Install any skill in seconds. Free to start, no credit card required.
Get Started Free →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 — ra
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | -24% | 0% |
| case-04 | ✗→✓ | ▲ Improved | -4% | 0% |
| case-05 | ✗→✓ | ▲ Improved | -19% | 0% |
| case-11 | ✗→✓ | ▲ Improved | 22% | 0% |
| case-17 | ✗→✓ | ▲ Improved | 61% | 0% |
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: > 1. API: Which graphics API — D3D12, Vulkan, or Metal? > 2. Scope: Full frame, or a specific section (e.g., just the lighting passes)? > 3. 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.
Other measured skills in the registry, with their headline benchmark lift.