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renderdoc-mcp

Testing & Quality
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Analyze RenderDoc GPU frame captures with renderdoc-mcp MCP tools. Use when Codex needs to inspect .rdc captures, diagnose black screens or visual artifacts, explain frame structure, inspect specific draw calls, or investigate GPU rendering and performance issues.

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Source SKILL.md: https://github.com/JiaboLi-GitHub/renderdoc-mcp/blob/HEAD/skills/renderdoc-mcp/SKILL.md

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RenderDoc MCP

Use renderdoc-mcp to analyze GPU frame captures and debug rendering problems.

Always use the MCP server named renderdoc-mcp for tool calls.

When you need shell-based or batch workflows outside the MCP tool surface, use renderdoc-cli from PATH.

Analysis Framework

Every analysis task follows this flow:

1. Understand goal -> what does the user want to know?
2. Open and gather -> load the capture and collect context in parallel
3. Route -> pick the right diagnostic workflow
4. Execute -> drill down with verification at each step
5. Summarize -> present findings with evidence

Phase 1: Open and Gather Context

Opening a Capture

From file: call open_capture with the .rdc path.

From app: call capture_frame to launch the app, inject RenderDoc, capture a frame, and auto-open it.

Verification: check the returned event count. If it is 0, the capture is empty and you should report that immediately.

Error recovery:

  • If open_capture fails, verify the path exists and points to a valid .rdc file.
  • If capture_frame fails, check the executable path, whether the app needs admin privileges, whether it exits immediately, and whether delayFrames should be increased.

Initial Context Gathering

After a capture is open, call these tools in parallel because they are independent:

ToolWhat it tells you
get_capture_infoAPI, GPU, driver, event count
get_statsPer-pass draw and triangle counts, top draws, largest resources
get_logValidation errors and debug messages; check HIGH severity first
list_passesFrame structure: pass names and draw counts

Before moving on, summarize:

  • Which graphics API is in use?
  • How many passes and draws are present?
  • Are there any HIGH-severity validation errors?
  • Which passes or draws look most expensive?

Use that summary as the working context for the rest of the analysis.

Phase 2: Route to a Workflow

Choose a workflow based on the user's goal:

User goalWorkflow
"Screen is black" or "nothing renders"Black Screen Diagnosis
"Colors are wrong" or "there are artifacts"Visual Artifact Diagnosis
"Performance is bad" or "too slow"Performance Analysis
"Explain what this frame does"Frame Walkthrough
"Debug this specific draw call"Targeted Draw Inspection
"Compare two captures" or "what changed between frames"Frame Regression Diagnosis
General or unclear requestAsk the user what they want to investigate

Diagnostic Workflows

Black Screen Diagnosis

list_draws
  draws = 0?
    -> No geometry submitted. Check:
       - list_events for Clear or Dispatch events
       - get_log for pipeline creation or binding errors
       - report "No draw calls found" with likely causes
  draws > 0?
    -> goto_event for the last draw and get_pipeline_state in parallel
       no render target bound?
         -> report that output goes nowhere
       render target bound?
         -> export_render_target
            render target has content?
              -> likely a present or swapchain issue; inspect Present-related events
            render target is black?
              -> inspect bindings and shaders:
                 - get_bindings
                 - get_shader ps
                 - get_shader vs

Parallel opportunity: goto_event and get_pipeline_state can run in parallel when they target the same eventId.

Visual Artifact Diagnosis

Identify the problematic draw, either from the user or by exporting render targets
  -> goto_event for that draw
  -> get_pipeline_state and get_bindings in parallel
     - inspect blend state
     - inspect render target format
     - inspect bound textures
     - export suspicious textures when needed
     - inspect shaders:
       - get_shader ps mode=disasm
       - get_shader ps mode=reflect
       - search_shaders if you need similar shader matches

If multiple draws look suspicious, show the candidate event IDs and names, export their render targets, and ask the user which one looks wrong.

Performance Analysis

Start from get_stats
  -> inspect top draws by triangle count
  -> goto_event and get_draw_info for heavy draws
  -> inspect pipeline complexity with get_pipeline_state
  -> inspect shader reflection with get_shader vs/ps mode=reflect
  -> inspect oversized resources with get_resource_info
  -> inspect the heaviest pass with get_pass_info
  -> look for redundant draws with similar shaders and resources

Report issues by impact. For each one, state what it is, where it occurs, how severe it is, and what the likely improvement is.

Frame Walkthrough

list_passes
  -> for each important pass:
     - get_pass_info
     - goto_event for the first draw and get_pipeline_state in parallel
     - describe the pass inputs, shaders, and outputs
     - export_render_target to show the pass result
  -> end with a narrative from start to finish

Parallel opportunity: when passes are independent analysis tasks, inspect two or three in parallel.

Pixel-Level Diagnosis

When investigating why a pixel has the wrong color or is missing:

  1. pick_pixel — Read the current pixel color to confirm the issue
  2. pixel_history — Find which draws modified this pixel, check if any were culled/discarded
  3. debug_pixel — Trace the fragment shader execution to find where the wrong value comes from
  4. get_texture_stats — Check if input textures have unexpected ranges (NaN, all-zero, etc.)

Shader Debugging

When a draw produces wrong output:

  1. debug_vertex / debug_pixel — Trace shader execution with mode="summary" first
  2. If inputs look wrong, check bindings with get_bindings
  3. If logic seems wrong, re-run with mode="trace" for step-by-step execution

Frame Regression Diagnosis

When comparing two captures to find rendering differences:

  1. diff_open captureA captureB → Load both captures
  2. diff_summary → Quick overview: any differences? Check divergedAt field
  3. diff_draws → Which draws changed/added/removed?
  4. diff_pipeline "MarkerPath" → What pipeline state changed at that draw?
  5. diff_framebuffer with diffOutput → Pixel-level visual comparison
  6. diff_close → Clean up

Targeted Draw Inspection

When the user specifies an event ID or draw name:

goto_event + get_pipeline_state + get_bindings in parallel
  -> describe:
     - vertex shader with get_shader vs mode=reflect
     - pixel shader with get_shader ps mode=reflect
     - bound textures from bindings
     - render targets from pipeline state
     - viewport from pipeline state
  -> go deeper when needed:
     - get_shader vs/ps mode=disasm
     - export_render_target
     - export_texture
     - get_draw_info

Verification Checkpoints

Apply these checks throughout the analysis:

After this stepVerify
open_capture or capture_frameEvent count is greater than 0
get_logHIGH severity messages are investigated first
list_drawsDraw count matches expectations
get_pipeline_stateShaders are bound and a render target exists
get_bindingsExpected resources are bound and not null
get_shader returns emptyThe stage may not be bound at this event; try a different stage or event
export_render_targetThe image is not unexpectedly all black or all white
Each phaseSummarize what was found, ruled out, and what comes next

Error Recovery

ErrorRecovery
open_capture file not foundVerify the path and ask for the correct file if needed
open_capture invalid fileThe file may be corrupted or not be an .rdc; ask for a new capture
capture_frame app exits immediatelyCheck cmdLine, workingDir, and startup requirements
capture_frame no frame capturedIncrease delayFrames and verify the app actually renders to a window
get_shader empty resultNo shader is bound for that stage at this event; try another stage or event
get_pipeline_state no render targetSome draws do not output to render targets; inspect draw flags
export_render_target index out of rangeCheck how many render targets are bound and use a valid index from 0 to 7
get_resource_info invalid ResourceIdCall list_resources first to find a valid ID
Any tool says no capture is openCall open_capture first

When to Ask the User

Ask before proceeding when:

  • Multiple draw calls could be the source of the problem.
  • The analysis is ambiguous and you need the user to confirm the most likely hypothesis.
  • The user's goal is still unclear after initial context gathering.
  • You found a likely root cause but need confirmation before narrowing further.

Do not ask when:

  • The next diagnostic step is obvious.
  • More data will clearly narrow the problem.
  • Exporting an image or texture will give better evidence.

Tool Reference

Session

ToolPurpose
open_captureLoad an .rdc file for analysis
capture_frameLaunch the app, inject RenderDoc, capture a frame, and auto-open it

Navigation and Events

ToolPurpose
list_eventsList all events, including draws and non-draws
list_drawsList draw calls only
goto_eventNavigate to an event and update current state
get_draw_infoRetrieve detailed information for one draw call

Pipeline and Bindings

ToolPurpose
get_pipeline_stateInspect bound shaders, render targets, depth state, and viewports
get_bindingsInspect constant buffers, textures, UAVs, and samplers

Shaders

ToolPurpose
get_shaderRetrieve disassembly or reflection
list_shadersList unique shaders with usage counts
search_shadersSearch across shader disassembly text

Resources and Passes

ToolPurpose
list_resourcesList GPU resources with optional filtering
get_resource_infoInspect a single resource in detail
list_passesList render passes with draw counts
get_pass_infoList draws within one pass

Info and Diagnostics

ToolPurpose
get_capture_infoInspect API, GPU, driver, and event count
get_statsInspect per-pass breakdowns, top draws, and large resources
get_logInspect debug and validation messages

Export

ToolPurpose
export_render_targetExport the current event's render target as PNG
export_textureExport a texture resource as PNG
export_bufferExport buffer data as a binary file

Pixel & Debug

ToolKey ParametersPurpose
pixel_historyx, y, eventId (opt), targetIndex (opt)Query which draws modified a pixel up to an event; includes shader output, post-blend value, and pass/fail status
pick_pixelx, y, eventId (opt), targetIndex (opt)Read the RGBA value of a single pixel; returns float, uint, and int representations
debug_pixeleventId, x, y, mode (summary/trace), primitive (opt)Debug the fragment shader at a pixel; summary returns inputs/outputs, trace adds step-by-step execution
debug_vertexeventId, vertexId, mode (summary/trace), instance (opt), index (opt), view (opt)Debug the vertex shader for a specific vertex; summary or full trace
debug_threadeventId, groupX/Y/Z, threadX/Y/Z, mode (summary/trace)Debug a compute shader thread at a workgroup and thread coordinate
get_texture_statsresourceId, mip (opt), slice (opt), histogram (opt), eventId (opt)Get min/max pixel values and an optional 256-bucket RGBA histogram; useful for detecting NaN or all-zero textures

Shader Hot-Editing

ToolPurpose
shader_encodingsList supported shader compilation encodings
shader_buildCompile shader source code, returns a shaderId
shader_replaceReplace shader at a given event/stage with a built shader
shader_restoreRestore a single shader to its original
shader_restore_allRestore all replaced shaders and free resources

Extended Export

ToolPurpose
export_meshExport post-transform vertex data as OBJ or JSON
export_snapshotExport complete draw state (pipeline, shaders, and render targets)
get_resource_usageQuery how a resource is used across all events

CI Assertions

ToolPurpose
assert_pixelValidate pixel RGBA value with configurable tolerance
assert_stateValidate a pipeline state field against an expected value
assert_imageCompare two PNG images pixel-by-pixel
assert_countValidate resource, draw, or event counts
assert_cleanValidate no debug messages above a given severity

Diff / Comparison

ToolKey ParametersPurpose
diff_opencaptureA, captureBOpen two captures for side-by-side comparison
diff_close—Close the diff session and free resources
diff_summary—High-level summary with multi-level checking; check divergedAt field
diff_draws—Compare draw call sequences using LCS alignment; reports changed/added/removed draws
diff_resources—Compare GPU resource lists between the two captures
diff_stats—Compare per-pass statistics between the two captures
diff_pipelinemarkerCompare pipeline state at a matched draw identified by marker path
diff_framebuffereidA, eidB, target (opt), threshold (opt), diffOutput (opt)Pixel-level render target comparison with optional diff image output