Agent skill

Agfx Writing Bindless Shaders

by AmelieHeinrich in AmelieHeinrich/agfx

ALWAYS use when writing or modifying HLSL shaders for AGFX, or wiring the agfxShaderCompiler / agfxShaderModule / agfxRenderPipeline / agfxComputePipeline pipeline around them.

MITAuto-check passedGame Development

Install Agfx Writing Bindless Shaders

skills CLI
$ npx skills add AmelieHeinrich/agfx --skill agfx-writing-bindless-shaders -a claude-code

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

GitHub CLI
$ gh skill install AmelieHeinrich/agfx agfx-writing-bindless-shaders --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-writing-bindless-shaders .claude/skills/agfx-writing-bindless-shaders && 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-writing-bindless-shaders
GitHub stars
146
Token cost
~3.4k tokens
SKILL.md length
1,101 words
Files
1
Skills in repo
8
Repo updated
First seen
Licence
MIT

At a glance

ALWAYS use when writing or modifying HLSL shaders for AGFX, or wiring the agfxShaderCompiler / agfxShaderModule / agfxRenderPipeline / agfxComputePipeline pipeline around them.

  • Modifying HLSL shaders for AGFX
  • SKILL.md covers Overview, Ownership, References and Design Patterns
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Wiring the agfxShaderCompiler / agfxShaderModule / agfxRenderPipeline / agfxComputePipeline pipeline around them

What it does

Agfx Writing Bindless Shaders is an agent skill from AmelieHeinrich/agfx. ALWAYS use when writing or modifying HLSL shaders for AGFX, or wiring the agfxShaderCompiler / agfxShaderModule / agfxRenderPipeline / agfxComputePipeline pipeline around them. Trigger for AGFXPUSHCONSTANTS, ResourceHandle, AGFXTexture2D/AGFXRWTexture2D/AGFXStructuredBuffer/AGFXByteAddressBuffer/AGFXSampler, ResourceDescriptorHeap/SamplerDescriptorHeap, agfxCompileShader, agfxShaderCompilerOptions, agfxShaderModuleCreate, register(b0)/register(b1), "bindless", "push constants", writing a new .hlsl file for AGFX…

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. It works with Linux. The licence is MIT.

When your agent uses it

  • Modifying HLSL shaders for AGFX
  • Wiring the agfxShaderCompiler / agfxShaderModule / agfxRenderPipeline / agfxComputePipeline pipeline around them
  • AGFXPUSHCONSTANTS
  • AGFXTexture2D/AGFXRWTexture2D/AGFXStructuredBuffer/AGFXByteAddressBuffer/AGFXSampler

Example prompts

  • “bindless”
  • “push constants”
  • “Use the agfx-writing-bindless-shaders skill to alway use when writing or modifying HLSL shaders for AGFX, or wiring the agfxShaderCompiler /…”
  • “/agfx-writing-bindless-shaders”

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 hlsl and 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 Writing Bindless Shaders loads about 3.4k tokens when it runs. Until then it costs about 222 tokens; SKILL.md has 1,101 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~222
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). 1,101 words, ~3,358 tokens.

Download SKILL.mdSave it as .claude/skills/agfx-writing-bindless-shaders/SKILL.md (or your agent's skills folder).
name
agfx-writing-bindless-shaders
description
ALWAYS use when writing or modifying HLSL shaders for AGFX, or wiring the agfxShaderCompiler / agfxShaderModule / agfxRenderPipeline / agfxComputePipeline pipeline around them. Trigger for AGFX_PUSH_CONSTANTS, ResourceHandle, AGFXTexture2D/AGFXRWTexture2D/AGFXStructuredBuffer/AGFXByteAddressBuffer/AGFXSampler, ResourceDescriptorHeap/SamplerDescriptorHeap, agfxCompileShader, agfxShaderCompilerOptions, agfxShaderModuleCreate, register(b0)/register(b1), "bindless", "push constants", writing a new .hlsl file for AGFX, mesh/task/compute shader entry points (main_vs/main_ps/main_cs/main_ms/main_as). Do NOT trigger for render pass/attachment authoring in host code — use agfx-render-targets-and-passes. Do NOT trigger for resource-state barriers/fences — use agfx-synchronization. Do NOT trigger for swap chain/present — use agfx-presentation-and-swapchain.

AGFX Bindless HLSL Shaders

Overview

AGFX shaders are HLSL (SM 6.6), compiled with DXC to a per-platform target: DXIL on Windows (agfx_shader_compiler_windows.cpp); DXIL then translated to Metal IR via the Metal shader converter on macOS (agfx_shader_compiler_mac.mm, using IRRootSignatureFlagSamplerHeapDirectlyIndexed | IRRootSignatureFlagCBVSRVUAVHeapDirectlyIndexed); SPIR-V on Linux (agfx_shader_compiler_linux.cpp, DXC's -spirv target via a dlopen'd libdxcompiler.so — path settable through agfxShaderCompilerOptions::dxCompilerPath, defaulting to data/dlls/libdxcompiler.so). Every target is fully bindless, direct-indexed heaps. The compiler defines AGFX_METAL on macOS and AGFX_VULKAN on Linux automatically; data/shaders/agfx.h uses these to hide the per-backend differences (e.g. [[vk::push_constant]]), so shader authors never branch on them for ordinary resource access. There is no per-draw descriptor table, no register(t0, space0) binding model, and no Bind* API on the C side beyond push constants. Every resource a shader touches — textures, buffers, samplers — is accessed by a ResourceHandle (a plain uint index) pulled out of ResourceDescriptorHeap/SamplerDescriptorHeap and wrapped in one of the AGFX* helper classes declared in data/shaders/agfx.h.

The host side hands shaders these handles two ways: almost always via push constants (agfxRenderPassPushConstants/agfxComputePassPushConstants, bound at register(b0)), or, for structured scene/per-draw constant data, by putting the handle to a constant buffer inside the push constants and loading it as an AGFXStructuredBuffer in the shader (see sceneCB pattern below) rather than a second root CBV.

Ownership

Owns:

  • The bindless resource-access pattern: ResourceHandle, AGFXTexture1D/2D/2DArray/3D/Cube<T>, AGFXRWTexture1D/2D/3D<T>, AGFXStructuredBuffer<T>/AGFXRWStructuredBuffer<T>, AGFXByteAddressBuffer/AGFXRWByteAddressBuffer, AGFXSampler/AGFXComparisonSampler, AGFXRaytracingAccelerationStructure
  • Push constants: AGFX_PUSH_CONSTANTS(type, name) at register(b0) (a [[vk::push_constant]] block on Vulkan — the macro hides it), and the optional per-draw ID (AGFX_DECLARE_DRAW_ID()/AGFX_DRAW_ID(): register(b1) on D3D12/Metal, the SPIR-V DrawIndex builtin on Vulkan), which is how a shader replayed from an indirect bundle recovers which draw it is — but note the value's meaning diverges on Vulkan, see agfx-mdi
  • Entry point / stage conventions (main_vs, main_ps, main_cs, main_ms, main_as) and matching agfxShaderModuleType
  • agfxShaderCompilerOptions/agfxShaderCompilerResult and agfxCompileShader — the HLSL → DXIL (Windows) / Metal IR (macOS) / SPIR-V (Linux) pipeline
  • Wiring compiled agfxShaderModules into agfxRenderPipelineCreateInfo/agfxComputePipelineCreateInfo

Doesn't own:

  • Render pass/attachment setup the pipeline is later bound and drawn within → agfx-render-targets-and-passes
  • Barriers needed before a shader can safely read/write a resource (state transitions, UAV hazard barriers) → agfx-synchronization
  • The AGFXIndirectDraw*Bundle append helpers declared in the same header (Create/Draw/DrawIndexed/DrawMesh/Dispatch) and the GPU-driven submission model around them → agfx-mdi
  • Swap chain / back buffer acquisition → agfx-presentation-and-swapchain

References

The bindless helper header is a single shared file at data/shaders/agfx.h, included by every shader in the repo as #include "data/shaders/agfx.h" (a repo-root-relative path, not relative to the including shader) — always #include it first in a new shader and read it before inventing a new resource-access pattern; it is the complete list of what's available. Real shader examples: data/shaders/demo/gbuffer.hlsl (vertex+fragment, structured vertex pulling, textures+sampler), data/shaders/demo/gbuffer_indirect.hlsl (the GPU-driven variant, split into its own file for the Vulkan push-constant rule below), data/shaders/demo/ssao.hlsl (compute, RW texture output, scene CB), data/shaders/demo/mipgen.hlsl (minimal compute), data/shaders/demo/deferred_lighting.hlsl, data/shaders/demo/shadow_depth.hlsl, data/shaders/demo/tonemap.hlsl, data/shaders/demo/imgui.hlsl. Host-side compile+load pattern: agfx_demo/deferred_renderer.cpp's CompileShader helper, agfx_demo/ssao.cpp, agfx_demo/agfx_mipgen.cpp. Compiler internals: agfx_shader/agfx_shader_compiler.h and the per-platform agfx_shader_compiler_windows.cpp/_mac.mm/_linux.cpp.

Design Patterns

Minimal shader skeleton
hlsl
#include "data/shaders/agfx.h"   // one shared header for all shaders; path is repo-root-relative

struct MyPushConstants {
    ResourceHandle someTex;
    ResourceHandle someSampler;
    ResourceHandle sceneCB;
    float someScalar;
};

AGFX_PUSH_CONSTANTS(MyPushConstants, g_Constants);

AGFX_PUSH_CONSTANTS expands to ConstantBuffer<type> name : register(b0) — this is the only resource binding declaration a shader normally needs. Everything else is created inline from a ResourceHandle field on that struct.

Reading resources: create-from-handle, then use
hlsl
AGFXTexture2D<float4> albedoTex = AGFXTexture2D<float4>::Create(g_Constants.albedoTex);
AGFXSampler samp = AGFXSampler::Create(g_Constants.textureSampler);
float4 c = albedoTex.Sample(samp, uv);

AGFXRWTexture2D<float4> aoOut = AGFXRWTexture2D<float4>::Create(g_Constants.aoTex);
aoOut.Store(int2(id.xy), float4(ao, ao, ao, 1.0f));

AGFXStructuredBuffer<SceneVertex> vertices = AGFXStructuredBuffer<SceneVertex>::Create(g_Constants.vertexBuffer);
SceneVertex v = vertices.Load(vertexID);

Pick the wrapper by both dimensionality and read/write need: AGFXTexture2D<T> (read-only, sampled) vs AGFXRWTexture2D<T> (read/write, Load/Store only, no filtering) — matching AGFX_TEXTURE_USAGE_SAMPLED vs AGFX_TEXTURE_USAGE_STORAGE on the host-side agfxTextureCreateInfo. Use AGFXStructuredBuffer<T> for typed per-element buffer reads (scene constants, vertex pulling) and AGFXByteAddressBuffer/AGFXRWByteAddressBuffer for raw/untyped access — matching AGFX_BUFFER_VIEW_TYPE_STRUCTURED vs AGFX_BUFFER_VIEW_TYPE_RAW host-side.

Scene/per-frame constants: no second CBV — nest a handle in push constants

There is no root-level CBV beyond b0's push constants. To pass a larger, per-frame constant buffer, put its ResourceHandle as a field in the push-constant struct and load it as a one-element AGFXStructuredBuffer inside the shader:

hlsl
struct GBufferSceneConstants { float4x4 viewProj; };
struct GBufferPushConstants {
    float4x4 worldMatrix;
    ResourceHandle sceneCB;
    // ...
};
AGFX_PUSH_CONSTANTS(GBufferPushConstants, g_Constants);

vs_out main_vs(uint vertexID : SV_VertexID) {
    AGFXStructuredBuffer<GBufferSceneConstants> sceneCB = AGFXStructuredBuffer<GBufferSceneConstants>::Create(g_Constants.sceneCB);
    GBufferSceneConstants scene = sceneCB.Load(0);
    // ...
}

Host side, this sceneCB handle comes from agfxBufferViewGetHandle on an agfxBufferView created with AGFX_BUFFER_VIEW_TYPE_CONSTANT (or STRUCTURED, since the shader reads it as a structured buffer either way) over an upload-heap agfxBuffer.

Show full SKILL.md (469 more words)Show less
Vertex pulling instead of input-assembler vertex buffers

AGFX vertex shaders don't use IA vertex attributes — they take SV_VertexID and manually pull from a structured buffer, since bindless makes an explicit vertex-buffer handle no more expensive than an IA binding and lets one pipeline draw meshes with arbitrary vertex layouts:

hlsl
vs_out main_vs(uint vertexID : SV_VertexID) {
    AGFXStructuredBuffer<SceneVertex> vertices = AGFXStructuredBuffer<SceneVertex>::Create(g_Constants.vertexBuffer);
    SceneVertex v = vertices.Load(vertexID + g_Constants.vertexOffset);
    // ...
}

vertexOffset in push constants lets one shared vertex buffer serve multiple meshes/draws without rebinding.

Compute shaders: bounds check, then dispatch-sized work
hlsl
struct MyPushConstants { ResourceHandle srcTex; ResourceHandle dstTex; uint dstWidth; uint dstHeight; };
AGFX_PUSH_CONSTANTS(MyPushConstants, g_Constants);

[numthreads(8, 8, 1)]
void main_cs(uint3 id : SV_DispatchThreadID)
{
    if (id.x >= g_Constants.dstWidth || id.y >= g_Constants.dstHeight)
        return;
    // ...
}

The [numthreads(x, y, z)] values must match the groupSizeX/Y/Z passed to agfxComputePipelineCreateInfo host-side (or, for mesh/task shaders, the reflected meshSizeX/Y/Z/taskSizeX/Y/Z the compiler extracts automatically — see below). Always bounds-check against actual target dimensions since dispatch group counts are typically rounded up.

Entry point / stage naming convention

Existing shaders use main_vs, main_ps, main_cs, and (for mesh pipelines) main_ms/main_as. Match this convention for new shaders and pass the matching agfxShaderStage/agfxShaderModuleType pair host-side — the DXC target profile (vs_6_6, ps_6_6, cs_6_6, ms_6_6, as_6_6) is derived from agfxShaderStage in each platform's agfx_shader_compiler_* file, so stage and entry point must agree.

Host-side: compile → shader module → pipeline
cpp
// Typical helper (see deferred_renderer.cpp's CompileShader)
agfxShaderCompilerOptions options = {};
options.stage = AGFX_SHADER_STAGE_FRAGMENT;
strncpy(options.entryPoint, "main_ps", sizeof(options.entryPoint) - 1);
options.sourceCode = source.data();
options.sourceCodeSize = (uint32_t)source.size();

agfxShaderCompilerResult result = {};
agfxCompileShader(&options, &result);

agfxShaderModuleCreateInfo moduleInfo = {};
moduleInfo.code = result.compiledCode;
moduleInfo.codeSize = result.compiledSize;
moduleInfo.entryPoint = "main_ps";
moduleInfo.type = AGFX_SHADER_MODULE_TYPE_FRAGMENT;
agfxShaderModule* fragmentModule = agfxShaderModuleCreate(device, &moduleInfo);

Compile vertex+fragment (or mesh[+task]) modules separately and attach both to agfxRenderPipelineCreateInfo::vertexShader/fragmentShader (or meshShader/taskShader); a single computeShader module goes into agfxComputePipelineCreateInfo. agfxShaderModuleDestroy is safe immediately after the pipeline(s) built from it are created — the module isn't referenced afterward.

For mesh/task shaders, read result.meshSizeX/Y/Z/taskSizeX/Y/Z (populated by compiler reflection — Metal shader converter on macOS, SPIRV-Reflect on Linux — not something you hand-specify) and feed them into agfxRenderPipelineCreateInfo::meshGroupSizeX/Y/Z/taskGroupSizeX/Y/Z — these must match what the shader actually declares or dispatch counts silently disagree between backends.

Common mistakes
  • Declaring a second register(bN)/register(tN)/register(sN) resource binding instead of routing everything through push constants + ResourceDescriptorHeap/SamplerDescriptorHeap — AGFX's binding surface is exactly the push constants (b0), the draw ID (b1 on D3D12/Metal, a builtin on Vulkan), and direct-indexed heaps; anything else won't be bound.
  • One AGFX_PUSH_CONSTANTS block per translation unit. The SPIR-V backend rejects a file that declares more than one [[vk::push_constant]] block, even when only one entry point is selected for compilation — a file with multiple entry points that need different push-constant structs must be split into separate .hlsl files. This is why the demo's GPU-driven G-buffer path lives in gbuffer_indirect.hlsl, not in gbuffer.hlsl.
  • Calling AGFX_DRAW_ID() in a pixel shader. On Vulkan it resolves to the SPIR-V DrawIndex builtin, valid only in vertex/mesh/task stages — read it in the vertex shader and forward it through a nointerpolation interpolant (see gbuffer_indirect.hlsl).
  • Using AGFXTexture2D (read-only) where the texture was created with AGFX_TEXTURE_USAGE_STORAGE and needs Store, or vice versa — pick the wrapper matching the host-side agfxTextureUsage/agfxTextureViewCreateInfo::writeable.
  • Forgetting the bounds check in a compute shader before writing to an AGFXRWTexture2D sized smaller than numthreads-rounded dispatch dimensions.
  • Mismatching entry-point name and agfxShaderStage/agfxShaderModuleType between the compile options and the module create info — the DXC profile is derived from the stage, and a mismatch will misdirect the compiler or produce a module that doesn't bind to the intended pipeline slot.

© 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-writing-bindless-shaders of AmelieHeinrich/agfx.

Open the folder on GitHubat commit d8ad38b

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Works with

Questions about Agfx Writing Bindless Shaders

What does Agfx Writing Bindless Shaders do?

ALWAYS use when writing or modifying HLSL shaders for AGFX, or wiring the agfxShaderCompiler / agfxShaderModule / agfxRenderPipeline / agfxComputePipeline pipeline around them. Agfx Writing Bindless Shaders is an agent skill from AmelieHeinrich/agfx. ALWAYS use when writing or modifying HLSL shaders for AGFX, or wiring the agfxShaderCompiler / agfxShaderModule / agfxRenderPipeline / agfxComputePipeline pipeline around them.

When should I use Agfx Writing Bindless Shaders?

Agfx Writing Bindless Shaders fits situations like: modifying HLSL shaders for AGFX; wiring the agfxShaderCompiler / agfxShaderModule / agfxRenderPipeline / agfxComputePipeline pipeline around them; AGFXPUSHCONSTANTS; AGFXTexture2D/AGFXRWTexture2D/AGFXStructuredBuffer/AGFXByteAddressBuffer/AGFXSampler.

How do I install Agfx Writing Bindless Shaders in Claude Code?

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

How do I install Agfx Writing Bindless Shaders in Codex?

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

Can I use Agfx Writing Bindless Shaders 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-writing-bindless-shaders -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-writing-bindless-shaders, .gemini/skills/agfx-writing-bindless-shaders, .github/skills/agfx-writing-bindless-shaders and .opencode/skills/agfx-writing-bindless-shaders in your project.

What does Agfx Writing Bindless Shaders need to run?

SKILL.md names no scripts, command-line tools or credentials: Agfx Writing Bindless Shaders is instructions for the agent only.

Does Agfx Writing Bindless Shaders 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 Writing Bindless Shaders 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 Writing Bindless Shaders use?

Agfx Writing Bindless Shaders 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 Writing Bindless Shaders 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 Writing Bindless Shaders?

Skills that share tags, products or a category with Agfx Writing Bindless Shaders: Rdc CLI (BANANASJIM/rdc-cli, 182 stars), Sokol Net (elix22/Sokol.NET, 154 stars), New Experiment (Tresjs/tres, 3.8k stars) and Anatomy (wheresryan22/anatomy, 500 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Agfx Writing Bindless Shaders?

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.