coordinate-external-ag…
Coordinate independently operated external agents through durable handoffs. Use when work crosses hosts, sessions, accounts, services, queues, boards, pull…
Plan and implement experimental Metal neural-rendering paths with MetalFX, Metal 4 machine-learning passes, Metal tensors, and Metal Performance Primitives. Use when Codex works on learned tone mapping, neural denoising, neural materials, inline tensor operations,
$ npx -y skills add gaelic-ghost/socket --skill metal-neural-rendering-workflow --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/metal-neural-rendering-workflowContext preview
The summary Claude sees to decide when to auto-load this skill.
Plan and implement experimental Metal neural-rendering paths with MetalFX, Metal 4 machine-learning passes, Metal tensors, and Metal Performance Primitives. Use when Codex works on learned tone mapping, neural denoising, neural materials, inline tensor operations,
name: metal-neural-rendering-workflow description: Plan and implement experimental Metal neural-rendering paths with MetalFX, Metal 4 machine-learning passes, Metal tensors, and Metal Performance Primitives. Use when Codex works on learned tone mapping, neural denoising, neural materials, inline tensor operations, MTL4MachineLearningCommandEncoder, or model inference scheduled beside rendering; preserve a conventional rendering fallback.
Own a small, measurable learned rendering pass and its rendering integration. This skill is experimental and beta-sensitive where it depends on Metal 4.1-era API or hardware; it does not authorize replacing an established renderer with an unproven ML subsystem.
Read [integration-levels.md](references/integration-levels.md) before selecting a technology. Verify the exact SDK header, Metal feature-set support, and device availability before code changes.
1. Use **MetalFX** when a supported scaler, frame interpolator, or denoiser already solves the visual problem. 2. Use an **ML command encoder** when a pre-trained model must run as a scheduled Metal 4 pass beside existing render/compute work. 3. Use **inline tensor operations** only for a compact shader-local operation whose data layout, precision, and GPU-family gate are explicit. 4. Use **Metal Performance Primitives or MPSGraph** when a maintained primitive or graph fits better than custom shader math. 5. Stop and ask for a design decision when the request requires training, model conversion, artifact distribution, or a persistent model-update system; those are separate product and architecture scopes.
1. State the visual defect, baseline technique, target metric, fallback, and representative scenes before choosing ML. 2. Define model inputs/outputs, colorspace, precision, tensor layout, resource ownership, and synchronization with adjacent passes. 3. Gate by OS, Metal version, GPU family, and hardware. Keep a conventional renderer path for unsupported devices. 4. Validate numerical correctness against a deterministic reference before visual-quality tuning. 5. Compare quality, frame time, memory, power/thermal behavior, and temporal stability against the baseline on target hardware. 6. Keep model provenance, version, preprocessing, and fixed test inputs explicit so results remain reproducible.
Return the chosen integration level, feature gate and fallback, tensor/model contract, correctness fixture, measured comparison plan, and any broader architecture decision required.
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