| name | renderdoc-pass-to-project-mapping |
| description | Map RenderDoc passes, events, and shaders back to likely project-side source files and implementation points. Use when asked where a pass is implemented, which project files correspond to a capture event, or how a RenderDoc shader links back to workspace code. |
RenderDoc Pass To Project Mapping
Connect capture evidence to workspace code so the user can leave the frame and change the real implementation.
Workflow
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Resolve capture state.
Call renderdoc_openCapture if needed.
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Resolve the target pass or event.
Use renderdoc_getSelectionContext for current-selection questions.
Call renderdoc_getEventDetails for the target EID.
Call renderdoc_getFrameSummary when the user starts from a high-level pass description instead of a specific event.
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Gather the best search anchors.
Call renderdoc_getShaderInfo for stage names, entry points, and binding context.
Call renderdoc_getShaderSource only if the source text is needed to improve project-side matching.
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Search the workspace implementation.
Call renderdoc_findProjectImplementation with the strongest available anchors from the event, pass, and shader data.
Output
Report:
- The pass or event being mapped
- The strongest implementation clues from the capture
- The most likely project files or code regions
- Any ambiguity and how to disambiguate it
Guardrails
- Do not present weak filename guesses as confirmed ownership.
- If the mapping is ambiguous, show the leading candidates and explain why.
- Keep RenderDoc facts and project-side guesses clearly separated.