analyzer/common/skills/rdc-analyst/SKILL.md
Analyze GPU captures and frame data from RenderDoc (.rdc files), PIX, or similar frame debuggers. Reconstructs render pass graphs, resource dependency chains, material/shader bindings, and pipeline state for a captured frame. Use when the user wants to understand how a frame is rendered, map out render passes and their resource dependencies, extract draw-call structure, identify redundant state changes, infer engine material or shader architecture, or build reusable render knowledge entries — rather than debugging a specific visual defect or crash.
npx skillsauth add haolange/rdc-agent-frameworks rdc-analystInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Analyze GPU frame captures to reconstruct render pass graphs, resource flows, and engine structure. This skill handles analysis and knowledge-building requests; for defect debugging, use the debugger framework instead.
Determine what capture data is available:
| Input Type | Examples | Action |
|------------|----------|--------|
| RenderDoc capture | .rdc file, texture/buffer viewer output | Proceed with pass-level analysis |
| Frame debugger log | PIX capture, Xcode GPU trace, NVIDIA Nsight export | Proceed — normalize to pass/draw-call model |
| Engine replay data | Unreal Insights, Unity Frame Debugger dump | Proceed — map to render pass abstraction |
| Text description only | "We have 3 passes: shadow, gbuffer, lighting" | Proceed with user-provided structure |
| No capture available | User has no data yet | Help user plan what to capture and with which tool |
Ask the user to confirm what they need. If unclear, ask explicitly:
Follow the appropriate path based on the requested product:
Pass graph reconstruction:
Resource dependency chain:
Material/shader analysis:
Knowledge entry:
analyzer/common/ as a knowledge artifactBefore delivering results:
| User Says | Route To | |-----------|----------| | "Why is this triangle wrong" / "rendering bug" / "visual glitch" | Debugger — this is a defect, not analysis | | "Map out the render passes" / "show me the pass graph" | This skill — pass graph reconstruction | | "What resources does the shadow pass use" | This skill — resource dependency chain | | "How does this engine set up materials" | This skill — material/shader analysis | | "Document this rendering technique" | This skill — knowledge entry |
User: "I have a RenderDoc capture of our deferred renderer. Can you map out the pass structure and resource flow?"
Intake response:
To map the pass structure, I need to confirm:
- API: Which graphics API — D3D12, Vulkan, or Metal?
- Scope: Full frame, or a specific section (e.g., just the lighting passes)?
- Output: Pass graph with resource dependencies, or also material/shader breakdown?
Once confirmed, I will reconstruct the pass sequence, identify render targets and input resources per pass, and produce a dependency table showing resource flow across passes.
After intake — sample output structure:
| Pass | Render Targets | Input Resources | Draw Calls | |------|---------------|-----------------|------------| | Shadow Depth | ShadowMap (D32) | — | 142 | | GBuffer | Albedo, Normal, Depth | — | 387 | | SSAO | AO (R8) | Depth, Normal | 1 | | Lighting | HDR Color | Albedo, Normal, Depth, AO, ShadowMap | 1 | | Tonemap | Backbuffer | HDR Color | 1 |
This skill is part of the incubating analyzer framework. It provides the full intake-and-analysis workflow described above. Analysis artifacts are stored under analyzer/common/. As the framework matures, additional automation (template hooks, runtime contracts) will be added.
development
Public main skill for the incubating optimizer framework. Use when the user wants to analyze performance, identify bottlenecks, design experiments, or validate optimization gains from captures, traces, or profiling evidence. This skill is the future optimizer entry and currently provides the minimum intake contract only.
development
Internal specialist skill for matching bug descriptions against BugCard/BugFull history, mapping symptoms and triggers to normalized tags, recommending SOP candidates, and proposing exploration direction suggestions for the main agent. Use this when `rdc-debugger` dispatches triage-taxonomy work.
development
Internal specialist skill for challenging weak claims and signing off only when proven. Use this when `rdc-debugger` dispatches skeptic work.
development
Internal specialist skill for analyzing shader source, IR evidence, and suspicious fingerprints. Use this when `rdc-debugger` dispatches shader-ir work.