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- 2026년 7월 3일 19:45
- 감지된 SKILL.md 언어
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설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/tomevault-io/skills-registry --skill webgpu-capture-analysis명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
| Use when this capability is needed.
> Use when this capability is needed.
Review architecture and API design for the vfs-s3 project. Use when the user mentions @architect, asks to review an issue's design, discuss module boundaries, API shape, or architectural decisions for vfs-s3. Also trigger when the user wants to create an ADR (Architecture Decision Record) or evaluate a technical approach for the project. Intended for dispatch from Codex automation or Claude routines; GitHub trigger phrase: @vfs-s3-bot please prepare design doc Use when this capability is needed.
SOC 직업 분류 기준
SKILL.md 표시 중
| name | webgpu-capture-analysis |
| description | >- Use when this capability is needed. |
A WebGPU Inspector capture is a JSON record of one or more rendered frames: the full GPU object graph plus the ordered list of WebGPU API calls. This skill explains how to read one and what to flag.
objects — map of numeric id to a record: { id, type, label, descriptor, stacktrace, ... }. Types: Adapter, Device, Buffer, Texture,
TextureView, Sampler, BindGroup, BindGroupLayout, PipelineLayout,
RenderPipeline, ComputePipeline, ShaderModule, RenderBundle.commands — ordered array of { index, method, object, args, result, ... }.
object is the GPU object the method was called on; args are its
arguments. References to GPU objects appear as { "__id": N, "__class": ..., "__label": ... }.validationErrors — WebGPU validation errors raised during the capture.__base64Omitted markers and byte lengths instead of bytes.Always start with get_capture_summary — it carries object/command counts,
derived stats, and a heuristic issues list. Then drill in:
get_commands with a method filter, a passLabel regex, or an
offset/limit window — never fetch the whole list at once for a large capture.get_object for a pipeline, bind group, or texture descriptor.get_shader for a ShaderModule's WGSL.get_validation_errors for correctness problems.To debug a specific draw (e.g. "this draw read a vertex attribute as 0"):
get_draw_state(commandIndex) resolves the bound pipeline (+ vertex layout),
bind groups, vertex/index buffers, and draw params for a draw command. Each
vertex buffer reports a bufferDataCommandIndex.decode_vertex_buffer(commandIndex) — pass a vertex buffer's
bufferDataCommandIndex to decode its first N vertices into per-attribute
numbers (the layout is taken from the pipeline automatically).diff_draws(cmdA, cmdB) compares a working vs. a broken draw's resolved state.For very large frames, capture only what you need: capture_frames accepts
passLabel / passType (capture heavy payloads for matching passes only) and
maxBufferSize (per-buffer byte cap; truncated buffers are marked). To inspect a
live buffer without a full capture, use read_buffer.
Cite index (command) and id (object) values in findings so the user can
locate them in the WebGPU Inspector DevTools Capture panel.
Correctness
validationErrors — always report these first; they are real bugs.Per-frame cost / hitching
createRenderPipeline / createComputePipeline inside the captured frame —
pipeline creation is expensive; move it to load time.createShaderModule inside the frame — same idea.writeBuffer / writeTexture calls every frame — consider
persistent buffers, mapped writes, or uploading less.CPU submission overhead
setPipeline / setBindGroup / setVertexBuffer counts relative to
draw calls — sort draws by pipeline and bind group to cut state changes.setPipeline / setBindGroup (the summary flags
these) — the bind is a no-op and can be skipped.Pass structure
beginRenderPass calls — each pass has fixed cost; merge where the
attachments allow.loadOp: "load" where "clear" would do (forces an attachment read), or
storeOp: "store" on attachments whose result is never used.Shaders (via get_shader)
Give a prioritized list. For each finding: severity (error > warning > info), a one-line description, why it matters for this capture, and a concrete fix. Reference command indices and object ids. Distinguish confirmed bugs (validation errors) from heuristics (a flagged pattern that may be intentional) — say which is which rather than overstating.
Source: brendan-duncan/webgpu_inspector — distributed by TomeVault.