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Per Apple Metal docs, ARGUMENT BUFFERS (vs separate bindings) on Apple GPUs reduce which overhead?
AVertex shader execution time per vertex
BGPU triangle setup time per primitive
CCPU bind-call setup before each draw
DAudio render budget on the DSP unit
Answer & Solution
Correct answer: C. CPU bind-call setup before each draw
Apple Metal docs: argument buffers package many resources (textures, samplers, buffers) into one encoded block — fewer driver calls, lower CPU cost.
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