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 MTLResidencySet semantics — 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)
Installs
1
GitHub Stars
89
First Seen
Jul 14, 2026
managing-metal4-resources — apple/game-porting-toolkit