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…ar rects - Copy texture regions into CPU-visible buffers so texture readback works on the Metal backend, as it does on D3D12 and Vulkan. - createTexture and createBuffer return nullptr when the Metal allocation fails instead of handing back an object wrapping a null resource, so callers can fall back. - clearDepthStencil submits rect lists longer than the per-call limit in batches, as the D3D12 backend does, instead of asserting. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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on the Metal backend, as it does on D3D12 and Vulkan.
fails instead of handing back an object wrapping a null resource, so
callers can fall back.
batches, as the D3D12 backend does, instead of asserting.
Notes
Extracted from the LostOdysseyRecomp macOS Metal port. Two project-specific pieces of the original change (a device-level
shaderFormatcapability and aRenderSwapChain::getFormat()override) are intentionally left out, so this applies tomainon its own.Testing
-fsyntax-onlycompile ofplume_metal.cppon arm64 macOS against currentmainpasses.🤖 Generated with Claude Code