rdc-analyst

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.

12 stars

Best use case

rdc-analyst is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

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.

Teams using rdc-analyst should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/rdc-analyst/SKILL.md --create-dirs "https://raw.githubusercontent.com/haolange/RDC-Agent-Frameworks/main/analyzer/common/skills/rdc-analyst/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/rdc-analyst/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How rdc-analyst Compares

Feature / Agentrdc-analystStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

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.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# RDC Analyst

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.

## Workflow

### Step 1: Identify the Input

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 |

### Step 2: Clarify the Analysis Goal

Ask the user to confirm what they need. If unclear, ask explicitly:

1. **What is the capture or input?** (file type, engine, API — D3D12, Vulkan, Metal, etc.)
2. **What analysis product do you need?**
   - Pass graph (render pass sequence with dependencies)
   - Resource dependency chain (which textures/buffers flow between passes)
   - Material/shader structure map (bindings, permutations, parameter sources)
   - Pipeline state summary (blend modes, rasterizer config per draw)
   - Knowledge entry (reusable reference doc for this rendering technique)
3. **What scope?** Full frame, a specific pass range, or a single draw call?

### Step 3: Perform the Analysis

Follow the appropriate path based on the requested product:

**Pass graph reconstruction:**
1. List all render passes in execution order
2. For each pass, record: name/label, render targets, input resources, draw count
3. Identify dependencies (pass B reads a resource written by pass A)
4. Output as a structured table or diagram description

**Resource dependency chain:**
1. Enumerate key resources (render targets, depth buffers, UAVs)
2. Track producer and consumer passes for each resource
3. Flag resources that are written but never read (potential waste)

**Material/shader analysis:**
1. Group draw calls by pipeline state object or shader combination
2. Identify material parameter sources (constant buffers, push constants)
3. Note shader permutation patterns and binding slot conventions

**Knowledge entry:**
1. Synthesize findings into a reusable reference document
2. Include: technique name, pass sequence, resource flow, shader roles, key parameters
3. Format for storage in `analyzer/common/` as a knowledge artifact

### Step 4: Validate and Deliver

Before delivering results:
- [ ] Every claim references a specific pass, draw call, or resource by name/index
- [ ] Dependencies are directional (producer -> consumer) and acyclic where expected
- [ ] Output format matches what the user requested
- [ ] Scope matches what was agreed in Step 2

## Routing Table

| 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 |

## Example

**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 |

## Current Scope

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.

Related Skills

We are still matching the closest adjacent skills for this page. In the meantime, continue through the full directory.