Agent skill

Agfx Porting From Vulkan

by AmelieHeinrich in AmelieHeinrich/agfx

ALWAYS use when porting an existing Vulkan engine or renderer to AGFX — translating VkDevice/VkCommandBuffer/VkPipeline/VkDescriptorSet/VkRenderPass code to…

MITAuto-check passedGame Development

Install Agfx Porting From Vulkan

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

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

GitHub CLI
$ gh skill install AmelieHeinrich/agfx agfx-porting-from-vulkan --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-vulkan .claude/skills/agfx-porting-from-vulkan && 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-vulkan
GitHub stars
146
Token cost
~4.4k tokens
SKILL.md length
1,736 words
Files
1
Skills in repo
8
Repo updated
First seen
Licence
MIT

At a glance

ALWAYS use when porting an existing Vulkan engine or renderer to AGFX — translating VkDevice/VkCommandBuffer/VkPipeline/VkDescriptorSet/VkRenderPass code to…

  • Works in 7 steps: Device, queue, swap chain. Replace… → Frame pacing and fences. Port the… → Resources. Port VkImage/VkBuffer (+… → …
  • Porting an existing Vulkan 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 Vulkan is an agent skill from AmelieHeinrich/agfx. ALWAYS use when porting an existing Vulkan engine or renderer to AGFX — translating VkDevice/VkCommandBuffer/VkPipeline/VkDescriptorSet/VkRenderPass code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls, converting GLSL/HLSL from Vulkan's descriptor-set binding model (or VKEXTdescriptorbuffer/bindless) to AGFX bindless HLSL, or mapping Vulkan concepts (descriptor sets/pools/layouts, image layouts, pipeline barriers, render passes/dynamic rendering, timeline semaphores) onto their AGFX equivalents. Trigger…

Its SKILL.md is about 4.4k 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 Vulkan engine
  • Converting GLSL/HLSL from Vulkans descriptor-set binding model (or VKEXTdescriptorbuffer/bindless) to AGFX bindless HLSL
  • Mapping Vulkan concepts (descriptor sets/pools/layouts
  • Pipeline barriers

Example prompts

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

Workflow steps

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

  1. Device, queue, swap chain. Replace instance/physical-device/logical-device/queue creation with agfxDeviceCreate/agfxCommandQueueCreate…
  2. Frame pacing and fences. Port the frame-in-flight fence/semaphore rotation to agfxFence + per-slot command buffers (agfx-synchronization)…
  3. Resources. Port VkImage/VkBuffer (+ VMA/manual allocation) creation to agfxTextureCreate/agfxBufferCreate. Drop…
  4. One render pass end-to-end. Convert one vkCmdBeginRenderPass/vkCmdBeginRendering sequence (with its layout transitions) to…
  5. Shaders. Rewrite each shader's binding section: remove layout(set=,binding=) descriptor declarations, replace with AGFX_PUSH_CONSTANTS +…
  6. Remaining passes. Repeat steps 4–5 for every other render/compute pass.
  7. Cross-cutting: any stencil-dependent logic (unsupported in AGFX — flag to the user), then mesh shaders / ray tracing / indirect draws…

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 Vulkan loads about 4.4k tokens when it runs. Until then it costs about 256 tokens; SKILL.md has 1,736 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~256
When it runs · the whole SKILL.md, loaded when a task matches
~4.4k

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). 1,736 words, ~4,382 tokens.

Download SKILL.mdSave it as .claude/skills/agfx-porting-from-vulkan/SKILL.md (or your agent's skills folder).
name
agfx-porting-from-vulkan
description
ALWAYS use when porting an existing Vulkan engine or renderer to AGFX — translating VkDevice/VkCommandBuffer/VkPipeline/VkDescriptorSet/VkRenderPass code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls, converting GLSL/HLSL from Vulkan's descriptor-set binding model (or VK_EXT_descriptor_buffer/bindless) to AGFX bindless HLSL, or mapping Vulkan concepts (descriptor sets/pools/layouts, image layouts, pipeline barriers, render passes/dynamic rendering, timeline semaphores) onto their AGFX equivalents. Trigger on VkDevice/VkCommandBuffer/VkImage/VkBuffer/VkPipeline/VkDescriptorSet*, vkCmdPipelineBarrier, VkImageLayout, vkQueueSubmit, VkRenderPass/vkCmdBeginRendering, "port to AGFX", "port from Vulkan". Do NOT trigger for AGFX-native questions with no Vulkan 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 Vulkan Engine to AGFX

Overview

Vulkan is, of all the source APIs, structurally the closest to AGFX: both use explicit command buffers, explicit resource-state/layout transitions, explicit GPU/CPU and GPU/GPU synchronization primitives, and (once the engine already uses descriptor indexing / VK_EXT_descriptor_buffer / bindless-style descriptor sets) a similar "handle-based" resource access story. Porting from Vulkan is mostly a simplification and renaming exercise rather than a structural rewrite: AGFX collapses descriptor sets, layouts, and pools into one implicit bindless heap, and folds VkRenderPass/VkFramebuffer (or dynamic rendering's vkCmdBeginRendering) into agfxRenderTarget/agfxRenderPassBegin. The parts that map almost 1:1 are command buffers, barriers/layout transitions, fences/semaphores, and pipeline creation.

If the source engine still uses classic per-material VkDescriptorSets (not already bindless/descriptor-indexed), expect the binding-model rewrite to be the most invasive part of the port — same shape of work as a D3D12-root-signature port, just starting from descriptor sets instead of root signatures.

AGFX also ships its own Vulkan backend (agfx/agfx_vulkan.cpp, used on Linux), so a ported Vulkan engine keeps running on Vulkan there while gaining D3D12 (Windows) and Metal 4 (macOS) for free. If the engine has Vulkan-native library integrations (VMA-adjacent tooling, upscalers, profilers), agfx_native.h with AGFX_EXPOSE_VULKAN exposes the backing VkInstance/VkDevice/VkQueue/VkImage/VkBuffer/VkDeviceMemory/VkSemaphore, so those can survive the port on Linux instead of being deleted.

Ownership

Owns:

  • The Vulkan → AGFX concept translation table below
  • What gets deleted outright (descriptor sets/pools/layouts, VkFramebuffer) vs. what maps closely (barriers, fences/semaphores, render pass shape)
  • Recommended porting order and how to validate each stage
  • Where to find AGFX's own backends 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 Vulkan call — that's the four agfx-* subsystem skills
  • D3D12/D3D11/Metal/OpenGL-specific concept mapping — the sibling agfx-porting-from-* skills

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_vulkan.cpp is AGFX's own Vulkan backend — for a Vulkan port it is the single most useful reference, since it shows exactly which Vulkan construct each AGFX concept resolves to (e.g. agfxFence = timeline semaphore, agfxCommandBufferMemoryBarrier = global VkMemoryBarrier2); agfx_d3d12.cpp and agfx_metal4.mm are the sibling backends. agfx_demo/ (particularly deferred_renderer.cpp, agfx_demo_main.cpp) is a complete reference engine already written against AGFX — a good target shape for a ported Vulkan renderer.

Concept Translation Table

VulkanAGFXNotes
VkInstance + VkPhysicalDevice + VkDeviceagfxDevice*agfxDeviceCreate collapses instance/physical-device selection/logical-device creation into one call; no separate instance/extension enumeration step
VkQueueagfxCommandQueue*agfxCommandQueueCreate, typed via agfxCommandQueueType (graphics/compute/transfer), roughly matching queue family specialization
VkCommandPool + VkCommandBufferagfxCommandBuffer*agfxCommandBufferCreate/Begin/End/Reset — no separate pool object; allocation/reset is folded into the command buffer itself
VkFence (CPU wait) / VkSemaphore (binary or timeline, GPU wait)agfxFence*one fence type unifies both roles — timeline-semaphore-style monotonically increasing values for both CPU↔GPU (agfxFenceWait) and GPU↔GPU (agfxCommandQueueSignal/Wait) sync; binary semaphores have no direct analog, model them as a timeline value instead — see agfx-synchronization
vkQueueSubmit (with wait/signal semaphore arrays)agfxCommandQueueSubmit + agfxCommandQueueSignal/agfxCommandQueueWaitsubmission and GPU-side signal/wait are separate calls in AGFX rather than one submit-info struct
VkDescriptorSetLayout/VkDescriptorPool/VkDescriptorSet/vkUpdateDescriptorSetsdeletedAGFX is bindless-first; there is no descriptor set to allocate or update. Resources are accessed via ResourceHandle pulled from an implicit bindless heap — see agfx-writing-bindless-shaders. If the source engine already uses VK_EXT_descriptor_buffer/descriptor indexing with a bindless heap of its own, this step is mostly deleting bookkeeping that AGFX now does internally
VkPipelineLayout (descriptor set layouts + push constant ranges)implicit, push-constant range onlyAGFX's only "pipeline layout" concept is the fixed push-constant block (register(b0), AGFX_PUSH_CONSTANTS) plus the optional draw-ID constant (register(b1)) — see agfx-writing-bindless-shaders
vkCmdPushConstantsagfxRenderPassPushConstants/agfxComputePassPushConstantssame purpose, recorded on the pass object rather than the raw command buffer
VkImage + vkAllocateMemory/VMA + VkImageViewagfxTexture* + agfxTextureView*agfxTextureCreate folds allocation into creation (no separate memory-binding step to manage); agfxTextureUsage bitflags replace VkImageUsageFlags
VkBuffer + vkAllocateMemory/VMAagfxBuffer*agfxBufferUsage replaces VkBufferUsageFlags; agfxBufferMemoryType replaces the memory-type/heap selection (DEVICE_LOCAL → GPU_ONLY, `HOST_VISIBLE
vkMapMemory/vkUnmapMemoryagfxBufferMap/agfxBufferUnmaponly valid on CPU_TO_GPU/GPU_TO_CPU buffers, same map-write-unmap shape
VkImageLayout (vkCmdPipelineBarrier/vkCmdPipelineBarrier2 image barriers)agfxResourceState + agfxCommandBufferTextureBarrierstates map closely conceptually (AGFX_RESOURCE_STATE_RENDER_TARGET ≈ VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, AGFX_RESOURCE_STATE_PIXEL_SHADER_RESOURCE ≈ VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, AGFX_RESOURCE_STATE_PRESENT ≈ VK_IMAGE_LAYOUT_PRESENT_SRC_KHR); AGFX has an extra agglomerate flag with no Vulkan equivalent — see agfx-synchronization
Buffer memory barriers (vkCmdPipelineBarrier2 buffer barriers)agfxCommandBufferMemoryBarriercloser to a global VkMemoryBarrier2 than a VkBufferMemoryBarrier2 — it takes no buffer argument at all (buffers have no layout to transition, so AGFX doesn't scope this to one resource); a single call orders all matching buffer/AS access, same as a Vulkan global memory barrier would
VkMemoryBarrier/VK_ACCESS_SHADER_WRITE_BIT → VK_ACCESS_SHADER_READ_BIT between compute dispatchesagfxComputePassTextureUAVBarrier/agfxComputePassBufferUAVBarrierscoped to within a compute pass, purpose-built for the read-after-write-same-resource case
VkRenderPass+VkFramebuffer (classic) or vkCmdBeginRendering/VkRenderingInfo (dynamic rendering)agfxRenderTarget + agfxRenderPassBegin/agfxRenderPassCreateInfoAGFX's model is closest to dynamic rendering — attachments and load/store ops specified per-pass, no separate framebuffer-compatibility object to manage; VkAttachmentLoadOp/StoreOp map directly to agfxLoadOp/agfxStoreOp — see agfx-render-targets-and-passes
VkPipeline (graphics) + VkGraphicsPipelineCreateInfoagfxRenderPipelineCreateblend/raster/depth-stencil state (minus stencil, which AGFX doesn't support) plus attachment formats folded into one agfxRenderPipelineCreateInfo, same as Vulkan's monolithic pipeline object
VkPipeline (compute)agfxComputePipelineCreatestraightforward 1:1
VkShaderModule + SPIR-V (from GLSL/HLSL via glslang/DXC)agfxShaderModule*AGFX shaders are HLSL compiled through agfxCompileShader — to DXIL on Windows, Metal IR on macOS, and SPIR-V on Linux (so the Linux output is still SPIR-V, just produced by AGFX's compiler) — if the source is GLSL, it needs rewriting to HLSL, not just recompiling; if already HLSL compiled to SPIR-V, the binding-model rewrite is still required (bindless push constants, no layout(set=,binding=)) — see agfx-writing-bindless-shaders
layout(set=N, binding=M) (descriptor-set-bound) or layout(binding=M) uniform (bindless-heap-indexed, if already using descriptor indexing)ResourceHandle fields on the push-constant struct + ResourceDescriptorHeap/SamplerDescriptorHeapif the source shader is already bindless-style (indexing a big sampler2D descriptors[] array with a push-constant index), this is largely a rename; if it's classic per-set binding, it's a structural rewrite — see agfx-writing-bindless-shaders
VkVertexInputBindingDescription/VkVertexInputAttributeDescription (vertex input state)deleted — vertex pullingAGFX shaders take SV_VertexID and manually load from an AGFXStructuredBuffer; there is no vertex input state to configure — see agfx-writing-bindless-shaders
VkSwapchainKHR + vkAcquireNextImageKHR/vkQueuePresentKHRagfxSwapChain*agfxSwapChainCreate/AcquireNextTexture/Present/Resize; AGFX handles the acquire/present semaphore bookkeeping internally. On Linux the surface protocol (X11/XCB/Wayland) is chosen via agfxDeviceCreateInfo::displayServerProtocol and the window handle is an agfxLinuxWindowHandle — see agfx-presentation-and-swapchain
VkSampleragfxSampler*agfxSamplerCreate, handle obtained the same way as texture/buffer views (bindless), not bound into a descriptor set
NDC depth range [0, 1] (Vulkan already matches AGFX), clip-space Y sign flip conventionsmatches AGFX directlyno depth-range fix needed (unlike GL/D3D11 ports); double-check any existing Y-flip workaround the engine has for swap chain vs. off-screen targets still makes sense under AGFX's own convention
Show full SKILL.md (700 more words)Show less

Because Vulkan and AGFX share the same broad shape (explicit command buffers, explicit barriers, explicit fences), porting shader-and-binding code before device/resource plumbing is somewhat less risky here than for other source APIs — but still validate incrementally rather than attempting the whole renderer at once.

  1. Device, queue, swap chain. Replace instance/physical-device/logical-device/queue creation with agfxDeviceCreate/agfxCommandQueueCreate, and VkSwapchainKHR setup with agfxSwapChainCreate. Get a cleared back buffer presenting before porting rendering logic — validates the build/link setup (no more Vulkan loader/extension/validation-layer bootstrapping).
  2. Frame pacing and fences. Port the frame-in-flight fence/semaphore rotation to agfxFence + per-slot command buffers (agfx-synchronization) — if the engine already uses timeline semaphores this is close to a rename; if it uses binary semaphores + per-frame fences, consolidate onto AGFX's single monotonic-value fence model.
  3. Resources. Port VkImage/VkBuffer (+ VMA/manual allocation) creation to agfxTextureCreate/agfxBufferCreate. Drop descriptor-set/descriptor-pool bookkeeping; keep the returned view/handle objects instead — see agfx-writing-bindless-shaders.
  4. One render pass end-to-end. Convert one vkCmdBeginRenderPass/vkCmdBeginRendering sequence (with its layout transitions) to agfxRenderPassBegin/draw/End (agfx-render-targets-and-passes), including barriers into the right states beforehand (agfx-synchronization) — this is where descriptor-set-to-bindless mistakes surface fastest if the source wasn't already bindless.
  5. Shaders. Rewrite each shader's binding section: remove layout(set=,binding=) descriptor declarations, replace with AGFX_PUSH_CONSTANTS + ResourceHandle fields and AGFXTexture2D/AGFXStructuredBuffer/AGFXSampler::Create(handle) calls, replace vertex-input-state fetch with vertex pulling from SV_VertexID (agfx-writing-bindless-shaders). Do this pass-by-pass alongside step 4 — a shader rewritten without its host-side push-constant struct updated in the same pass won't compile.
  6. Remaining passes. Repeat steps 4–5 for every other render/compute pass.
  7. Cross-cutting: any stencil-dependent logic (unsupported in AGFX — flag to the user), then mesh shaders / ray tracing / indirect draws — all supported as of v1.2.0; see "Advanced features" below. HDR/resize handling (agfx-presentation-and-swapchain).

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
VulkanAGFXNotes
vkCmdDrawMeshTasksEXT + VK_EXT_mesh_shaderagfxRenderPassDrawMesh + meshShader/taskShadertask shader → main_as, mesh shader → main_ms
VkAccelerationStructureKHR, vkCmdBuildAccelerationStructuresKHRagfxAccelerationStructureCreate + agfxComputePassBuildAccelerationStructurescratch buffer sizing via agfxAccelerationStructureGetSizes
VK_KHR_ray_query (rayQueryEXT in a compute shader)RayQuery in HLSLdirect equivalent — this is the RT model AGFX supports
vkCmdTraceRaysKHR + RT pipelines + SBTno equivalentsee the mismatch note below
vkCmdDrawIndirectCount / vkCmdDrawIndexedIndirectCountagfxIndirectBundle + PrepareIndirectBundle/ExecuteIndirectBundleAGFX's count buffer is the direct analogue of Vulkan's (the Linux backend literally calls vkCmdDraw*IndirectCount); the extra prepare step is a no-op on D3D12/Vulkan and builds a Metal ICB. If the engine relies on gl_DrawID, note AGFX_DRAW_ID's per-backend meaning — see agfx-mdi gotcha 6

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 descriptor set/pool/layout management. If the source is classic (non-bindless) Vulkan, there's real deletion work here, not just a rename — agfx-writing-bindless-shaders for the replacement pattern.
  • Assuming agglomerate has a Vulkan equivalent. It doesn't — AGFX's own Vulkan backend ignores the flag entirely (barriers are always emitted via vkCmdPipelineBarrier2), so every AGFX barrier from a Vulkan port should generally pass agglomerate = true (ordinary transitions) to get Metal-side hazard tracking; see agfx-synchronization for the one exception (present-adjacent transitions).
  • Assuming a Vulkan ray-tracing pipeline ports across. Acceleration structures and VK_KHR_ray_query map cleanly, but vkCmdTraceRaysKHR, RT pipeline stages, and the SBT have no AGFX equivalent — those passes must be restructured into inline-RayQuery compute dispatches. Surface this early. Indirect draws, by contrast, do port (see "Advanced features").
  • Porting stencil-dependent logic (VK_FORMAT_D24_UNORM_S8_UINT-based effects, stencil-buffer masking). AGFX's pipeline depth state has no stencil fields — flag it rather than silently dropping it.
  • Missing that AGFX's depth range already matches Vulkan's [0,1] and re-applying a GL-style depth-range fix that isn't needed, or missing a genuine Y-flip discrepancy between the source's off-screen-vs-swapchain convention and AGFX's own.

© 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-vulkan of AmelieHeinrich/agfx.

Open the folder on GitHubat commit d8ad38b

Compare with similar skills

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Questions about Agfx Porting From Vulkan

What does Agfx Porting From Vulkan do?

ALWAYS use when porting an existing Vulkan engine or renderer to AGFX — translating VkDevice/VkCommandBuffer/VkPipeline/VkDescriptorSet/VkRenderPass code to…. Agfx Porting From Vulkan is an agent skill from AmelieHeinrich/agfx. ALWAYS use when porting an existing Vulkan engine or renderer to AGFX — translating VkDevice/VkCommandBuffer/VkPipeline/VkDescriptorSet/VkRenderPass code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls, converting GLSL/HLSL from Vulkan's descriptor-set binding model (or VKEXTdescriptorbuffer/bindless) to AGFX bindless HLSL, or mapping Vulkan concepts (descriptor sets/pools/layouts, image layouts, pipeline barriers, render passes/dynamic rendering, timeline semaphores) onto their AGFX equivalents.

When should I use Agfx Porting From Vulkan?

Agfx Porting From Vulkan fits situations like: porting an existing Vulkan engine; converting GLSL/HLSL from Vulkans descriptor-set binding model (or VKEXTdescriptorbuffer/bindless) to AGFX bindless HLSL; mapping Vulkan concepts (descriptor sets/pools/layouts; pipeline barriers.

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

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

How do I install Agfx Porting From Vulkan in Codex?

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

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

What does Agfx Porting From Vulkan need to run?

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

Does Agfx Porting From Vulkan 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 Vulkan 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 Vulkan use?

Agfx Porting From Vulkan 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 Vulkan use?

About 4.4k tokens (SKILL.md is roughly 18k 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 Vulkan?

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

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.