managing-metal4-resources
Installation
SKILL.md
Metal 4 Resources
Overview
Metal 4 requires explicit residency management via MTLResidencySet, removes managed storage mode, and uses GPU addresses for resource binding. Command buffers do NOT retain resources — you must manage lifetimes. All Apple Silicon uses unified memory (CPU and GPU share the same physical memory pool) and Tile-Based Deferred Rendering (TBDR).
Ownership
Owns:
- Buffer / texture / heap creation, storage-mode selection
- General
MTLResidencySetsemantics — kernel/userspace, attachment levels, validation rules, deferred destruction - Heap allocation and aliasing patterns
- Purgeable state, texture view pools, view reinterpretation
- GPU lossless compression rules
- Deferred destruction pattern (frame-delayed release queue)