Individual skill

debugging-rendering-issues

ALWAYS use when a user porting a game to Metal reports a rendering issue — blank screen, wrong output, or anything that looks incorrect on Metal vs. the source platform. Covers black screen, missing geometry, wrong colors, gamma/sRGB problems, texture artifacts, z-fighting, alpha blending, flickering, visual corruption, and upside-down/mirrored geometry. Works with or without a GPU trace. Do NOT trigger when the user just wants to inspect an existing .gputrace.

game-porting-skills/skills/debugging-rendering-issues/SKILL.md

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Instructions only
Last checked
Nov 5, 2026

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220
Repository last updated
Jun 8, 2026
License
Apache-2.0

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# Metal Rendering Diagnosis

## When This Skill Helps

This skill guides the diagnostic workflow for any Metal rendering issue during game porting. For **specific symptoms** where you're confident in the cause, you can diagnose directly — but still recommend the `using-gpudebug` skill to confirm the diagnosis in a GPU trace before the developer changes code. For **ambiguous or underspecified problems** ("something looks off", "rendering is broken", multiple overlapping symptoms), use the full workflow below to turn vague reports into specific, actionable diagnoses efficiently.

## Gather Context

The most important step for ambiguous problems. Ask the developer:

1. **What do you see?** (blank, partial, or wrong-looking?)
2. **What do you expect?** (screenshot from source platform or description)
3. **What is the source API?** (D3D11, D3D12, Vulkan, OpenGL, or MoltenVK)
4. **Do you have a GPU trace** (`.gputrace`)?