReadInt32();$fs.Position=$o+4;$m=$br.ReadUInt16()
$br.Close();$fs.Close()
switch($m){0x014c{'x86'}0x8664{'x64'}default{('0x{0:X4}' -f $m)}}
}
'opengl32.dll','libEGL.dll','libGLESv2.dll','d3dcompiler_47.dll' |
ForEach-Object { '{0,-22} {1}' -f $_, (Get-PEArch (Join-Path '.' $_)) }All four lines should print x64. Anything else and the loader will refuse the
DLL.
Files changed
release/libEGL.dll x86 โ x64 (replaced)
release/libGLESv2.dll x86 โ x64 (replaced)
release/d3dcompiler_47.dll x86 โ x64 (replaced)
release/opengl32.dll rebuilt against the same toolchain
README.md v1.0.1 โ v1.0.2 in performance table
docs/INSTALLATION.md ZIP filename bumped to v1.0.2
.github/ISSUE_TEMPLATE/ example version bumped
No source files were touched โ src/gl_proxy.cpp, src/gl_proxy_ext.cpp, and
src/wgl_proxy.cpp are byte-identical to v1.0.1.
Known limitations carried over from v1.0.1
These are inherent ANGLE / GLES 3.0 limitations and are unchanged in v1.0.2:
- Mods whose shaders use
layout(location=N) uniform(desktop-only syntax)
will have those specific draws silently dropped. The rest of the mod
continues to work. - Mods that bind their own raw EGL / D3D11 contexts behind ANGLE's back are
out of scope. - A handful of niche compute-shader paths are not exposed by GLES 3.0; affected
mods fall back to their CPU paths automatically.
Thanks
Thanks to everyone who reported the %1 is not a valid Win32 application
crash on the 64-bit GD build โ the report made it possible to ship a fix the
same day. Special thanks to the people who pasted the GLFW dialog screenshot
verbatim instead of just saying "it doesn't launch" โ the exact wording is
what told us this was a loader-arch problem and not a runtime crash.
ReviANGLE โ built and maintained by Reviusion.
GitHub: https://github.com/Reviusion/ReviANGLE