renderdoc-debug

renderdoc-debug is a skill for Claude Code from dcc-mcp/dcc-mcp-renderdoc. It costs 109 tokens per session (1,008 once invoked), scanned A, original, MIT.

A tool for finding why a recorded graphics result is wrong in RenderDoc. RenderDoc is a graphics debugging application; this add-on can trace a pixel's changes and step through shader work.

In plain words
What is it for?
Use it to trace pixel history, debug pixel, vertex, and compute shaders, and export processed mesh data.
Why use it?
It replaces guesswork when a pixel, vertex, or compute result is incorrect by showing the work that produced it.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to trace pixel history, debug pixel, vertex, and compute shaders, and export processed mesh data.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dcc-mcp/dcc-mcp-renderdoc/renderdoc-debug
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add dcc-mcp/dcc-mcp-renderdoc --skill renderdoc-debug
Clone the repo
git clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-renderdoc

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for renderdoc-debug

README.md
[![agentmods](https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-renderdoc/renderdoc-debug/github.svg)](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-renderdoc/renderdoc-debug)
Your own site
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-renderdoc/renderdoc-debug"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-renderdoc/renderdoc-debug/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for renderdoc-debug

Your own site · 80×15
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-renderdoc/renderdoc-debug"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-renderdoc/renderdoc-debug.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 109 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,008 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00109 $0.01008
Opus 5.5 $0.00044 $0.00403
Sonnet 5.5 $0.00022 $0.00202
Haiku 4.5 $0.00011 $0.00101

Measured 1mo ago against content hash dbfe0d657e9d, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

renderdoc-debug scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.

The scan reads SKILL.md. This mod also ships 7 executable files (scripts/debug_capabilities.py, scripts/debug_pixel.py, scripts/debug_thread.py, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

src/dcc_mcp_renderdoc/skills/renderdoc-debug/SKILL.md · 78 lines

How it starts

The opening of the file, as written. The whole thing — 78 lines — stays where its author put it; the contents beside it link to each section on GitHub.

RenderDoc Debug

These tools answer why a capture produced the value it did. They replay an existing .rdc through RenderDoc's replay API and never modify it; only export_mesh writes to disk, and only to a destination you name.

Every tool in this skill needs the deep replay backend (renderdoc.pyd, reached through the Python runtime bundled with qrenderdoc). The headless renderdoccmd baseline cannot read anything back out of a capture, so it cannot substitute here.

Capability gating

Call debug_capabilities first. It reports:

  • whether the deep backend is reachable, and how to enable it when it is not;
  • when given capture_file, RenderDoc's own per-capture replay flags — pixel_history, shader_debugging, post_vs_data — which vary per capture and per driver; post_vs_data is derived from the replay mode when RenderDoc does not advertise the flag itself;
  • per tool, whether that tool is usable right now and which flag it depends on.

When the deep backend is missing, every tool returns a structured unsupported_backend result naming the missing backend and how to enable it. None of them raise, and none of them return empty data silently.

Tool Needs Answers
pick_pixel pixel_history the last draw that passed depth/stencil at this pixel, and its value
pixel_history pixel_history every event that touched this pixel, with pass/fail reason
debug_pixel shader_debugging step-by-step pixel shader trace
debug_vertex shader_debugging step-by-step vertex shader trace for one vertex/instance
debug_thread shader_debugging step-by-step compute shader trace for one workgroup/thread
export_mesh post_vs_data post-VS geometry as OBJ or JSON

Working order

  1. debug_capabilities — confirm the backend and the per-capture flags.
  2. renderdoc_inspect__list_actions — find the event ID you care about.
  3. pick_pixel — confirm the last draw that passed depth/stencil at that pixel, and read the pixel's current contents.
  4. pixel_history — see every write to that pixel and which one failed.
  5. debug_pixel / debug_vertex / debug_thread — step the shader that produced the value.
  6. export_mesh — dump post-VS geometry when the problem is geometric, not per-pixel.

Read the full file on GitHub · 78 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 1mo ago First seen · 78 lines · 109 tokens per session scan A dbfe0d657e9d

Subscribe to this mod's changes

renderdoc-debug is a skill published in the GitHub repository dcc-mcp/dcc-mcp-renderdoc (1 stars, last pushed yesterday), licensed MIT. It adds 109 tokens to every session and 1,008 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-19.

Related

Other skills, from other repositories

renderdoc-mcp

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.

JiaboLi-GitHub/renderdoc-mcp · 55 tokens

performance-optimization

Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each…

gamedev-skills/awesome-gamedev-agent-skills · 121 tokens

beehave

Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger.

jame581/GodotPrompter · 35 tokens

godot-debugging

Use when debugging Godot projects — remote debugger, print techniques, signal tracing, common error patterns and fixes.

jame581/GodotPrompter · 26 tokens

rdc-cli

Use this skill when working with RenderDoc capture files (.rdc), analyzing GPU frames, tracing shaders, inspecting draw calls, or running CI assertions against GPU captures. Trigger phrases: "open capture", "rdc file", ".rdc", "renderdoc", "shader debug", "pixel trace", "draw calls", "GPU frame", "assert pixel"…

BANANASJIM/rdc-cli · 82 tokens

asset-audit

Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

striderZA/OpenCodeGameStudios · 38 tokens