frame-pass-assemble
CommunityAssemble multi-pass GPU frames with ease
Authormikialex
Version1.0.0
Installs0
System Documentation
What problem does it solve?
Frame assembly becomes error-prone when you need multiple GPU render passes, correct attachment lifetimes, MSAA resolves, and consistent load/store behavior while keeping the renderer maintainable.
Core Features & Use Cases
- Functional multi-pass frame builder: Compose passes with a chainable API that wires attachments and pass execution together.
- Attachment allocation and reuse: Allocate transient color/depth textures from the frame pool, including MSAA sample counts and size transforms.
- Correct GPU render semantics: Select per-attachment load/store operations, handle MSAA resolves, and support conditional pass content.
- Pass content orchestration: Use
.by()and.by_if()to render one or many draw units inside each pass, including fullscreen quad post-processing.
Quick Start
Use the frame-pass-assemble skill to build a three-pass pipeline that renders a 4x MSAA scene into an offscreen attachment, resolves it into a single-sample texture, and then post-processes it into your final render target.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: frame-pass-assemble Download link: https://github.com/mikialex/rendiation/archive/main.zip#frame-pass-assemble Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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