export_draw_textures
Batch export all textures bound to a draw call (auto-names, skips placeholders)
How to use it
export_draw_textures is exposed by the Renderdoc MCP MCP server. Add the server to your MCP client (Claude Desktop, Cursor, Windsurf and others), and the export_draw_textures tool becomes available to the model automatically. See the full listing for setup details and every tool this server provides.
Install Renderdoc MCP
pip install -e .Other tools in Renderdoc MCP (39)
Write/read bandwidth estimate per render target
Overdraw estimate per render target group
Auto-detect render pass boundaries by Clear/RT switches, summarize each pass
Finds redundant state-change patterns and batching opportunities
Close current capture and free resources
Per-pixel shader debug — returns variable trace or pixel value + shader info as fallback
Scans all float RTs for negative/NaN/Inf — finds first event introducing them, detects TAA accumulation
Checks R11G11B10 sign-bit loss, shallow depth buffers, SRGB/linear mismatches
Compare two draw calls — shows state differences with human-readable implications
Shader disassembly with auto fallback chain; supports search (keyword + context) and linerange
Export mesh as OBJ with positions, normals, UVs from post-VS data
Search draw calls by rendering state: blend, min vertices, texture/shader/RT binding
Full detail for a single action
Read buffer bytes (hex dump or float32 array)
Capture metadata: API, action count, resolution, knowngpuquirks (Adreno/Mali/PowerVR/Apple)
Actual constant buffer variable values; supports filter for variable name substring
One-call draw analysis: action info, blend formula, depth, stencil, rasterizer, textures with sizes, RTs, shaders
Frame-level statistics: action counts by type, texture/buffer memory, render targets, resolution
Most expensive render passes — uses GPU counters if available, falls back to triangle-count heuristic
Full state: topology, viewports, rasterizer, blend, depth, stencil (human-readable enums)
Post-transform vertex data (VS out / GS out)
Which events read/write a resource
Constant buffers, SRVs, UAVs, samplers for a shader stage
Input/output signatures, resource binding layout
Per-channel min/max/avg with anomaly detection (NaN/Inf/negative); supports allslices for cubemaps
Vertex attributes, vertex/index buffer bindings
List the draw call / action tree — supports filter (name substring) and eventtype (draw/clear/copy…)
All buffers (filterable by min size)
All named resources (filterable by type, name pattern)
All textures (filterable by format, min width)
Open a .rdc file (auto-closes previous)
RGBA value at a coordinate
Full per-pixel modification history across all events
Read a rectangular region of pixels (up to 64×64) with per-pixel anomaly flags
Uniform-grid scan of an RT region — detects NaN/Inf/negative/overexposed hotspots
Save RT snapshot at an event (color + optional depth)
Export to PNG, JPG, BMP, TGA, HDR, EXR, or DDS
Search by name pattern and/or action flags
Navigate to an event (required before pipeline queries)