cli-anything-renderdoc

CLI harness for RenderDoc graphics debugger capture analysis

By hkuds · 412 installs

npx skills add hkuds/cli-anything --skill cli-anything-renderdoc

Source repository · Upstream listing

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 pipeline state.json action summary.json Diff bundles additionally include: A/B thumbnails A/B output target images pipeline diff.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 RENDERDOC CAPTURE 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 events — it writes a JSON file and prints only the path; use b for a second capture Always specify json for programmatic consumption Use actions summary first to understand capture complexity Use actions list draws only to focus on actual rendering Use preview capture or preview diff when the agent needs a portable, honest inspection bundle rather than raw replay calls alone Read trajectory path from preview JSON if you need persistent capture/diff history Use cli hub previews ... only to inspect/open already generated bundles Pipeline state requires an event ID from the action list Texture save supports: png, jpg, bmp, tga, hdr, exr, dds Buffer data can be decoded as hex, float32, uint32, or raw bytes