Agent skill · software engineering · hkuds

cli-anything-renderdoc

CLI harness for RenderDoc graphics debugger capture analysis

Why this skill is useful

Adds a CLI tool with executable commands for RenderDoc analysis that significantly extends the AI's capabilities in GPU debugging.

What it needs

Requires pip installed locally. About 3k tokens when loaded. Last updated 2026-08-03. 46,739 stars on the source repository.

What this skill does

RenderDoc CLI Skill Headless command-line analysis of RenderDoc GPU frame captures (.rdc files). Capabilities Capture inspection: metadata, sections, thumbnails, format conversion Action tree: list/search/filter draw calls, clears, dispatches, markers Texture operations: list, inspect, export (PNG/JPG/DDS/HDR/EXR), pixel picking Pipeline state: full shader/RT/viewport state at any event Shader analysis: export shader in human-readable form (HLSL/GLSL/disasm), constant buffer readback Resource inspection: buffer/texture enumeration, raw data reading Mesh data: vertex shader input/output decoding GPU counters: enumerate and fetch hardware performance counters Command Groups capture actions textures pipeline resources mesh counters Preview Bundles RenderDoc preview support is for truthful capture inspection rather than live creative preview. Typical preview bundle contents: capture thumbnail output-target images pipelinestate.json actionsummary.json Diff bundles additionally include: A/B thumbnails A/B output-target images pipelinediff.json RenderDoc does not currently expose live preview sessions. Instead, each capture/diff bundle appends to a stable recipe-level trajectory.json. Viewer commands: JSON Mode All commands support --json for machine-readable output: Environment Variables Variable Description ---------------------- ------------------------------ RENDERDOCCAPTURE Default capture file path PYTHONPATH Must include RenderDoc path Agent Usage Notes Use pipeline shader-export to extract shaders — for binary shaders (DXBC/SPIR-V) it auto-exports embedded HLSL/GLSL source or falls back to disassembly; for text shaders (GLSL/HLSL) it saves the raw source directly Shader formats by capture API: D3D11 → DXBC binary, exported as embedded HLSL source (.hlsl) or bytecode asm (.dxbc.asm) OpenGL/GLES → GLSL source text (.glsl), already human-readable Vulkan → SPIR-V binary, exported as embedded GLSL source (.glsl) or SPIR-V asm (.spv.asm) Use pipeline diff to compare two …

How to use it

Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:

@skills hkuds/skills--172a53

View the source on GitHub

Browse the @skills marketplace