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gpu-vulkan

Vulkan-backed renderer plugin for RuneLite. A work-in-progress alternative to the stock OpenGL GPU plugin.

This repository is also the first pass at a reusable Vulkan backend for RuneLite plugins. The goal is that plugin authors do not each have to solve platform surfaces, Vulkan instance/device creation, swapchain recreation, frame sync, UI compositing, and DrawCallbacks ownership from scratch.

Active development happens in the parent runelite-vkport tree; this standalone repo is a snapshot intended for cross-platform development (macOS, Windows, Wayland) where you don't want to pull the whole client source tree.

Status

  • Linux/X11 — working (daily driver). Several open issues — see the issue tracker. The prior sidebar-collapse crash is mitigated by keeping an rlawt GLX context alive for AWT while Vulkan owns rendering.
  • macOS — working on Apple Silicon via MoltenVK; one outstanding layer-flicker bug (see issues).
  • Windows — surface code implemented, never tested. See issue #4 if you have a Windows box to validate it.

Requirements

  • JDK 21 (Eclipse Temurin) — this is what the project is developed and tested against. Get it from Adoptium. The Gradle build still targets Java 11 bytecode so the plugin stays compatible with RuneLite's plugin runtime.

    Other JDKs may work but watch out for Fedora's java-25-openjdk-headless package in particular — it ships without libawt_xawt.so, so RuneLite fails to open a window with a HeadlessException even when you have a working display. Install Temurin 21 alongside it and point JAVA_HOME / update-alternatives at the Temurin path.

  • glslangValidator on PATH (or set GLSLANG=/path/to/glslangValidator):

    • macOS: brew install glslang
    • Debian/Ubuntu: apt install glslang-tools
    • Fedora: dnf install glslang
  • Vulkan loader on the host — MoltenVK on macOS is bundled inside the shadowJar via lwjgl-vulkan natives, so no extra step there.

Build

JAVA_HOME=/path/to/temurin-21 ./gradlew build

If java -version already points at a Temurin JDK, the JAVA_HOME= prefix is unnecessary.

Run

Three ways, in increasing order of "useful to other people":

1. From your IDE

Open the project in IntelliJ (or any Gradle-aware IDE) and run GpuVulkanPluginTest#main. RuneLite boots with this plugin already on its classpath; GPU (Vulkan) shows up in the plugin list.

2. ./gradlew run

Same entry point as the IDE, from a terminal:

JAVA_HOME=/path/to/temurin-21 ./gradlew run

3. Standalone runnable jar

./gradlew shadowJar produces a self-contained jar at build/libs/gpu-vulkan-<version>-all.jar (~41 MB) bundling a full RuneLite client + this plugin + LWJGL natives for Linux, Windows, and macOS (including MoltenVK for x64 + arm64). Run it directly:

/path/to/temurin-21/bin/java -ea -jar build/libs/gpu-vulkan-<version>-all.jar

This is the form to hand to a tester who isn't building from source. The jar honours ~/.runelite/ so it won't disturb an existing RuneLite install's character / plugin / config state.

The -ea flag enables assertions, matching what the plugin-hub template does — helps surface plugin bugs early.

Side-loading into an installed RuneLite

./gradlew jar produces a slim build/libs/gpu-vulkan-<version>.jar (plugin classes + shaders only, no bundled deps) that drops into RuneLite's external plugins directory. This jar does NOT carry its LWJGL Vulkan dependency, so RuneLite needs to already have lwjgl-vulkan on its classpath — which the stock installer does not. For a self-contained binary use shadowJar (#3 above).

Vulkan backend API

GpuVulkanPlugin owns RuneLite's DrawCallbacks slot and exposes a small backend service:

@Inject
private VulkanRenderBackend vulkanBackend;

private AutoCloseable registration;

void start()
{
    registration = vulkanBackend.registerExtension(new MyRenderExtension());
}

void stop() throws Exception
{
    if (registration != null)
    {
        registration.close();
    }
}

Extensions implement VulkanRenderExtension. The backend fans out scene capture, dynamic model capture, config changes, pre-renderpass upload hooks, and in-renderpass command recording through that interface. The current stock-parity scene/UI renderer is registered through the same path as BaseRenderer, so this plugin exercises the extension model instead of bypassing it.

VulkanRenderContext exposes the shared rendering-device facade through renderer() for shader modules, bind groups, pipelines and streaming images. Extensions that want the stock scene capture/draw path can request their own VulkanSceneRenderer through createSceneRenderer() instead of touching backend-owned Vulkan internals directly.

VulkanRenderContext.encode() exposes Vulkan video encode capability data for plugins such as trackers/recorders. It reports whether the selected physical device has a video encode queue and H.264/H.265/AV1 encode extensions. The current backend does not create an encode queue yet, so consumers must check VulkanEncodeContext.isAvailable() before using queue handles.

The API is intentionally narrow right now. It is meant to establish the backend boundary for future RuneLite Vulkan work, not to guarantee that HD plugins can already swap in advanced materials, lighting, shadows, or post-processing without additional API design.

Repo layout

src/main/java/...      plugin sources
src/main/shaders/...   GLSL — compiled to SPIR-V at build time
src/test/java/...      IDE-run main
build.gradle           Gradle build (shader compile task, deps)
runelite-plugin.properties   plugin-hub-style descriptor
docs/KNOWN_ISSUES.md  engineering notes; read before opening a PR
docs/RELEASE_CHECKLIST.md  production-readiness gates

Contributing

PRs welcome. Two ground rules:

  1. Match upstream RuneLite's API surface. This plugin runs inside an unmodified RuneLite client; anything that requires patching the host won't merge. If you find something the public API doesn't expose, open an issue before working around it.

  2. Be upfront about LLM use. Using an assistant is fine and encouraged for boilerplate, refactors, and porting — but reviewers need to know where to look more carefully. Follow the Linux kernel convention and add an Assisted-by: trailer to commits where the assistant materially shaped the code (new files, multi-file refactors, design decisions). Example:

    feat(scene): implement per-zone vertex cache
    
    <body>
    
    Signed-off-by: Your Name
    Assisted-by: Claude Opus 4.7
    

    Trivial autocomplete doesn't need the trailer. Don't use Co-Authored-By: — that implies joint authorship, which an LLM can't have.

License

BSD-2-Clause, matching upstream RuneLite.

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Vulkan-backed renderer plugin for RuneLite (WIP)

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