I have a shader that sets rasterizationEnabled to NO on the MTLRenderPipeline. It's essentially using a vertex shader to do compute. This vertex shader reads vertex buffer data, and writes out to another buffer from within the same shader.
The problem is I don't know how to correctly wrap this in a render pass. The MTLRenderPass creation from a MTLRenderPassDescriptor complains that no width/height/format or renderTarget/depth is set on this pass. But it's not dependent on rasterization or render textures. What is the correct way to specify the enclosing RenderPass to Metal?