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:
- What is the capture or input? (file type, engine, API — D3D12, Vulkan, Metal, etc.)
- 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)
- 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:
- List all render passes in execution order
- For each pass, record: name/label, render targets, input resources, draw count
- Identify dependencies (pass B reads a resource written by pass A)
- Output as a structured table or diagram description
Resource dependency chain:
- Enumerate key resources (render targets, depth buffers, UAVs)
- Track producer and consumer passes for each resource
- Flag resources that are written but never read (potential waste)
Material/shader analysis:
- Group draw calls by pipeline state object or shader combination
- Identify material parameter sources (constant buffers, push constants)
- Note shader permutation patterns and binding slot conventions
Knowledge entry:
- Synthesize findings into a reusable reference document
- Include: technique name, pass sequence, resource flow, shader roles, key parameters
- Format for storage in
analyzer/common/ as a knowledge artifact
Step 4: Validate and Deliver
Before delivering results:
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:
- 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 |
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.
1---2name: rdc-analyst3description: 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.4---5
6# RDC Analyst
7
8Analyze 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.
9
10## Workflow
11
12### Step 1: Identify the Input
13
14Determine what capture data is available:
15
16| Input Type | Examples | Action |
17|------------|----------|--------|
18| RenderDoc capture | `.rdc` file, texture/buffer viewer output | Proceed with pass-level analysis |
19| Frame debugger log | PIX capture, Xcode GPU trace, NVIDIA Nsight export | Proceed — normalize to pass/draw-call model |
20| Engine replay data | Unreal Insights, Unity Frame Debugger dump | Proceed — map to render pass abstraction |
21| Text description only | "We have 3 passes: shadow, gbuffer, lighting" | Proceed with user-provided structure |
22| No capture available | User has no data yet | Help user plan what to capture and with which tool |
23
24### Step 2: Clarify the Analysis Goal
25
26Ask the user to confirm what they need. If unclear, ask explicitly:
27
281. **What is the capture or input?** (file type, engine, API — D3D12, Vulkan, Metal, etc.)
292. **What analysis product do you need?**
30 - Pass graph (render pass sequence with dependencies)
31 - Resource dependency chain (which textures/buffers flow between passes)
32 - Material/shader structure map (bindings, permutations, parameter sources)
33 - Pipeline state summary (blend modes, rasterizer config per draw)
34 - Knowledge entry (reusable reference doc for this rendering technique)
353. **What scope?** Full frame, a specific pass range, or a single draw call?
36
37### Step 3: Perform the Analysis
38
39Follow the appropriate path based on the requested product:
40
41**Pass graph reconstruction:**
421. List all render passes in execution order
432. For each pass, record: name/label, render targets, input resources, draw count
443. Identify dependencies (pass B reads a resource written by pass A)
454. Output as a structured table or diagram description
46
47**Resource dependency chain:**
481. Enumerate key resources (render targets, depth buffers, UAVs)
492. Track producer and consumer passes for each resource
503. Flag resources that are written but never read (potential waste)
51
52**Material/shader analysis:**
531. Group draw calls by pipeline state object or shader combination
542. Identify material parameter sources (constant buffers, push constants)
553. Note shader permutation patterns and binding slot conventions
56
57**Knowledge entry:**
581. Synthesize findings into a reusable reference document
592. Include: technique name, pass sequence, resource flow, shader roles, key parameters
603. Format for storage in `analyzer/common/` as a knowledge artifact
61
62### Step 4: Validate and Deliver
63
64Before delivering results:
65- [ ] Every claim references a specific pass, draw call, or resource by name/index
66- [ ] Dependencies are directional (producer -> consumer) and acyclic where expected
67- [ ] Output format matches what the user requested
68- [ ] Scope matches what was agreed in Step 2
69
70## Routing Table
71
72| User Says | Route To |
73|-----------|----------|
74| "Why is this triangle wrong" / "rendering bug" / "visual glitch" | **Debugger** — this is a defect, not analysis |
75| "Map out the render passes" / "show me the pass graph" | **This skill** — pass graph reconstruction |
76| "What resources does the shadow pass use" | **This skill** — resource dependency chain |
77| "How does this engine set up materials" | **This skill** — material/shader analysis |
78| "Document this rendering technique" | **This skill** — knowledge entry |
79
80## Example
81
82**User:** "I have a RenderDoc capture of our deferred renderer. Can you map out the pass structure and resource flow?"
83
84**Intake response:**
85> To map the pass structure, I need to confirm:
86> 1. **API**: Which graphics API — D3D12, Vulkan, or Metal?
87> 2. **Scope**: Full frame, or a specific section (e.g., just the lighting passes)?
88> 3. **Output**: Pass graph with resource dependencies, or also material/shader breakdown?
89>
90> 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.
91
92**After intake — sample output structure:**
93
94| Pass | Render Targets | Input Resources | Draw Calls |
95|------|---------------|-----------------|------------|
96| Shadow Depth | ShadowMap (D32) | — | 142 |
97| GBuffer | Albedo, Normal, Depth | — | 387 |
98| SSAO | AO (R8) | Depth, Normal | 1 |
99| Lighting | HDR Color | Albedo, Normal, Depth, AO, ShadowMap | 1 |
100| Tonemap | Backbuffer | HDR Color | 1 |
101
102## Current Scope
103
104This 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.