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For a 3D workload going through Virtualization.framework's graphics device, what's the supported/expected path for the guest to drive host-side Metal rendering, and what are the known performance sharp edges?
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Is zero-copy IOSurface sharing between host and guest a sanctioned pattern? What are the best practices and limits for high-throughput texture handoff across the VM boundary?
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We translate a foreign 3D command stream into Metal on the host. Any guidance on command-buffer batching, synchronization, or present/vsync alignment to keep latency low?
Let’s focus this discussion on your other thread.
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Quinn “The Eskimo!” @ Developer Technical Support @ Apple
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