In the Metal Best Practices Guide, it states that for best performance one should "implement a triple buffering model to update dynamic buffer data," and that "dynamic buffer data refers to frequently updated data stored in a buffer."
Does an MTLTexture
qualify as "frequently updated data stored in a buffer" if it needs to be updated every frame? All the examples in the guide above focus on MTLBuffer
s.
I notice Apple's implementation in MetalKit has a concept of a nextDrawable
, so perhaps that's what's happening here?