Creator · clshortfuse
Last updated · Sep 7, 2026
RenoDX DevKit workflow for tracing swapchain/output passes, SwapChainPass, RGBA8U/UNORM limits, RGBA16F proxy resources, gamma-space float pipelines, HDR10-preferred SDR/HDR output toggles, rare scRGB output encoding, render resources, backbuffer formats, resource upgrades, neutr
Review then install
Install targets
Codex install prompt
Install the "swapchain-resource-analysis" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/swapchain-resource-analysis. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: RenoDX DevKit workflow for tracing swapchain/output passes, SwapChainPass, RGBA8U/UNORM limits, RGBA16F proxy resources, gamma-space float pipelines, HDR10-preferred SDR/HDR output toggles, rare scRGB output encoding, render resources, backbuffer formats, resource upgrades, neutral HDR source preservation, UI/HUD separation, and rejecting inverse-tonemap postprocess approaches. Use when investigating swapchain output, resource formats, final backbuffer shaders, swapchain proxies, AutoHDR/RTX HDR/ReShade FX style inverse tonemap ideas, resource upgrades, or proving where scene HDR data exists before shader-side ToneMapPass work. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"clshortfuse-swapchain-resource-analysis","task":"Install swapchain-resource-analysis","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
Research agents
I need my agent to research a topic, compare sources, and produce a concise report.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add clshortfuse/renodx --skill swapchain-resource-analysis
Maintenance
fresh
1d since push
Risk
Safe to try
Quality score needs review
GitHub quality
3.8K
83/100 Quality · 83/100 Trust
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Quality score needs review
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Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Review then installGood shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Use as the primary candidate after human or sandbox review.
Stars
3.8K GitHub stars
Repo activity
3.8K stars, 142 forks
Maintenance
1d since push
License
MIT
Install
npx skills add clshortfuse/renodx --skill swapchain-resource-analysis
Install safety
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Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
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Install command
npx skills add clshortfuse/renodx --skill swapchain-resource-analysisDo not use when
Alternative
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61.0K Stars
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npx skills add Imbad0202/academic-research-skills
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Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
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The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20swapchain-resource-analysis%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20swapchain-resource-analysis%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/clshortfuse-swapchain-resource-analysis/install
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Copy prompt
Task: Use swapchain-resource-analysis in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20swapchain-resource-analysis%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/clshortfuse-swapchain-resource-analysis/install
Install command: npx skills add clshortfuse/renodx --skill swapchain-resource-analysis
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
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/api/skills/clshortfuse-swapchain-resource-analysis/install
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/api/skills/clshortfuse-swapchain-resource-analysis/install?format=text
Find alternatives
/api/skills/search?q=swapchain-resource-analysis&limit=3
Agent prompt
Use swapchain-resource-analysis for this task. Review https://www.openagentskill.com/api/skills/clshortfuse-swapchain-resource-analysis/install, then install with: npx skills add clshortfuse/renodx --skill swapchain-resource-analysisRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/clshortfuse-swapchain-resource-analysis
LLM text
/api/registry/manifest/clshortfuse-swapchain-resource-analysis?format=text
Install alias
/api/registry/install/clshortfuse-swapchain-resource-analysis
Recommend
/api/registry/recommend?task=Use%20swapchain-resource-analysis%20in%20an%20agent%20workflow&limit=3
Agent fit
Research agents
Use-case tags
Platforms
Claude Code
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A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
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Use this as a leading candidate, then validate the README and install path in your own agent stack.
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Primary pick
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Research agents
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Production-ready
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Command ready
Use when
Evidence
review first
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Trust profile
Good shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
GitHub adoption
PASS3.8K GitHub stars
Stars/forks activity
INFO3.8K stars, 142 forks; issue activity unavailable in current metadata
Recent maintenance
PASS1d since push
License clarity
PASSMIT
Good signals
Review before install
Recommended action
Use as the primary candidate after human or sandbox review.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Process rich media
I need my agent to process images, video, or audio and extract useful information.
Build and ship code
I need a coding agent that can understand a repository, edit code, and review pull requests.
Workflow fit
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
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--- name: swapchain-resource-analysis description: "RenoDX DevKit workflow for tracing swapchain/output passes, SwapChainPass, RGBA8U/UNORM limits, RGBA16F proxy resources, gamma-space float pipelines, HDR10-preferred SDR/HDR output toggles, rare scRGB output encoding, render resources, backbuffer formats, resource upgrades, neutral HDR source preservation, UI/HUD separation, and rejecting inverse-tonemap postprocess approaches. Use when investigating swapchain output, resource formats, final backbuffer shaders, swapchain proxies, AutoHDR/RTX HDR/ReShade FX style inverse tonemap ideas, resource upgrades, or proving where scene HDR data exists before shader-side ToneMapPass work." argument-hint: "game/frame target, graphics API, suspected final pass/resource, and whether the issue is HDR source proof, proxy/resource upgrade, or inverse-tonemap rejection" ---
# Swapchain and Resource Analysis
Use this skill when the target pass/resource is not proven yet, especially when work starts at final presentation, swapchain output, backbuffer format, or a suspected resource bottleneck. The goal is to trace the render pipeline far enough backward to find real scene/HDR data, prove where destructive SDR mapping happens, and decide whether the fix is shader replacement, resource upgrade, `SwapChainPass`/output-format work, UI separation, or rejection of a postprocess-only approach.
## Related skills and scope
| Need | Use | |---|---| | Game folder setup, builds, DevKit launch/linking, metadata, initial scaffold | `setup-game-mod-dev` | | Proving swapchain/resource formats, final output path, proxy resources, or HDR source location | This skill | | Editing a proven tonemap/LUT shader target after `untonemapped`/`neutral_sdr`/`graded_sdr` signals are known | `handle-sdr-tonemap-lut` | | Plotting curves, resource stats, or validation graphs discovered during analysis | `analysis-graphing` |
Do not duplicate setup or shader-math workflow here. Capture only the facts those workflows need.
## Core principle: RenoDX is not inverse tonemapping
RenoDX mods should not be framed as "take the finished SDR frame and inverse-tonemap it." That is the postprocess class of tools such as Microsoft AutoHDR, RTX HDR, and generic ReShade FX filters. Those methods guess missing HDR after the game has already compressed/clipped/graded the image.
RenoDX should instead preserve or recover a real upstream signal:
```text scene HDR / pre-tonemap composite -> game exposure, bloom, fades, presentation effects -> SDR tonemap or hard clip -> optional LUT/color grade -> UI/video/composite -> final output encode / swapchain ```
The preferred RenoDX target is before the destructive SDR step, or at a shader that still receives the upstream signal plus an SDR reference. A final swapchain pass is only a valid target when it still has access to the HDR/pre-SDR resource, handles final color-space/output encode, or is used for verification/UI separation. It is not valid when it only reads the completed SDR backbuffer.
## HDR upgrade model
Treat HDR upgrade work as preservation of range and gamut through the game's real pipeline, followed by an intentional output conversion.
Neutral output is the baseline. Resource upgrades, proxy paths, and swapchain color-space changes should preserve the original SDR art direction while removing proven range/precision limits. Default settings should match the original look as closely as practical. They should not create a default "HDR look" by increasing contrast, saturation, or colorfulness; visual augmentation belongs in explicit sliders or named presets such as `HDR Look`. Rare exceptions need explicit user intent and validation evidence.
| Concept | RenoDX meaning | |---|---| | RGBA8U / UNORM limit | Values are confined to `[0, 1]`, cannot carry negative channels for wider-gamut representation, and cap highlights at SDR reference white. | | Floating-point resource | RGBA16F or similar resources can preserve values above `1.0`, negative channels, smoother gradients, and intermediate post-process precision. | | Proxy resource | A high-precision intermediate can carry HDR data even when the practical swapchain format is RGB10A2/PQ HDR10 or linear scRGB. A full floating-point swapchain is not always required. | | Native pipeline compatibility | Many game passes may continue operating in the game's original BT.709/gamma-style domain if the upgraded resources preserve range until the final proxy/output shader. | | Final output conversion | The final proxy/output shader maps the preserved floating representation to the display path, such as linear scRGB or PQ HDR10. This is forward encoding, not inverse tonemapping. | | `SwapChainPass` | The shared shader helper `renodx::draw::SwapChainPass(...)` is the standard final proxy/output conversion path when a proven float/intermediate signal reaches presentation. | | Output preset cbuffer | A per-frame injected preset such as `RENODX_SWAP_CHAIN_OUTPUT_PRESET` / `swap_chain_output_preset` can cheaply select SDR, HDR10, or scRGB behavior without recompiling output shaders. Use named constants in code when available; numeric values are documentation only. |
Use this model to decide whether the mod needs a shader replacement, a resource format upgrade, a swapchain proxy path, or all three.
## Boundaries
- Focus on DevKit draw/resource/swapchain analysis, render-target format decisions, and resource-upgrade planning. - Use this before `handle-sdr-tonemap-lut` when the shader capture point is unknown or when a final-output hack is being proposed. - After a shader-side tonemap/LUT target is proven, switch to `handle-sdr-tonemap-lut` for HLSL/Slang math. - Keep setup/build/link details in `setup-game-mod-dev` unless they are directly needed to prove resource behavior. - Do not create a RenoDX strategy that only inverse-tonemaps the final SDR swapchain image. - Do not treat a fullscreen pass as "the tonemap" until draw inputs prove whether it receives HDR scene data, SDR color, UI, video, or an encoded output.
## Expected output from this skill
Produce these sections:
1. **Pipeline classification** - final output format, swapchain color space, final blit/composite, tonemap/LUT/UI/video positions. 2. **Format/proxy plan** - RGBA8U bottlenecks, RGBA16F/proxy needs, final `SwapChainPass`/RGB10A2/PQ or scRGB output path. 3. **Resource chain** - relevant resources/views, formats, bind flags, copies/resolves, and where values are clipped or preserved. 4. **HDR source proof** - draw/resource evidence for the last usable pre-SDR signal and why it is not merely final SDR output. 5. **Target decision** - shader replacement, resource upgrade, `SwapChainPass`/output encode, UI separation, or explicit rejection. 6. **Handoff plan** - exact shader/resource facts to pass to `handle-sdr-tonemap-lut` or C++ addon work. 7. **Verification checklist** - captures, resource readbacks, format checks, UI/video checks, and final HDR output validation.
## Step 1: Classify the final output path
Start at presentation, but use it as a map anchor rather than the default mod target.
| Area | What to identify | |---|---| | Swapchain format | `R8G8B8A8_UNORM`, `R10G10B10A2_UNORM`, `R16G16B16A16_FLOAT`, scRGB, HDR10/PQ, or game-specific proxy. | | UNORM bottleneck | Any RGBA8U/UNORM pass that caps values to `[0, 1]` or prevents negative channels before HDR-critical work is complete. | | Proxy state | Whether a high-precision proxy/intermediate exists, where it is created, and whether the swapchain itself is only the final presentation target. | | Output toggle | Whether the mod needs runtime SDR/HDR output switching and which cbuffer preset or setting drives it. | | Output color space | SDR sRGB/gamma, scRGB linear, PQ/BT.2020, HDR10 metadata path, or unknown. | | Final draw | Present blit, resolve, post composite, UI composite, tonemap pass, or copy-only path. | | Inputs to final draw | HDR scene RT, SDR post-tonemap RT, UI/HUD, video, bloom, previous frame, or only backbuffer. | | Encode step | sRGB write, gamma pow, PQ encode, scRGB scale, RGBM/packed path, or OS/driver conversion. | | UI/video position | Before tonemap, after tonemap, separate overlay, or already baked into final SDR. |
If the final draw only samples an SDR/UNORM post-tonemap color buffer, do not design an inverse-tonemap mod from that point. Continue backward.
## Step 2: Work backward through draws and resources
Use DevKit snapshots, draw details, and resource analysis to map the chain from swapchain to scene composite.
1. Inspect the last frame draws first, then step backward through fullscreen passes. 2. For each candidate draw, record: - shader hash and stage; - input SRVs/UAVs and output RTV/UAVs; - resource/view format, dimensions, mips, array slices, and bind flags; - whether the resource is copied, resolved, cleared, or reused later; - blend state and color-write masks. 3. Analyze resource contents before and after suspected destructive passes. 4. Prefer evidence from values/ranges, formats, and shader math together; a resource name or fullscreen triangle alone is not proof. 5. Stop only when you can identify the last useful pre-SDR signal or prove that the game no longer exposes one without earlier resource upgrades.
Useful proof signs for an upstream HDR source:
- float or high-range formats carrying values above SDR white before clamp/encode; - shader math with exposure, bloom, scene color, or known filmic/hard-clip behavior; - a later pass clamps/saturates, applies a tone curve, samples a LUT, or writes to UNORM; - UI/HUD is absent from the candidate source and composited later; - changing scene exposure/bloom affects the candidate in a physically plausible way instead of merely stretching final SDR pixels.
## Step 3: Identify destructive SDR operations
Classify where information is lost. This determines whether shader replacement is enough or resource upgrades are required.
| Operation | Why it matters | |---|---| | `saturate`, `min`, hard clip, UNORM write | Values above SDR range, negative channels, and wider-gamut working values are destroyed. | | Filmic/ACES/Hable/Reinhard tone curve | HDR dynamic range is compressed into SDR; use shader-side replacement before/at this point. | | LUT/color grade on SDR input | Grade may need a `graded_sdr` reference or LUT bridge, but it is not an HDR source by itself. | | Gamma/sRGB encode | Linear-light math after this point is invalid unless decoded, and highlight detail may already be clipped. | | Dither/quantize/8-bit resolve | Precision is lost; inverse expansion will amplify artifacts. | | UI/video composite | Must usually stay SDR-shaped and may need a separate path. | | Copy/resolve to lower format | Upstream shader may be good, but the resource chain needs upgrading. |
## Step 4: Choose a valid RenoDX target
Use the narrowest target that preserves real upstream data.
| Target | Use when | Notes | |---|---|---| | Pre-tonemap shader | It receives scene/pre-SDR color and writes SDR. | Preferred handoff to `handle-sdr-tonemap-lut`. | | Tonemap+grade shader | It has both `untonemapped` and final/graded SDR references. | Use `ToneMapPass(untonemapped, graded_sdr, neutral_sdr)` patterns when appropriate. | | Resource format upgrade | The right shader exists, but an intermediate RT/copy clamps to SDR/UNORM. | Plan addon-side resource upgrades and verify all aliases/views. | | Swapchain proxy/output shader | HDR scene is already preserved in a float proxy/intermediate and only final `SwapChainPass` scRGB/PQ/output conversion is missing. | Valid final-pass work, not inverse tonemapping. | | UI/HUD split | UI is composited before/inside tonemap or contaminated by HDR path. | Keep UI SDR-shaped while scene uses HDR. | | Reject final-only inverse | Only final SDR backbuffer/color buffer is available. | Report as AutoHDR/RTX HDR/ReShade FX class, not RenoDX. |
The final swapchain pass can be edited only if draw inputs pro
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Scenario-led draft for swapchain-resource-analysis, ready for a manual X post.
swapchain-resource-analysis: RenoDX DevKit workflow for tracing swapchain/output passes, SwapChainPass, RGBA8U/UNORM limit... 3.8K stars https://www.openagentskill.com/skills/clshortfuse-swapchain-resource-analysis?ref=x
Listing + install path for swapchain-resource-analysis: https://www.openagentskill.com/skills/clshortfuse-swapchain-resource-analysis?ref=x Install: npx skills add clshortfuse/renodx --skill swapchain-resource-analysis
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