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MiracleLoader 1.3.0: the graphics backend
The loader now knows which graphics backend the game is going to use, before the game even starts. Mods for 1.2 work as they are.
- Auto-detection from the game's own settings. The loader reads
preferredGraphicsBackendfromoptions.txt("opengl","vulkan"or"default") and logs it:Graphics: Vulkan (options.txt).- Versions before 26.2 have OpenGL only, whatever the file says.
- Servers draw nothing:
none.
- The player's own word:
-Dmiracle.backend=opengl|vulkanoverrides the file. - For mods:
Mods.graphicsBackend()returns what the game is set to use. Event Horizon 0.4.1 addsLensing.backend(), which says what the game actually runs once started (that matters with"default"). - Smarter raw-graphics warnings. A mod that calls OpenGL or Vulkan directly now gets a warning that says what that means here: "can work here", "won't work here", or "won't if the game picks the other". Servers are left out of the rule.
Checked
test.sh: 463 of 463, also with the loader as a Java agent.- The trial passes 30 of 30 on 26.3 on OpenGL, and again on the Vulkan backend (Mesa's software Vulkan). Shader translation, stacked post effects, uniforms from code and the broken-effect guard all work on Vulkan too.