Agent skill

Agfx Porting From D3d11

by AmelieHeinrich in AmelieHeinrich/agfx

ALWAYS use when porting an existing D3D11 engine or renderer to AGFX — translating ID3D11Device/DeviceContext/InputLayout/state-object code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls…

MITAuto-check passedGame Development

Install Agfx Porting From D3d11

skills CLI
$ npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-d3d11 -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install AmelieHeinrich/agfx agfx-porting-from-d3d11 --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/AmelieHeinrich/agfx.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/agfx-porting-from-d3d11 .claude/skills/agfx-porting-from-d3d11 && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
agfx-porting-from-d3d11
GitHub stars
146
Token cost
~3.6k tokens
SKILL.md length
1,463 words
Files
1
Skills in repo
8
Repo updated
First seen
Licence
MIT

At a glance

ALWAYS use when porting an existing D3D11 engine or renderer to AGFX — translating ID3D11Device/DeviceContext/InputLayout/state-object code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls…

  • Works in 7 steps: Decide raw AGFX vs. agfx::ez. If the… → Device, queue, swap chain. Wire up… → Frame pacing and fences (raw AGFX only —… → …
  • Porting an existing D3D11 engine
  • SKILL.md covers Overview, Ownership, References and Concept Translation Table, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Agfx Porting From D3d11 is an agent skill from AmelieHeinrich/agfx. ALWAYS use when porting an existing D3D11 engine or renderer to AGFX — translating ID3D11Device/DeviceContext/InputLayout/state-object code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls, converting HLSL from D3D11's register(t/b/u/s) immediate-context binding model to AGFX bindless, or mapping D3D11 concepts (immediate/deferred context, input layouts, state objects, swap chain) onto their AGFX equivalents. Trigger on ID3D11, D3D11, HRESULT device/context calls…

Its SKILL.md is about 3.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Shaders and Translation. The licence is MIT.

When your agent uses it

  • Porting an existing D3D11 engine
  • Converting HLSL from D3D11s register(t/b/u/s) immediate-context binding model to AGFX bindless
  • Mapping D3D11 concepts (immediate/deferred context
  • Swap chain) onto their AGFX equivalents

Example prompts

  • “port to AGFX”
  • “port from D3D11”
  • “Use the agfx-porting-from-d3d11 skill to alway use when porting an existing D3D11 engine or renderer to AGFX — translating…”
  • “/agfx-porting-from-d3d11”

Workflow steps

7 steps, taken from the first numbered list in SKILL.md.

  1. Decide raw AGFX vs. agfx::ez. If the D3D11 code is architecturally simple (single render loop, no deferred contexts, resources created ad…
  2. Device, queue, swap chain. Wire up agfxDeviceCreate/agfxCommandQueueCreate/agfxSwapChainCreate (or agfx::ez::Context if using ez) and get…
  3. Frame pacing and fences (raw AGFX only — agfx::ez::Context does this internally). D3D11 had no fence concept to port; this is new code…
  4. Resources. Port ID3D11Buffer/ID3D11Texture2D creation to agfxBufferCreate/agfxTextureCreate (or…
  5. One render pass end-to-end. Convert one OMSetRenderTargets + draw sequence to an agfxRenderPassBegin/draw/End…
  6. Shaders. Rewrite each HLSL shader's binding section: remove register(tN/bN/sN) slot declarations, replace with AGFX_PUSH_CONSTANTS +…
  7. Remaining passes, then cross-cutting concerns: any stencil-dependent logic (unsupported — flag to the user), MSAA (check current AGFX…

What it can do on your machine

Read from SKILL.md and the folder at commit d8ad38b. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are cpp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Agfx Porting From D3d11 loads about 3.6k tokens when it runs. Until then it costs about 253 tokens; SKILL.md has 1,463 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~253
When it runs · the whole SKILL.md, loaded when a task matches
~3.6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from AmelieHeinrich/agfx at commit d8ad38b, republished under its MIT licence (© AmelieHeinrich). 1,463 words, ~3,560 tokens.

Download SKILL.mdSave it as .claude/skills/agfx-porting-from-d3d11/SKILL.md (or your agent's skills folder).
name
agfx-porting-from-d3d11
description
ALWAYS use when porting an existing D3D11 engine or renderer to AGFX — translating ID3D11Device/DeviceContext/InputLayout/state-object code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls, converting HLSL from D3D11's `register(t/b/u/s)` immediate-context binding model to AGFX bindless, or mapping D3D11 concepts (immediate/deferred context, input layouts, state objects, swap chain) onto their AGFX equivalents. Trigger on ID3D11*, D3D11_*, HRESULT device/context calls, VSSetShaderResources/PSSetConstantBuffers/IASetInputLayout, CreateBlendState/CreateRasterizerState/CreateDepthStencilState, "port to AGFX", "port from D3D11". Do NOT trigger for D3D12 sources — use agfx-porting-from-d3d12. Do NOT trigger for AGFX-native questions with no D3D11 source code involved — use the specific agfx-* skill for that subsystem instead (agfx-presentation-and-swapchain, agfx-render-targets-and-passes, agfx-synchronization, agfx-writing-bindless-shaders, agfx-raytracing, agfx-mdi).

Porting a D3D11 Engine to AGFX

Overview

D3D11 is an immediate-mode, implicit-synchronization API: one ID3D11DeviceContext records and submits state changes call-by-call, resource lifetime and GPU/CPU hazard tracking are handled by the driver, and shader resource binding happens through slot-based VSSetShaderResources/PSSetConstantBuffers/PSSetSamplers calls tied to register(tN)/register(bN)/register(sN) in HLSL. AGFX is the opposite in every one of these respects: commands are recorded into explicit agfxCommandBuffers and submitted explicitly, resource-state transitions and GPU/CPU sync are the caller's job (barriers, fences), and shader resource access is fully bindless through ResourceHandle — there is no slot to bind to.

This is a bigger conceptual gap than porting from D3D12 or Vulkan (both of which already use explicit command buffers/lists and know about resource states), so treat this as "rebuild the frame around AGFX's model," not "translate call-by-call." If the codebase's calling style already looks like D3D11 (single global immediate context, no manual barriers) and the goal is to preserve that programming model, consider porting to agfx::ez (using-agfx-ez) instead of raw AGFX — it's an immediate-mode C++ wrapper deliberately designed to feel like D3D11's context, and removes most of the work described below.

Ownership

Owns:

  • The D3D11 → AGFX concept translation table below
  • What has no AGFX equivalent at all (input layouts, deferred contexts, D3D11 state objects) vs. what maps onto something AGFX-shaped
  • Recommended porting order and where the D3D11→AGFX gap is widest
  • When to recommend agfx::ez instead of raw AGFX for this kind of port

Doesn't own:

  • Subsystem-specific API detail once you know which AGFX call replaces a given D3D11 call — that's the four agfx-* subsystem skills, or using-agfx-ez if porting to the ez layer
  • D3D12-specific concept mapping (root signatures, descriptor heaps, explicit barriers already present in the source) → agfx-porting-from-d3d12, since a D3D11 codebase won't have these to begin with

References

agfx/agfx.h is the entire public API surface — read it top to bottom once before starting. agfx/agfx_ez.hpp is the immediate-mode convenience layer (using-agfx-ez) — read it if recommending/using the ez path. agfx_ez_demo/agfx_ez_demo_main.cpp is a complete small program against the ez layer, structurally closer to a typical D3D11 app than agfx_demo/. agfx_demo/ (particularly deferred_renderer.cpp) is the raw-AGFX reference for larger/more structured engines.

Concept Translation Table

D3D11AGFXNotes
ID3D11DeviceagfxDevice*agfxDeviceCreate
ID3D11DeviceContext (immediate)agfxCommandBuffer* (+ agfxCommandQueue*)D3D11's single implicit context becomes an explicitly recorded-and-submitted command buffer; there is no implicit "current context"
ID3D11DeviceContext (deferred) + FinishCommandList/ExecuteCommandListmultiple agfxCommandBuffers submitted via agfxCommandQueueSubmitAGFX command buffers are always "deferred" in D3D11 terms — recorded, then explicitly submitted; there's no separate deferred-context concept
Swap chain (IDXGISwapChain, CreateDeviceAndSwapChain)agfxSwapChain*agfxSwapChainCreate/AcquireNextTexture/Present/Resize — see agfx-presentation-and-swapchain
ID3D11Texture2D + CreateShaderResourceView/CreateRenderTargetView/CreateUnorderedAccessView/CreateDepthStencilViewagfxTexture* + agfxTextureView*/agfxRenderTarget*one texture object; separate typed views (SRV/UAV analog is agfxTextureView, RTV/DSV analog is agfxRenderTarget) created explicitly, not implicitly bound
ID3D11Buffer (vertex/index/constant, D3D11_BIND_* flags)agfxBuffer*agfxBufferUsage bitflags replace D3D11_BIND_VERTEX_BUFFER/INDEX_BUFFER/CONSTANT_BUFFER/SHADER_RESOURCE/UNORDERED_ACCESS; agfxBufferMemoryType replaces D3D11_USAGE_DYNAMIC/DEFAULT/STAGING
Map/Unmap (D3D11_MAP_WRITE_DISCARD)agfxBufferMap/agfxBufferUnmaponly valid on AGFX_BUFFER_MEMORY_TYPE_CPU_TO_GPU/GPU_TO_CPU buffers, same "map, write, unmap, submit" shape as D3D11 dynamic buffers
ID3D11InputLayout + IASetInputLayout/IASetVertexBuffersdeleted — vertex pullingthere is no input layout or vertex-buffer binding in AGFX; vertex shaders take SV_VertexID and manually load from an AGFXStructuredBuffer — see agfx-writing-bindless-shaders
VSSetShaderResources/PSSetShaderResources/CSSetShaderResources, *SetConstantBuffers, *SetSamplersdeleted — bindlessno slot-based binding of any kind; every resource is accessed via ResourceHandle passed through push constants — see agfx-writing-bindless-shaders
register(t0)/register(b0)/register(s0) in HLSL, tied to slot-binding callsAGFX's bindless header + ResourceHandleshader HLSL needs rewriting, not just host code — see agfx-writing-bindless-shaders
ID3D11VertexShader/PixelShader/ComputeShader + CreateVertexShader etc. (from precompiled .cso/ID3DBlob)agfxShaderModule*AGFX compiles HLSL itself via agfxCompileShader (DXC → DXIL on Windows, Metal IR on macOS, SPIR-V on Linux); if the D3D11 engine compiles offline, switch to AGFX's runtime/build-time compiler pipeline — see agfx-writing-bindless-shaders
ID3D11BlendState/CreateBlendStatefields on agfxRenderPipelineCreateInfo (blendEnable[], srcColorBlendFactor[], etc.)baked into the pipeline object at creation, not a separately bound state object
ID3D11RasterizerState/CreateRasterizerStatefields on agfxRenderPipelineCreateInfo (fillMode, cullMode, frontFace)same — baked into the pipeline, no separate bind call
ID3D11DepthStencilState/CreateDepthStencilStatefields on agfxRenderPipelineCreateInfo (depthTestEnable, depthWriteEnable, depthCompareOp)same; AGFX has no separate stencil support to map — drop stencil-only logic or flag it as unsupported
ID3D11SamplerState/CreateSamplerStateagfxSampler*agfxSamplerCreate; obtained as a bindless handle like any other resource, not bound to a slot
OMSetRenderTargetsagfxRenderTarget + agfxRenderPassBeginD3D11's implicit "currently bound RTVs" becomes an explicit render pass with attachments and load/store ops — see agfx-render-targets-and-passes
ClearRenderTargetView/ClearDepthStencilViewagfxLoadOp = AGFX_LOAD_OPERATION_CLEAR on the render pass attachmentclears are declared as part of starting the pass, not a separate call
Draw/DrawIndexed/DrawInstancedagfxRenderPassDraw/agfxRenderPassDrawIndexed1:1 in spirit; called on the render pass object, not the context
DispatchagfxComputePassDispatchrecorded within an agfxComputePass, not directly on the context
No explicit resource-state concept (driver-managed hazard tracking)agfxResourceState + agfxCommandBufferTextureBarrier (textures) / agfxCommandBufferMemoryBarrier (buffers)this is the single biggest new burden a D3D11 port takes on: every render target write → shader read transition, every UAV write → next-read ordering, must now be barriered by hand — see agfx-synchronization
No explicit CPU/GPU sync (driver-managed)agfxFence + frame-in-flight command buffer rotationD3D11 never required manual fencing; AGFX does — see agfx-synchronization
Show full SKILL.md (681 more words)Show less
  1. Decide raw AGFX vs. agfx::ez. If the D3D11 code is architecturally simple (single render loop, no deferred contexts, resources created ad hoc rather than pooled/tracked), porting to agfx::ez (using-agfx-ez) preserves the D3D11-like "immediate calls, no manual barrier bookkeeping for the common case" feel and is significantly less work. Reserve raw AGFX for engines that need explicit control the ez layer doesn't expose (custom barrier scheduling, more than one command buffer per frame, non-2D texture types).
  2. Device, queue, swap chain. Wire up agfxDeviceCreate/agfxCommandQueueCreate/agfxSwapChainCreate (or agfx::ez::Context if using ez) and get a cleared back buffer presenting — validates build/link before any rendering logic moves over.
  3. Frame pacing and fences (raw AGFX only — agfx::ez::Context does this internally). D3D11 had no fence concept to port; this is new code, not translated code. See agfx-synchronization.
  4. Resources. Port ID3D11Buffer/ID3D11Texture2D creation to agfxBufferCreate/agfxTextureCreate (or agfx::ez::Context::CreateVertexBuffer/CreateTexture2D etc.). Drop Map/Unmap-per-frame dynamic-buffer patterns in favor of AGFX's ring-buffered constants if using ez, or a hand-rolled equivalent if using raw AGFX.
  5. One render pass end-to-end. Convert one OMSetRenderTargets + draw sequence to an agfxRenderPassBegin/draw/End (agfx-render-targets-and-passes), including the barriers D3D11 never required (agfx-synchronization, or agfx::ez::Context::TransitionTexture/SetRenderTargets, which tracks this automatically for ez-created resources).
  6. Shaders. Rewrite each HLSL shader's binding section: remove register(tN/bN/sN) slot declarations, replace with AGFX_PUSH_CONSTANTS + ResourceHandle fields and AGFXTexture2D/AGFXStructuredBuffer/AGFXSampler::Create(handle) calls, replace input-layout vertex fetch with vertex pulling from SV_VertexID (agfx-writing-bindless-shaders). A shader rewritten without its host-side push-constant struct updated in the same pass won't compile — do these together.
  7. Remaining passes, then cross-cutting concerns: any stencil-dependent logic (unsupported — flag to the user), MSAA (check current AGFX support before assuming it maps), HDR/resize (agfx-presentation-and-swapchain). AGFX also offers mesh shaders, inline ray tracing, and multi-draw indirect, none of which D3D11 has — see "Advanced features" below if the port is also a modernization.

Advanced features: mesh shaders, ray tracing, GPU-driven draws

All three are supported as of AGFX v1.2.0 (ray tracing landed in v1.1.0, multi-draw indirect in v1.2.0). Each is capability-gated — query once and keep the fallback path alive, since none are universal (in practice: Apple M3+, NVIDIA RTX 20+, AMD RX 6000+, or Intel Arc):

cpp
agfxDeviceInfo info = {};
agfxDeviceGetInfo(device, &info);
// info.supportsRayTracing / info.supportsMeshShaders / info.supportsMultiDrawIndirect
D3D11AGFXNotes
DrawInstancedIndirect / DrawIndexedInstancedIndirectagfxIndirectBundle + PrepareIndirectBundle/ExecuteIndirectBundleD3D11's is a single indirect draw from a fixed buffer; AGFX's is multi-draw with a GPU-written count, so this is an upgrade, not a 1:1 port — a D3D11 engine looping single indirect draws should collapse that loop into one bundle
(no D3D11 equivalent)mesh shaders (agfxRenderPassDrawMesh)new capability; nothing to translate
(no D3D11 equivalent)inline ray tracing (RayQuery)new capability; D3D11 has no DXR

The one structural mismatch to flag early: AGFX supports inline ray tracing only — RayQuery/TraceRayInline from a compute shader. There is no ray-generation/any-hit/closest-hit pipeline, no hit groups, and no shader binding table. A source engine built around a ray-tracing pipeline needs those passes restructured into compute dispatches that trace inline and shade at the hit point themselves; that is a redesign, not a translation, and is worth surfacing to the user before starting.

Delegate the actual work: agfx-raytracing (acceleration structures, inline tracing), agfx-mdi (indirect bundles, GPU culling), agfx-writing-bindless-shaders (main_ms/main_as entry points, reflected group sizes) with agfx-render-targets-and-passes for agfxRenderPassDrawMesh.

Common Porting Pitfalls

  • Assuming the driver still tracks hazards. The single most common bug: D3D11 code has zero barrier calls because the driver inserted them implicitly. Every render-target-write → shader-read, and every UAV write ordered against another dispatch, needs an explicit barrier now (agfx-synchronization) — missing one doesn't fail to compile, it produces silently wrong or flickering output.
  • Trying to preserve Map-every-frame dynamic buffer patterns 1:1. It still works (agfxBufferMap on a CPU_TO_GPU buffer), but without frame-in-flight fencing around it, per-frame constant writes race the GPU reading the previous frame's data — either drive it through agfx::ez's ring buffer or replicate that pattern by hand in raw AGFX.
  • Leaving slot-based binding calls (PSSetShaderResources etc.) as dead code instead of deleting them along with the input layout and state objects — there's nothing on the AGFX side to bind to; delete outright rather than translate.
  • Porting stencil logic. AGFX's pipeline depth state has no stencil fields. Flag any stencil-dependent D3D11 code to the user rather than silently dropping it.

© AmelieHeinrich, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/agfx-porting-from-d3d11 of AmelieHeinrich/agfx.

Open the folder on GitHubat commit d8ad38b

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Questions about Agfx Porting From D3d11

What does Agfx Porting From D3d11 do?

ALWAYS use when porting an existing D3D11 engine or renderer to AGFX — translating ID3D11Device/DeviceContext/InputLayout/state-object code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls…. Agfx Porting From D3d11 is an agent skill from AmelieHeinrich/agfx. ALWAYS use when porting an existing D3D11 engine or renderer to AGFX — translating ID3D11Device/DeviceContext/InputLayout/state-object code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls, converting HLSL from D3D11's register(t/b/u/s) immediate-context binding model to AGFX bindless, or mapping D3D11 concepts (immediate/deferred context, input layouts, state objects, swap chain) onto their AGFX equivalents.

When should I use Agfx Porting From D3d11?

Agfx Porting From D3d11 fits situations like: porting an existing D3D11 engine; converting HLSL from D3D11s register(t/b/u/s) immediate-context binding model to AGFX bindless; mapping D3D11 concepts (immediate/deferred context; swap chain) onto their AGFX equivalents.

How do I install Agfx Porting From D3d11 in Claude Code?

Run `npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-d3d11 -a claude-code`. Or copy the skill folder (.claude/skills/agfx-porting-from-d3d11 in AmelieHeinrich/agfx) into .claude/skills/agfx-porting-from-d3d11 in your project. Claude Code loads it when a task matches its description.

How do I install Agfx Porting From D3d11 in Codex?

Run `npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-d3d11 -a codex`. Or copy the skill folder (.claude/skills/agfx-porting-from-d3d11 in AmelieHeinrich/agfx) into .agents/skills/agfx-porting-from-d3d11 in your project. Codex loads it when a task matches its description.

Can I use Agfx Porting From D3d11 in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-d3d11 -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/agfx-porting-from-d3d11, .gemini/skills/agfx-porting-from-d3d11, .github/skills/agfx-porting-from-d3d11 and .opencode/skills/agfx-porting-from-d3d11 in your project.

What does Agfx Porting From D3d11 need to run?

SKILL.md names no scripts, command-line tools or credentials: Agfx Porting From D3d11 is instructions for the agent only.

Does Agfx Porting From D3d11 access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Agfx Porting From D3d11 safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Agfx Porting From D3d11 use?

Agfx Porting From D3d11 is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Agfx Porting From D3d11 use?

About 3.6k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Agfx Porting From D3d11?

Skills that share tags, products or a category with Agfx Porting From D3d11: Pixijs (RSamaium/CanvasEngine, 401 stars), New Experiment (Tresjs/tres, 3.8k stars), Anatomy (wheresryan22/anatomy, 500 stars) and Assets Shader List All (IvanMurzak/Unity-MCP, 4.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Agfx Porting From D3d11?

AmelieHeinrich (a GitHub user) maintains it in AmelieHeinrich/agfx, which has 146 GitHub stars. The repository holds 8 skills in this directory. The repository was last updated on September 27, 2026.

Source: AmelieHeinrich/agfx on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.