I want to store image float data in an unformatted memory location from within my shader, and MTLBuffer seems to be the answer. Firstly, is this possible? I saw within the apple docs of MTLBuffer that one can access the pointer pointing to the buffer. Is it possible to use that pointer from within the shader to fill up allocated memory? Secondly, I wish to get some idea how fast this operation will be; will it be fast and efficient as operating with Textures?
I ask this as I need to re-engineer a lot of my code if it is confirmed that MTLBuffer's speed of access is comparable to operating with MTLTexture.