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Yeah, The “offscreen” terminology is Apple lingo:

https://developer.apple.com/documentation/Metal/customizing-...

The buffers are not that different, it really just means “extra allocation”



It's not an uncommon terminology in the WSI portion of graphics APIs, I was just pointing out that it doesn't actually mean anything to the hardware/lower stack. There are only buffers.

(There can be restrictions on which buffer formats and layouts can be used for certain things, scanout being particularly picky, but a regular window can be textured from pretty much any buffer.)




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