Simple answer:
You pass your buffer to your kernel, write to your texture, and then render the texture on screen as appropriate for your specific circumstance.
If you are performing intensive calculations, then the answer to 'what is the boilerplate for me', would be decided based on the specifics of your situation.
You mention that you don't need vertex shaders and primitives, but those are in fact, how you would get the texture onto the screen. And depending on your specific use case, will change how you architect the pipeline in your cpu code - and that part may be large for intense and complex calculations.
Aside:
I find, the metal developer community feels small, with a minority who are familiar with the entirety of it, and even Apple employees can be found to be unknowledgeable about simple things. (I had to find out the hard way - by building endless tests to measure and assess each thing myself.) Because of this, you are unlikely to find quality sample code anywhere online. Even if you do, the specifics of that sample may be incorrect for you.
Frequently, when you want to do one thing in combination with other things, you have to change how you do both. Because of this, when asking for a boilerplate for one thing, it is likely not what you will truly need for the real use case - causing you to either ask a second time for something else, or settle for something significantly inefficient just because that's what you got working. That isn't a great approach. And there are enough options in the possibility space, that I wouldn't be able to predict exactly what applies to you without a very thorough description of everything.
The more specific and clear you are about the entirety of your application use case, the more likely you will be to get not just an answer, but one that is the most correct answer for you in that specific circumstance.
However, an even better position for you to take, would be to less be concerned with trying to achieve your goal, and more concerned about trying to understand the fundamentals of the system more thoroughly, so that you could design architectures on your own, and know why things need to be a certain way. Then, when you came to ask for help, your questions would be less related to a lack of understanding basic things, and more related to Apple's bugs or the cutting edge algorithm you're trying to implement. If we can foster that level of thoroughness in the developer culture outside Apple, then we might see Apple follow along and adopt a culture of higher standards in their foundation software and hardware.