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TextureStructuredBuffer (SSBO)#15

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RuffledPlume wants to merge 119 commits intoaHooder:zone-rendererfrom
RuffledPlume:TextureStructuredBuffer
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TextureStructuredBuffer (SSBO)#15
RuffledPlume wants to merge 119 commits intoaHooder:zone-rendererfrom
RuffledPlume:TextureStructuredBuffer

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Refactored UniformBuffer Boilerplate into StructuredBuffer
UniformBuffer is now UniformStructuredBuffer
Added TextureStructuredBuffer

@RuffledPlume RuffledPlume force-pushed the TextureStructuredBuffer branch from 0e86cf2 to 528fb69 Compare November 3, 2025 22:00
aHooder and others added 30 commits November 7, 2025 16:55
Sub scenes cannot load asynchronously atm, since they need the correct
worldview UBO index to write into vertex data. Fixing this properly
requires rewriting the worldview UBO's index tracking to support
spawning & despawning worldviews and keeping indices stable for the
lifetime of each worldview.
* Adjust lights on entrance and zammy altar

* Adjust water type and fix the rapids/waterfalls

* Texture walls and adjust floor

* Cap snow brightness when blending is disabled

* Brighten fire of unseasonal warmth

* Texture rocks and clutter

* Texture rocks floating in water

* Texture the rest of the walls

* Texture broken bridge to zamoraks base

* Texture god altars

* Texture saradomin rope shortcut

* Texture objects and adjust lights in Nex's prison

* Add light to sgt steelwills magic projectile

* Add light to growlers magic attack

* Add light to and brighten balfrugs projectile

* Remove duplicate model override
* Make lamps brighter

* Texture house walls, windows and roofs

* Texture city walls and fences

* Add missing part of the city to the Darkmeyer area

* Change up the paths, brick for richer upper area, with quality declining as the city tier lowers

* Texture house floors properly, depending on tier of city

* Texture tiled based house roofs based on city tier

* Texture and light the prayer altar

* Texture and light a table with a candle lantern

* Texture bank

* Texture and light objects in rich houses

* Texture and light objects in modest houses

* Texture and light objects in poor houses

* Texture dead trees

* Texture corpse carts, teleport platform and cages

* Fix area def for house roof tiles

* Fix upper city brick path and min brightness of middle city path

* Texture wall agility/clue rocks

* Texture the arboretum

* Texture Castle Drakan

* Adjust pub light

* Texture caged prisoners

* Texture the Hallowed Sepulcher entrance mausoleum
Log the OS, arch, and which renderer is currently in use.
I still don't understand how this can happen, but either way, it should
always be fine to destroy things in any order.

Error log:
[Client] ERROR rs117.hd.HdPlugin - Error while changing settings:
java.lang.IllegalStateException: OpenCL library has not been loaded.
	at org.lwjgl.opencl.CL.check(CL.java:218)
	at org.lwjgl.opencl.CL.getICD(CL.java:230)
	at org.lwjgl.opencl.CL10.clReleaseMemObject(CL10.java:4370)
	at rs117.hd.utils.buffer.SharedGLBuffer.releaseCLBuffer(SharedGLBuffer.java:21)
	at rs117.hd.utils.buffer.SharedGLBuffer.destroy(SharedGLBuffer.java:27)
	at rs117.hd.renderer.legacy.LegacyRenderer.destroyModelSortingBins(LegacyRenderer.java:417)
	at rs117.hd.renderer.legacy.LegacyRenderer.destroy(LegacyRenderer.java:260)
	at rs117.hd.HdPlugin.lambda$shutDown$3(HdPlugin.java:676)
	at net.runelite.client.callback.ClientThread.lambda$invoke$0(ClientThread.java:49)
	at net.runelite.client.callback.ClientThread.invoke(ClientThread.java:62)
	at net.runelite.client.callback.ClientThread.invoke(ClientThread.java:47)
	at rs117.hd.HdPlugin.shutDown(HdPlugin.java:635)
	at rs117.hd.HdPlugin.lambda$restartPlugin$5(HdPlugin.java:713)
	at net.runelite.client.callback.ClientThread.lambda$invoke$0(ClientThread.java:49)
	at net.runelite.client.callback.ClientThread.invoke(ClientThread.java:62)
	at net.runelite.client.callback.ClientThread.invoke(ClientThread.java:47)
	at rs117.hd.HdPlugin.restartPlugin(HdPlugin.java:712)
	at rs117.hd.HdPlugin.lambda$processPendingConfigChanges$13(HdPlugin.java:1587)
The numbers no longer correspond to tiles, so it doesn't really make
sense, plus we don't have working fade behaviour on the edges anymore.
The `EXT` version of the extension may only be supported by drivers that
implement things early, before promotion to core, so it's safer to just
enable them, in addition to the `ARB` version, and handle potential
compile errors gracefully.
* Brighten the gauntlet slightly

* Darken Amoxaliatl's arena

* Fix Cam Torums paths with ground textures disable and reduce intensity of the light on Blue Moons icicle attack

* Fix brightness of Yanille's hunter shop when ground textures are disabled

* Fix brightness of the walls in the amethyst mines

* Adjust textures

* Brighten the Cerberus entrance lobby

* Restrict to amethyst mines
* Maine entrance, Walls, and Eastern Falador objects sans Party Room

* Whine Knight Castle

* touch ups

* fix uv

* mace shop and hair salon

* gem shop

* party room

* bridge is marble too
* Rework Catacombs of Kourend

* Texture altar
* Add area hiding to Giant Mole's lair

* Texture water pool and rope in Giant Mole's lair

* Texture mole hills and correct some bush wind displacement

* Adjust mole hills

* Add light to the light shaft and brighten the eternal light pit

* Adjust eternal light, too bright
* Upgrade Ranis Crypt

* Slepe wooden and Canafis walls

* Slepe brick walls

* Slepe sanctuary entrance

* Sisterhood sanctuary overhaul

* slepe - add missing wall in church

* slepe - touch ups

* Cleanup Araaxor Cave Entrance webs

* Nature Spirit Grotto overhaul

* Quest Hespori

* Slepe touchups

* Remove dupe
* Fix area hiding for the fire altar

* Slightly soften earth altar environment

- Remove shadows on stalagtites in this area as it looks odd

* Slightly soften mind altar environment

- Adjust flashing lights to be less jarring

* Slightly soften law altar environment

- Adjust exit portal light

* Slightly soften body altar environment

* Texture death altar and add light to its exit portal

* Texture true blood altar and make various adjustments to its lighting and environment

* Adjust and increase some lights in GotR, as many of them were barely visible

* Remove UNLIT material from GotR barriers

* Adjust light on huge guardian remains portal

* Fix GotR corals/kelps being affected by player displacement

* Slightly adjust yellow and red portals

* Cull a bunch of lights at the fire altar
* Texture missing object and remove textures from the animated tendrils

* Adjust light colour on lit tendrils

* Adjust abyssal_bile be more accurate to vanilla colours, and improve reflections

* Brighten fog slightly, reduce its depth slightly
* Texture trees

* Disable shadows on grass

- Reduce intensity of wind on small trees

* Apply vertex snapping to magic trees

* Use plant_grunge_1 rather than grunge_1 on tree moss
* Reduce wind strength modifier on spirit trees

* Greatly reduce wind strength on certain small jungle trees

* Fix tropical tree tops being affected by character displacement

* Add area hiding to slayer tower basement

* Fix shelf texture

* Fix abnormal normals on shades of morton funeral pyres

* Add some missing object textures

* Adjust lights in lizardman shaman temple

* Texture objects and fix tiles

* Add light to and fix lamp

* Add wind displacement

* Adjust temple environment

* Texture cat statue and fix more tiles

* Slightly adjust lights

* remove thatched roof def, corrects incorrect materials

* Fix water channels being partially grass

* Remove duplicate gameval
* overhaul banana trees

* overhaul Sand Brick

* touch up

* Texture obects

* add vertex snap to posts

* Agility course

* Minify textures

* Formatting
* Redo the texture on deadfall traps

* Add lights to the upper wall mushrooms in Zanaris

* Touch up the colossal wyrm agility course

- Correct dirt chips colouring and shadows
- Reduce brightness of bones

* Touch up blast furnace

* Touch up Giants Foundry

* Add subtle caustics and disable shadows on wall filler for performance increase

* Remove baked shadows on dragons in the Ruins of Tapoyauik and fix sun angles

* Make backsides of walls in the mourner caves pure black

* Texture the floor in the recipe for disaster instance, to match the non instanced version

* Add a light to the time bubble

* Fix Morytania spider cave entrance wind displacement

* Fix the water and underwater terrain where Morytania bleeds into the sea

* texture some rocks

* add farming version of magic tree stump gameval

* Fix the darkness of cave wall tops and hide unnecessary triangle pieces in Taverley dungeon

* Remove duplicate model overrides

---------

Co-authored-by: Hooder <ahooder@protonmail.com>
Binding is initialised at point of getter invocation, meaning bindings which arent used don't take up a slot unnecessarily
Supposedly some macOS users with Nvidia cards are also crashing due to
indirect draw.
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6 participants