Renderdoc MCP
UnclaimedMCP server for RenderDoc — AI-assisted GPU frame capture analysis
Install
pip install -e .Unclaimed listing
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Claim this serverTools (40)
analyze_bandwidth
Write/read bandwidth estimate per render target
analyze_overdraw
Overdraw estimate per render target group
analyze_render_passes
Auto-detect render pass boundaries by Clear/RT switches, summarize each pass
analyze_state_changes
Finds redundant state-change patterns and batching opportunities
close_capture
Close current capture and free resources
debug_shader_at_pixel
Per-pixel shader debug — returns variable trace or pixel value + shader info as fallback
diagnose_negative_values
Scans all float RTs for negative/NaN/Inf — finds first event introducing them, detects TAA accumulation
diagnose_precision_issues
Checks R11G11B10 sign-bit loss, shallow depth buffers, SRGB/linear mismatches
diff_draw_calls
Compare two draw calls — shows state differences with human-readable implications
disassemble_shader
Shader disassembly with auto fallback chain; supports search (keyword + context) and linerange
export_draw_textures
Batch export all textures bound to a draw call (auto-names, skips placeholders)
export_mesh
Export mesh as OBJ with positions, normals, UVs from post-VS data
find_draws
Search draw calls by rendering state: blend, min vertices, texture/shader/RT binding
get_action
Full detail for a single action
get_buffer_data
Read buffer bytes (hex dump or float32 array)
get_capture_info
Capture metadata: API, action count, resolution, knowngpuquirks (Adreno/Mali/PowerVR/Apple)
get_cbuffer_contents
Actual constant buffer variable values; supports filter for variable name substring
get_draw_call_state
One-call draw analysis: action info, blend formula, depth, stencil, rasterizer, textures with sizes, RTs, shaders
get_frame_overview
Frame-level statistics: action counts by type, texture/buffer memory, render targets, resolution
get_pass_timing
Most expensive render passes — uses GPU counters if available, falls back to triangle-count heuristic
get_pipeline_state
Full state: topology, viewports, rasterizer, blend, depth, stencil (human-readable enums)
get_post_vs_data
Post-transform vertex data (VS out / GS out)
get_resource_usage
Which events read/write a resource
get_shader_bindings
Constant buffers, SRVs, UAVs, samplers for a shader stage
get_shader_reflection
Input/output signatures, resource binding layout
get_texture_stats
Per-channel min/max/avg with anomaly detection (NaN/Inf/negative); supports allslices for cubemaps
get_vertex_inputs
Vertex attributes, vertex/index buffer bindings
list_actions
List the draw call / action tree — supports filter (name substring) and eventtype (draw/clear/copy…)
list_buffers
All buffers (filterable by min size)
list_resources
All named resources (filterable by type, name pattern)
list_textures
All textures (filterable by format, min width)
open_capture
Open a .rdc file (auto-closes previous)
pick_pixel
RGBA value at a coordinate
pixel_history
Full per-pixel modification history across all events
read_texture_pixels
Read a rectangular region of pixels (up to 64×64) with per-pixel anomaly flags
sample_pixel_region
Uniform-grid scan of an RT region — detects NaN/Inf/negative/overexposed hotspots
save_render_target
Save RT snapshot at an event (color + optional depth)
save_texture
Export to PNG, JPG, BMP, TGA, HDR, EXR, or DDS
search_actions
Search by name pattern and/or action flags
set_event
Navigate to an event (required before pipeline queries)