frame-pass-assemble

Community

Assemble 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 required

Components

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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