Agent skill

Agfx Porting From D3d12

by AmelieHeinrich in AmelieHeinrich/agfx

ALWAYS use when porting an existing D3D12 engine or renderer to AGFX — translating ID3D12Device/CommandList/PipelineState/RootSignature/DescriptorHeap code to…

MITAuto-check passedGame Development

Install Agfx Porting From D3d12

skills CLI
$ npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-d3d12 -a claude-code

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

GitHub CLI
$ gh skill install AmelieHeinrich/agfx agfx-porting-from-d3d12 --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-d3d12 .claude/skills/agfx-porting-from-d3d12 && 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-d3d12
GitHub stars
146
Token cost
~3.4k tokens
SKILL.md length
1,381 words
Files
1
Skills in repo
8
Repo updated
First seen
Licence
MIT

At a glance

ALWAYS use when porting an existing D3D12 engine or renderer to AGFX — translating ID3D12Device/CommandList/PipelineState/RootSignature/DescriptorHeap code to…

  • Works in 7 steps: Device, queue, swap chain. Get… → Frame pacing and fences. Port the D3D12… → Resources. Port texture/buffer creation… → …
  • Porting an existing D3D12 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 D3d12 is an agent skill from AmelieHeinrich/agfx. ALWAYS use when porting an existing D3D12 engine or renderer to AGFX — translating ID3D12Device/CommandList/PipelineState/RootSignature/DescriptorHeap code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls, converting HLSL from a D3D12 root-signature binding model to AGFX bindless, or mapping D3D12 concepts (fences, resource states, swap chain, descriptor heaps) onto their AGFX equivalents. Trigger on ID3D12, D3D12, root signature, descriptor heap/table, CreateCommittedResource, ResourceBarrier…

Its SKILL.md is about 3.4k 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 D3D12 engine
  • Converting HLSL from a D3D12 root-signature binding model to AGFX bindless
  • Mapping D3D12 concepts (fences
  • Resource states

Example prompts

  • “port to AGFX”
  • “port from D3D12”
  • “Use the agfx-porting-from-d3d12 skill to alway use when porting an existing D3D12 engine or renderer to AGFX — translating…”
  • “/agfx-porting-from-d3d12”

Workflow steps

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

  1. Device, queue, swap chain. Get agfxDeviceCreate/agfxCommandQueueCreate/agfxSwapChainCreate wired up and clearing the back buffer to a…
  2. Frame pacing and fences. Port the D3D12 fence/frame-in-flight loop to agfxFence + per-slot command buffers (agfx-synchronization). Do this…
  3. Resources. Port texture/buffer creation calls (CreateCommittedResource → agfxTextureCreate/agfxBufferCreate). Drop descriptor-heap-slot…
  4. One render pass end-to-end, e.g. a single G-buffer or forward pass: render target creation, barriers into the right states…
  5. Shaders. Rewrite each HLSL shader's binding section: remove register(t/b/u/s, spaceN) declarations tied to the old root signature, replace…
  6. Remaining passes. Repeat steps 4–5 for every other render/compute pass in the engine.
  7. Cross-cutting: HDR toggle, resize handling, mip generation, then mesh shaders / ray tracing / ExecuteIndirect — all supported as of…

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 D3d12 loads about 3.4k tokens when it runs. Until then it costs about 218 tokens; SKILL.md has 1,381 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~218
When it runs · the whole SKILL.md, loaded when a task matches
~3.4k

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). 1,381 words, ~3,358 tokens.

Download SKILL.mdSave it as .claude/skills/agfx-porting-from-d3d12/SKILL.md (or your agent's skills folder).
name
agfx-porting-from-d3d12
description
ALWAYS use when porting an existing D3D12 engine or renderer to AGFX — translating ID3D12Device/CommandList/PipelineState/RootSignature/DescriptorHeap code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls, converting HLSL from a D3D12 root-signature binding model to AGFX bindless, or mapping D3D12 concepts (fences, resource states, swap chain, descriptor heaps) onto their AGFX equivalents. Trigger on ID3D12*, D3D12_*, root signature, descriptor heap/table, CreateCommittedResource, ResourceBarrier, ExecuteCommandLists, "port to AGFX", "port from D3D12". Do NOT trigger for AGFX-native questions with no D3D12 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 D3D12 Engine to AGFX

Overview

AGFX is a thin (<10k LOC) bindless-first wrapper over D3D12, Metal 4, and Vulkan. Porting a D3D12 engine to it is mostly a simplification: AGFX collapses root signatures, descriptor tables, and per-draw descriptor binding into one bindless model (ResourceHandle + ResourceDescriptorHeap), so a lot of D3D12 binding machinery is deleted outright rather than translated. The parts that do translate 1:1 are resource creation, command recording, barriers, and pipeline state.

This skill is the index into the subsystem skills — read it first to get the map, then dispatch into the specific skill for the subsystem you're touching:

  • agfx-presentation-and-swapchain — swap chain / back buffer
  • agfx-render-targets-and-passes — render targets, render passes, draws
  • agfx-synchronization — fences, barriers, frame pacing
  • agfx-writing-bindless-shaders — HLSL shader changes (root signature → bindless)
  • agfx-raytracing — acceleration structures, inline RayQuery (replaces DXR)
  • agfx-mdi — indirect bundles (replaces ExecuteIndirect + command signatures)

Ownership

Owns:

  • The D3D12 → AGFX concept translation table below
  • What gets deleted outright (root signatures, descriptor tables, per-draw SetGraphicsRootDescriptorTable calls) vs. what gets translated
  • Recommended porting order and how to validate each stage
  • Where to find AGFX's own D3D12 backend as a reference for "what does AGFX do internally for X"

Doesn't own:

  • Subsystem-specific API detail once you know which AGFX call replaces a given D3D12 call — that's the four skills above
  • Metal- or Vulkan-specific porting concerns (this repo doesn't touch those APIs directly; AGFX's own backends are agfx/agfx_metal4.mm and agfx/agfx_vulkan.cpp, useful only as curiosities, not something the porting engine author should touch)

References

agfx/agfx.h is the entire public API surface — read it top to bottom once before starting; it's short enough to hold in full context. agfx/agfx_d3d12.cpp is AGFX's own D3D12 backend implementation — when unsure how a given AGFX call should behave in D3D12 terms, this is the authoritative answer (e.g. what resource states/flags it sets, how it maps agglomerate). agfx_demo/ (particularly deferred_renderer.cpp, agfx_demo_main.cpp) is a complete reference engine already written against AGFX — structurally a good target shape for what the ported engine should look like.

Concept Translation Table

D3D12AGFXNotes
ID3D12DeviceagfxDevice*agfxDeviceCreate also takes the allocator callbacks and picks the backend (D3D12/Metal 4/Vulkan) at compile time
ID3D12CommandQueueagfxCommandQueue*agfxCommandQueueCreate, typed via agfxCommandQueueType
ID3D12GraphicsCommandListagfxCommandBuffer*agfxCommandBufferCreate/Begin/End/Reset
ID3D12Fence + SetEventOnCompletion/WaitForSingleObjectagfxFence*one fence type for both CPU↔GPU and GPU↔GPU waits — see agfx-synchronization
ID3D12RootSignature + descriptor tablesdeletedAGFX is bindless-first; there is no root signature to author. Resources are accessed via ResourceHandle pulled from ResourceDescriptorHeap/SamplerDescriptorHeap — see agfx-writing-bindless-shaders
ID3D12DescriptorHeap (CBV/SRV/UAV, sampler)implicit / internalAGFX manages the bindless heap itself; you get handles back from view creation, you don't manage heap slots yourself
Root constants (SetGraphicsRoot32BitConstants)agfxRenderPassPushConstants/agfxComputePassPushConstantsbound at register(b0); the one binding mechanism that survives — see AGFX_PUSH_CONSTANTS in agfx-writing-bindless-shaders
CreateCommittedResource/CreatePlacedResource (texture)agfxTextureCreateagfxTextureUsage replaces D3D12 resource flags (RENDER_TARGET, UNORDERED_ACCESS, etc.)
CreateCommittedResource (buffer)agfxBufferCreateagfxBufferMemoryType replaces heap type (DEFAULT/UPLOAD/READBACK)
SRV/UAV/CBV descriptor (CreateShaderResourceView etc.)agfxTextureView/agfxBufferViewcreation returns a ResourceHandle for bindless shader access, rather than writing into a caller-managed heap slot
Sampler descriptoragfxSampleragfxSamplerCreate, handle obtained the same way as texture/buffer views
ResourceBarrier (transition)agfxCommandBufferTextureBarrier (textures) / agfxCommandBufferMemoryBarrier (buffers, acceleration structures)states map closely (agfxResourceState mirrors D3D12_RESOURCE_STATES); has an extra agglomerate flag D3D12 doesn't need — ignored on the D3D12 and Vulkan backends, meaningful on Metal — see agfx-synchronization. Unlike a legacy ResourceBarrier, agfxCommandBufferMemoryBarrier takes no resource argument (buffers/AS have no layout to transition, so it's a memory-wide barrier); AGFX's own D3D12 backend implements it as an Enhanced Barriers global barrier, not ResourceBarrier
UAV barrieragfxComputePassTextureUAVBarrier/BufferUAVBarrierscoped to within a compute pass
OMSetRenderTargets + manual load/clearagfxRenderTarget + agfxRenderPassBegin/agfxRenderPassCreateInfo attachmentsload/store ops are explicit (agfxLoadOperation/agfxStoreOperation), similar to D3D12's render-pass API (BeginRenderPass) if the engine already uses that, otherwise new relative to bare OMSetRenderTargets
IASetVertexBuffers/input layoutdeleted — vertex pullingAGFX shaders take SV_VertexID and manually load from a AGFXStructuredBuffer in the vertex shader; there is no input-assembler vertex buffer binding — see agfx-writing-bindless-shaders
CreateGraphicsPipelineStateagfxRenderPipelineCreateagfxRenderPipelineCreateInfo folds in blend/raster/depth-stencil state plus attachment formats (must match the render pass it's used in)
CreateComputePipelineStateagfxComputePipelineCreatestraightforward 1:1
Root signature + .hlsl register(t/b/u/s, spaceN)AGFX's agfx.h bindless header + ResourceHandleshader HLSL itself needs rewriting, not just host code — see agfx-writing-bindless-shaders
IDXGISwapChainagfxSwapChain*agfxSwapChainCreate/AcquireNextTexture/Present/Resize; HDR toggle is destroy+recreate, not in-place — see agfx-presentation-and-swapchain
Frame-in-flight command allocator/list rotationper-slot agfxCommandBuffer + one agfxFencepattern is the same shape as most D3D12 engines already use — see agfx-synchronization
Show full SKILL.md (683 more words)Show less

Porting shader-and-binding code before device/resource plumbing compiles but can't be tested; the reverse order lets you validate incrementally against a triangle/simple scene before tackling the whole renderer.

  1. Device, queue, swap chain. Get agfxDeviceCreate/agfxCommandQueueCreate/agfxSwapChainCreate wired up and clearing the back buffer to a solid color and presenting. This validates the build/link setup (see the repo's top-level README.md for libraries to link on each platform) before any rendering logic is ported.
  2. Frame pacing and fences. Port the D3D12 fence/frame-in-flight loop to agfxFence + per-slot command buffers (agfx-synchronization). Do this before resource porting — later steps assume a working drain/wait mechanism, since resource creation/destruction during porting will otherwise race in-flight GPU work.
  3. Resources. Port texture/buffer creation calls (CreateCommittedResource → agfxTextureCreate/agfxBufferCreate). Drop descriptor-heap-slot management entirely; keep the returned view handles instead.
  4. One render pass end-to-end, e.g. a single G-buffer or forward pass: render target creation, barriers into the right states, agfxRenderPassBegin/draw/End (agfx-render-targets-and-passes). Get one pass rendering a real mesh with the actual shaders before porting the rest of the pipeline — this is where root-signature-to-bindless mistakes surface fastest.
  5. Shaders. Rewrite each HLSL shader's binding section: remove register(t/b/u/s, spaceN) declarations tied to the old root signature, replace with AGFX_PUSH_CONSTANTS + ResourceHandle fields, replace register(t0)-style texture/buffer/sampler declarations with AGFXTexture2D/AGFXStructuredBuffer/AGFXSampler ::Create(handle) calls, replace input-assembler vertex fetch with vertex pulling from SV_VertexID (agfx-writing-bindless-shaders). Do this pass-by-pass alongside step 4, not as one giant shader-only pass — a shader rewritten without its host-side push-constant struct updated to match won't compile.
  6. Remaining passes. Repeat steps 4–5 for every other render/compute pass in the engine.
  7. Cross-cutting: HDR toggle, resize handling, mip generation, then mesh shaders / ray tracing / ExecuteIndirect — all supported as of v1.2.0; see "Advanced features" below for what maps and what doesn't.

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
D3D12AGFXNotes
DispatchMesh + amplification/mesh pipelineagfxRenderPassDrawMesh + meshShader/taskShader on agfxRenderPipelineCreateInfogroup sizes come from compiler reflection (meshSizeX/Y/Z), not hand-specified
ID3D12Device5::CreateStateObject (RTPSO), DispatchRays, shader binding tableno equivalent — inline RayQuery in a compute shader onlysee the mismatch note below
BuildRaytracingAccelerationStructure, D3D12_RAYTRACING_GEOMETRY_DESCagfxAccelerationStructureCreate + agfxComputePassBuildAccelerationStructuretwo-level BLAS/TLAS, same shape
ExecuteIndirect + ID3D12CommandSignatureagfxIndirectBundle + PrepareIndirectBundle/ExecuteIndirectBundleAGFX owns the command signature internally; the argument-buffer layout matches D3D12's, so an existing culling shader's output format largely survives

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

  • Trying to preserve the descriptor-heap-slot-management code. There's nothing to preserve — delete it. AGFX hands back a ResourceHandle at view-creation time; there's no caller-managed heap index arithmetic.
  • Leaving a second root CBV in the shader. AGFX shaders only have register(b0) (push constants). Any additional per-frame/per-scene constant buffer must go through the "handle nested in push constants, loaded as a one-element AGFXStructuredBuffer" pattern in agfx-writing-bindless-shaders, not a second binding slot.
  • Getting agglomerate backwards. It's silently correct on the D3D12 and Vulkan sides of a port (the flag is ignored there) and only breaks once the same code path is exercised on Metal — see agfx-synchronization before assuming a barrier port is done just because it builds and runs on Windows or Linux.
  • Assuming DXR ports across as-is. Acceleration structures and ExecuteIndirect do map (see "Advanced features"), but AGFX has no ray-tracing pipeline — no DispatchRays, no shader binding table, no hit groups. An engine whose RT is built on an RTPSO needs those passes restructured into inline-RayQuery compute dispatches. Surface this early rather than discovering it mid-port.

© 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-d3d12 of AmelieHeinrich/agfx.

Open the folder on GitHubat commit d8ad38b

Compare with similar skills

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Questions about Agfx Porting From D3d12

What does Agfx Porting From D3d12 do?

ALWAYS use when porting an existing D3D12 engine or renderer to AGFX — translating ID3D12Device/CommandList/PipelineState/RootSignature/DescriptorHeap code to…. Agfx Porting From D3d12 is an agent skill from AmelieHeinrich/agfx. ALWAYS use when porting an existing D3D12 engine or renderer to AGFX — translating ID3D12Device/CommandList/PipelineState/RootSignature/DescriptorHeap code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls, converting HLSL from a D3D12 root-signature binding model to AGFX bindless, or mapping D3D12 concepts (fences, resource states, swap chain, descriptor heaps) onto their AGFX equivalents.

When should I use Agfx Porting From D3d12?

Agfx Porting From D3d12 fits situations like: porting an existing D3D12 engine; converting HLSL from a D3D12 root-signature binding model to AGFX bindless; mapping D3D12 concepts (fences; resource states.

How do I install Agfx Porting From D3d12 in Claude Code?

Run `npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-d3d12 -a claude-code`. Or copy the skill folder (.claude/skills/agfx-porting-from-d3d12 in AmelieHeinrich/agfx) into .claude/skills/agfx-porting-from-d3d12 in your project. Claude Code loads it when a task matches its description.

How do I install Agfx Porting From D3d12 in Codex?

Run `npx skills add AmelieHeinrich/agfx --skill agfx-porting-from-d3d12 -a codex`. Or copy the skill folder (.claude/skills/agfx-porting-from-d3d12 in AmelieHeinrich/agfx) into .agents/skills/agfx-porting-from-d3d12 in your project. Codex loads it when a task matches its description.

Can I use Agfx Porting From D3d12 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-d3d12 -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-d3d12, .gemini/skills/agfx-porting-from-d3d12, .github/skills/agfx-porting-from-d3d12 and .opencode/skills/agfx-porting-from-d3d12 in your project.

What does Agfx Porting From D3d12 need to run?

SKILL.md names no scripts, command-line tools or credentials: Agfx Porting From D3d12 is instructions for the agent only.

Does Agfx Porting From D3d12 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 D3d12 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 D3d12 use?

Agfx Porting From D3d12 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 D3d12 use?

About 3.4k tokens (SKILL.md is roughly 13k 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 D3d12?

Skills that share tags, products or a category with Agfx Porting From D3d12: 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 D3d12?

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.