| name | webgpu-capture-analysis |
| description | Interpret WebGPU Inspector frame captures — the GPU object graph, the command list, render/compute passes, buffers, textures, shaders, validation errors, and common performance problems. Use when analyzing captures produced by the webgpu-inspector plugin's MCP tools or by saveCaptureData() / DevTools "Save Capture" files (.wgpuc binary, or legacy .json). |
WebGPU capture analysis
A WebGPU Inspector capture is a 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.
Capture files
Saved captures are .wgpuc binary files: an ASCII header line
(WGPUCAP <version> <jsonByteLength>\n), then <jsonByteLength> bytes of
metadata JSON (the object described under "Capture shape" below, so the front
of the file is readable text), then raw buffer/texture payload bytes located
by the metadata's payloadTable. Don't parse one by hand — pass the path to
load_capture_file and use the MCP tools. Legacy captures (single-object
.json, or NDJSON with base64 payload lines) load the same way.
Capture shape
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.
- Large buffer/texture payloads live out-of-band (referenced by
__payloadId); the MCP tools strip them, so you see __base64Omitted
markers and byte lengths instead of bytes.
Workflow
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.
Performance analysis
When the goal is performance — the frame is slow, janky, dropping frames, or the
user asks where the time goes / whether it's CPU- or GPU-bound / about fillrate —
take the GPU-timed path by default, without being asked to enable it:
- Capture with per-pass GPU timing:
capture_frames({ profilePasses: true, payloads: "none" }). profilePasses
injects per-pass GPU timestamp queries so each render/compute pass carries a
measured durationMs (and the frame a total GPU time); payloads: "none" keeps
the capture light — profiling needs the command list and object graph, not the
buffer/texture bytes. Treat "analyze the performance of a frame" as implying
profilePasses: true.
- Call
analyze_performance (not just get_capture_summary). It returns the frame
budget and a CPU-/GPU-/vsync-bound verdict, passes ranked by GPU time each
annotated with render-target size/format/MSAA, blend usage, fragment-shader
complexity, and a likely bottleneck (fillrate/ROP vs fragment-ALU), plus
heuristic issues and ranked improvement suggestions.
- For a live page,
get_frame_stats samples fps / dropped frames / CPU submit time
/ bound verdict over a short window without a capture — use it to confirm the page
is actually dropping frames or is CPU-bound before drilling in.
Notes:
- GPU timing needs the adapter's
timestamp-query feature; the inspector enables it
automatically when available and it is a no-op otherwise. Without it,
analyze_performance still ranks passes by fill workload and says GPU time is
unavailable — re-run once the feature is present for real timings.
- The fillrate-vs-fragment-ALU verdict is a static heuristic (render-target bytes ×
MSAA × area × blend, plus a WGSL fragment-complexity scan). To confirm fillrate,
reduce the render-target resolution and re-measure: GPU time scaling ~linearly with
pixel count ⇒ per-pixel (fillrate/fragment) bound; flat ⇒ vertex/geometry/CPU bound.
What to look for
Correctness
- Any
validationErrors — always report these first; they are real bugs.
- A canvas texture used after its frame expired, or destroyed objects still
referenced (the inspector reports these as validation errors).
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.
- Large or numerous
writeBuffer / writeTexture calls every frame — consider
persistent buffers, mapped writes, or uploading less.
CPU submission overhead
- High
setPipeline / setBindGroup / setVertexBuffer counts relative to
draw calls — sort draws by pipeline and bind group to cut state changes.
- Redundant consecutive
setPipeline / setBindGroup (the summary flags
these) — the bind is a no-op and can be skipped.
- Many small draw calls with the same pipeline — candidates for instancing,
batching, or render bundles.
Pass structure
- Excess
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.
- Depth/stencil attachment configuration vs. what the draws need.
Shaders (via get_shader)
- Work in the fragment stage that could move to the vertex stage.
- Dynamically uniform branching, heavy loops, or texture sampling in loops.
- Bind group layout mismatches across entry points.
Reporting
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.