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OpenGL ES Rendering Expert Skill

Senior OpenGL ES & Graphics Rendering Expert skill for AI coding assistants. Enforces OpenGL ES 3.0/3.1/3.2 API boundaries, TBDR bandwidth optimization for ARM Mali / Qualcomm Adreno / PowerVR GPUs, EGL context lifecycle management, and GLSL ES 3.00/3.10/3.20 precision rules across mobile (Android), Windows (ANGLE / Windows-on-ARM), and Embedded Linux. Use when generating or reviewing GLES C++17 code, GLSL ES shaders, FBO pipelines, or diagnosing GPU performance issues on any of these platforms.

OpenClaw

Rank

62

Safety

84

Downloads

2.9k

Updated

Oct 9, 2026

Version

0.1.0

Source

CLAWHUB

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What it does, and when to use it.

Capability contract not published. No trust telemetry is available yet. 2.9K downloads reported by the source. Last updated 10/9/2026.

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Public facts

Every fact links back to the source it came from.

Vendor
Clawhubvendor · observed Oct 9, 2026
Protocol compatibility
OpenClawcompatibility · observed Oct 9, 2026
Adoption signal
2.9K downloadsadoption · observed Oct 9, 2026
Latest release
0.1.0release · observed Jul 26, 2026
Handshake status
UNKNOWNsecurity

Install and run

Setup complexity: low.

clawhub skill install s172dx5h7s0zddwzakbc1r3ysx83gjxg:gles-rendering-expert-skill
  1. Install using `clawhub skill install s172dx5h7s0zddwzakbc1r3ysx83gjxg:gles-rendering-expert-skill` in an isolated environment before connecting it to live workloads.
  2. No published capability contract is available yet, so validate auth and request/response behavior manually.
  3. Review the upstream CLAWHUB listing at https://clawhub.ai/oahc09/gles-rendering-expert-skill before using production credentials.

Contract: missing

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Documentation

CLAWHUB

55,945 characters of source documentation, loaded on request.

Extracted files

5 files captured from the source.

SKILL.md

---
name: gles-rendering-expert-skill
description: "Senior OpenGL ES & Graphics Rendering Expert skill for AI coding assistants. Enforces OpenGL ES 3.0/3.1/3.2 API boundaries, TBDR bandwidth optimization for ARM Mali / Qualcomm Adreno / PowerVR GPUs, EGL context lifecycle management, and GLSL ES 3.00/3.10/3.20 precision rules across mobile (Android), Windows (ANGLE / Windows-on-ARM), and Embedded Linux. Use when generating or reviewing GLES C++17 code, GLSL ES shaders, FBO pipelines, or diagnosing GPU performance issues on any of these platforms."
description_en: "Expert skill for OpenGL ES 3.x rendering across mobile, Windows (ANGLE), and Embedded Linux: API constraints, TBDR bandwidth optimization, EGL context management, GLSL ES precision, and RAII C++17 code generation."
description_zh: "OpenGL ES 3.x 渲染专家技能,覆盖移动端、Windows(ANGLE / Windows-on-ARM)与嵌入式 Linux:API 约束、TBDR 带宽优化、EGL 上下文管理、GLSL ES 精度控制及 RAII C++17 代码生成。"
license: MIT
metadata:
  author: gles-rendering-expert-skill contributors
  version: 1.0.0
  last-updated: 2026-07-25
  keywords: "OpenGL ES, GLES 3.0, GLES 3.1, GLES 3.2, GLSL ES, EGL, TBDR, ANGLE, Mali, Adreno, PowerVR, shader optimization, bandwidth optimization, Android NDK, Windows-on-ARM, Embedded Linux, RAII C++17"
---

# Role: Senior OpenGL ES & Graphics Rendering Expert

You are a World-Class Graphics Rendering Expert specializing in **OpenGL ES (3.0/3.1/3.2)**, **EGL Context Management**, and **TBDR (Tile-Based Deferred Rendering) GPU Architecture Optimization**. Your primary targets are tile-based mobile GPUs (ARM Mali, Qualcomm Adreno, Imagination PowerVR), and you are equally fluent in running GLES on **Windows** (via ANGLE, and natively on Windows-on-ARM / Adreno) and on **Embedded Linux** (GBM/EGL).

Your mission is to generate production-grade, bandwidth-optimized rendering code and provide expert-level guidance on OpenGL ES engine architecture, shader optimization, and GPU performance tuning — tuned for mobile-class TBDR hardware but portable across Android, Windows, and Embedded Linux.

---

## Mandatory API Rules

### Target API Version
- **Primary**: OpenGL ES 3.0 / 3.1 / 3.2 with GLSL ES 3.00 / 3.20.
- **Legacy awareness**: Understand OpenGL ES 2.0 concepts for migration guidance, but always default to modern 3.0+ idioms.

### Strict Prohibitions — Desktop OpenGL Functions NEVER to Generate
| Forbidden API | Reason |
|:---|:---|
| `glBegin` / `glEnd` / `glVertex*` (immediate mode) | Not available in any GLES version |
| `glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)` | Desktop-only; GLES has no polygon mode |
| `glDrawBuffer` / `glReadBuffer` (arbitrary) | Use `glDrawBuffers` (GLES 3.0+) with MRT |
| `glLineWidth` with value > 1.0 | GLES only guarantees width = 1.0 |
| `glPushAttrib` / `glPopAttrib` | Not available in GLES |
| `glEnableClientState` / `glDisableClientState` | Use VAO/VBO (GLES 3.0+) |
| `glGenLists` / `glCallList` (display lists) | Not available in GLES |
| `glBitm

README.md

# gles-rendering-expert-skill

![GLES Rendering Expert Skill](assets/gles-rendering-expert-banner.png)

> **AI Expert Skill for OpenGL ES 3.x Mobile Rendering** — Inject precise GLES state-machine knowledge, TBDR bandwidth optimization rules, and production-grade C++17/GLSL ES code patterns into your AI coding assistant.

## Why This Skill?

Large Language Models frequently:
- **Confuse Desktop OpenGL with OpenGL ES** — generating `glBegin/glEnd`, `glPolygonMode`, or invalid texture formats.
- **Ignore TBDR architecture** — producing code that causes massive DRAM bandwidth waste on mobile GPUs (Mali, Adreno, PowerVR).
- **Miss EGL/context management** — overlooking context loss recovery, shared context synchronization, and proper lifecycle.

This skill eliminates these failure modes by constraining AI output to **mobile-first, TBDR-aware, GLES 3.0+ idioms**.

## Quick Start

### Cursor IDE
```bash
# Copy the skill file to your project's cursor rules
cp SKILL.md .cursor/rules/gles-rendering-expert.mdc
```

### Claude Projects / ChatGPT Custom GPTs
Copy the entire content of [`SKILL.md`](SKILL.md) into your project's system instructions or custom GPT configuration.

### Windsurf / Roo-Code / Other AI Tools
Paste `SKILL.md` content as a system prompt or custom rule in your tool's configuration.

## Repository Structure

```
gles-rendering-expert-skill/
├── SKILL.md                       # Core System Prompt (AI Skill entry point)
├── README.md                      # This file
├── LICENSE                        # MIT License
├── .cursorrules                   # Cursor IDE quick-link
├── references/                    # All reference material (rules, cards, examples)
│   ├── rules/                     # Modular rule documents
│   │   ├── gles-api-standards.md      # API version constraints & desktop API prohibition
│   │   ├── tbdr-bandwidth-rules.md    # TBDR bandwidth & FBO discard optimization
│   │   ├── egl-and-context.md         # EGL lifecycle & multi-thread context sync
│   │   ├── glsl-es-optimization.md    # GLSL ES precision & shader optimization
│   │   ├── mali-arm-best-practices.md # ARM Mali techniques (OpenGL ES SDK for Android)
│   │   ├── windows-platform.md        # Windows: ANGLE, Windows-on-ARM, NDK host
│   │   ├── adreno/                    # Qualcomm Adreno techniques, one topic per file
│   │   │   ├── README.md              # Adreno module index & GMEM/LRZ vocabulary
│   │   │   ├── gmem-load-store.md     # Avoid GMEM loads / reduce GMEM stores
│   │   │   ├── efficient-msaa.md      # On-tile MSAA resolve
│   │   │   ├── variable-rate-shading.md # QCOM_shading_rate (VRS)
│   │   │   ├── lrz-and-flexrender.md  # LRZ, FlexRender, depth
│   │   │   └── frame-extrapolation-and-upscaling.md # AFME, SGSR2
│   │   └── powervr/                   # Imagination PowerVR techniques, one topic per file
│   │       ├── README.md              # PowerVR module index & HSR/ISP vocabulary
│

references/cards/README.md

# GLES Rendering Expert — Knowledge Cards Index

> 按 OpenGL ES 功能点拆分的知识卡片系统。每张卡片聚焦一个独立功能域,
> 包含:核心规则、代码模式、常见陷阱、关联卡片。
>
> 数据来源:`references/rules/` 目录下的完整规则文档(本卡片为精炼摘要,详细上下文请查阅原始规则文件)。

## 卡片目录

| # | Card | 功能域 | GLES 版本 | 来源规则 |
|:--|:-----|:-------|:----------|:---------|
| 01 | [api-version-constraints](01-api-version-constraints.md) | API 版本约束 & 桌面 GL 禁用 | 3.0/3.1/3.2 | `gles-api-standards.md` |
| 02 | [texture-formats-compression](02-texture-formats-compression.md) | 纹理格式 & ASTC/ETC2 压缩 | 3.0+ | `gles-api-standards.md` §3, `mali-arm-best-practices.md` §4 |
| 03 | [buffer-objects](03-buffer-objects.md) | VAO/VBO/UBO/SSBO/PBO | 3.0/3.1 | `gles-api-standards.md` §4, `glsl-es-optimization.md` §3,§5.3 |
| 04 | [framebuffer-objects](04-framebuffer-objects.md) | FBO 生命周期 & MRT & Blit | 3.0+ | `gles-api-standards.md` §5, `tbdr-bandwidth-rules.md` §2 |
| 05 | [shader-precision-layout](05-shader-precision-layout.md) | GLSL ES 精度 & I/O 布局 | 3.00/3.20 | `glsl-es-optimization.md` §1,§2,§7,§8 |
| 06 | [compute-shader](06-compute-shader.md) | 计算着色器 & 同步 | 3.1+ | `glsl-es-optimization.md` §5, `mali-arm-best-practices.md` §3 |
| 07 | [egl-context-lifecycle](07-egl-context-lifecycle.md) | EGL 初始化/销毁/多线程/Context Lost | EGL 1.4+ | `egl-and-context.md` |
| 08 | [tbdr-bandwidth](08-tbdr-bandwidth.md) | TBDR 架构 & 带宽优化 | All | `tbdr-bandwidth-rules.md` §1,§3 |
| 09 | [overdraw-fillrate](09-overdraw-fillrate.md) | Overdraw & Fill-Rate 优化 | All | `tbdr-bandwidth-rules.md` §5, `mali-arm-best-practices.md` §8 |
| 10 | [msaa-antialiasing](10-msaa-antialiasing.md) | MSAA on TBDR (Mali/Adreno) | 3.0+ | `tbdr-bandwidth-rules.md` §5.3, `mali-arm-best-practices.md` §5, `adreno/efficient-msaa.md` |
| 11 | [synchronization](11-synchronization.md) | Fence/Memory Barrier/Buffer Orphaning | 3.0/3.1 | `gles-api-standards.md` §6, `glsl-es-optimization.md` §5.5-5.6 |
| 12 | [draw-call-optimization](12-draw-call-optimization.md) | Draw Call 批处理 & 实例化 & Indirect | 3.0/3.1 | `mali-arm-best-practices.md` §7, `gles-api-standards.md` §4 |
| 13 | [mali-pls-multiview](13-mali-pls-multiview.md) | Mali PLS & Multiview/Foveated | 3.0+ ext | `mali-arm-best-practices.md` §1,§2 |
| 14 | [adreno-gmem-vrs-lrz](14-adreno-gmem-vrs-lrz.md) | Adreno GMEM/VRS/LRZ/FlexRender | 3.0+ ext | `adreno/*.md` |
| 15 | [windows-egl-angle](15-windows-egl-angle.md) | Windows 平台 EGL/ANGLE/Windows-on-ARM | 3.0/3.1 via ANGLE | `windows-platform.md` |
| 16 | [powervr-hsr-img-extensions](16-powervr-hsr-img-extensions.md) | PowerVR HSR/PLS/IMG 扩展/Tile 带宽 | 3.0+ ext | `powervr/*.md` |

## 卡片格式说明

每张卡片遵循统一结构:

```
# [标题]
> Category | GLES Version | Source

## 核心规则        ← 必须遵守的硬性规则(生成代码时强制执行)
## 代码模式        ← 正确用法的典型代码片段
## 常见陷阱        ← 高频错误 & 其后果
## 关联卡片        ← 交叉引用
```

## 使用方式

- **代码生成时**:根据涉及的功能域加载对应卡片的核心规则作为约束。
- **代码审查时**:对照卡片的"常见陷阱"逐条检查。
- **性能诊断时**:从 `08-tbdr-bandwidth` 和 `09-overdraw-fillrate` 入手定位瓶颈。

references/rules/adreno/README.md

# Qualcomm Adreno GPU Best Practices (Distilled)

> **Source of truth:** Snapdragon Game Studios / Qualcomm
> [*Adreno GPU OpenGL ES Code Sample Framework*](https://github.com/SnapdragonGameStudios/adreno-gpu-opengl-es-code-sample-framework)
> and the Qualcomm *Adreno GPU on Mobile: Best Practices* documentation.
>
> This module distills the vendor-recommended Adreno techniques into small,
> focused rule files (one topic per file) so they stay easy to consume during
> code generation and review. Everything here targets **Qualcomm Adreno** GPUs,
> which use a **tiled / binning** architecture; most rules also help other
> tile-based mobile GPUs (ARM Mali, Imagination PowerVR).

## Vocabulary: Adreno vs. the generic TBDR terms

| Adreno term | Meaning | Generic equivalent |
|:---|:---|:---|
| **GMEM** (Graphics Memory) | Fast on-chip tile memory | Tile memory / on-chip framebuffer |
| **GMEM Load** | Copy a tile from system memory *into* GMEM at render-pass start | Tile "load" / unresolve |
| **GMEM Store** | Write a GMEM tile *back* to system memory at render-pass end | Tile "store" / resolve |
| **Binning / FlexRender** | Pass that sorts primitives into tile bins | Tiling / deferred binning |
| **LRZ** (Low Resolution Z) | Early coarse depth rejection of hidden fragments | Hidden-surface removal / early-Z |

## Rule files in this module

| File | Topic | Maps to sample |
|:---|:---|:---|
| [`gmem-load-store.md`](gmem-load-store.md) | Avoid GMEM loads, reduce GMEM stores | `avoid_gmem_loads`, `reduce_gmem_stores` |
| [`efficient-msaa.md`](efficient-msaa.md) | On-tile MSAA resolve without a blit | `msaa` |
| [`variable-rate-shading.md`](variable-rate-shading.md) | `QCOM_shading_rate` (VRS) | `shading_rate` |
| [`lrz-and-flexrender.md`](lrz-and-flexrender.md) | LRZ, FlexRender/binning, depth choices | `hello_gltf` scenes, general arch |
| [`frame-extrapolation-and-upscaling.md`](frame-extrapolation-and-upscaling.md) | AFME, motion estimation, SGSR2 | `amfe_power_saving`, `motion_estimation`, `sgsr2` |

## Golden rules (one-line summary)

1. **Clear or invalidate every attachment at render-pass start** → kills GMEM loads.
2. **Invalidate transient attachments (depth/stencil/MSAA) at render-pass end** → kills GMEM stores.
3. **Resolve MSAA on-tile** via `EXT_multisampled_render_to_texture`, never a manual blit.
4. **Never break LRZ**: draw opaque front-to-back, avoid `discard` / fragment depth writes where possible.
5. **Spend fewer fragment invocations**: use `QCOM_shading_rate` on low-detail draws and temporal upscaling (SGSR2) instead of shading every pixel every frame.

references/rules/powervr/README.md

# Imagination PowerVR GPU Best Practices (Distilled)

> **Source of truth:** Imagination Technologies
> [*PowerVR Native SDK — OpenGL ES Framework*](https://github.com/powervr-graphics/Native_SDK/tree/master/framework/PVRUtils/OpenGLES)
> and the official *PowerVR Performance Recommendations* / *Introduction to PowerVR for Developers* documentation.
>
> This module distills PowerVR-specific GLES techniques into focused rule files.
> PowerVR uses a **Tile-Based Deferred Rendering (TBDR)** architecture with **full
> Hidden Surface Removal (HSR)** — a unique hardware pass that eliminates ALL
> invisible fragments before shading. This fundamentally changes rendering strategy
> compared to both desktop GPUs and even other mobile TBDR GPUs (Mali, Adreno).

## Vocabulary: PowerVR-specific terms

| PowerVR term | Meaning | Generic equivalent |
|:---|:---|:---|
| **HSR** (Hidden Surface Removal) | Hardware pass that processes ALL primitives in a tile, determines visibility, then shades ONLY visible fragments | Early-Z / LRZ (partial equivalent — HSR is more thorough) |
| **ISP** (Image Synthesis Processor) | Fixed-function unit performing HSR + depth/stencil tests before fragment shading | Rasterizer + early-Z |
| **USC** (Unified Shading Cluster) | Shader processor units | Shader cores / ALUs |
| **Parameter Buffer (PB)** | Off-chip memory storing transformed geometry for tiling | Bin buffer / tiling buffer |
| **SPM** (Smart Parameter Management) | Hardware manages PB overflow by partial renders | Binning overflow handling |
| **Tile Memory** | Fast on-chip framebuffer per tile (~32×32 pixels) | GMEM (Adreno) / Tile buffer (Mali) |
| **PVRTC** | PowerVR Texture Compression (2bpp / 4bpp); legacy, prefer ASTC/ETC2 on modern HW | — |
| **PVRScope** | PowerVR's GPU profiling tool | Streamline (Mali) / Snapdragon Profiler (Adreno) |

## Rule files in this module

| File | Topic | Maps to SDK example/doc |
|:---|:---|:---|
| [`hsr-and-rendering-order.md`](hsr-and-rendering-order.md) | HSR, no depth pre-pass, alpha test vs blend, draw order | Performance Recommendations §HSR, forum guidance |
| [`pixel-local-storage-and-deferred.md`](pixel-local-storage-and-deferred.md) | PLS for on-chip deferred rendering | `DeferredShading` example |
| [`img-extensions.md`](img-extensions.md) | IMG_framebuffer_downsample, IMG_texture_filter_cubic, binary shaders | `IMGFramebufferDownsample`, `IMGTextureFilterCubic`, `BinaryShaders` |
| [`bandwidth-and-tile-management.md`](bandwidth-and-tile-management.md) | Clear/invalidate, transient stores, parameter buffer, MSAA | `PostProcessing`, Performance Recommendations |

## Golden rules (one-line summary)

1. **Do NOT use a depth pre-pass** — PowerVR HSR already eliminates 100% of hidden opaque fragments; a depth pre-pass doubles geometry cost with zero shading benefit.
2. **Avoid `discard` / alpha test where possible** — it delays HSR, forcing the ISP to defer visibility decisions until after 
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Machine-readable data

The same record, as JSON, for agents and crawlers.

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Record generated Oct 9, 2026.

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