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Metal: Hook up the backend on Mac, with the null GPU for now
Selectable with --graphics=metal, the backend choice in settings and the Mac menu bar. SDL creates a Metal view for it, and headless renders offscreen. Games run on the null GPU until there's a GPU/Metal. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -763,7 +763,7 @@ void TouchTestScreen::CreateViews() {
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root_->Add(theTwo);
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#if !PPSSPP_PLATFORM(UWP)
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static const char *renderingBackend[] = { "OpenGL", "(n/a)", "Direct3D 11", "Vulkan" };
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static const char *renderingBackend[] = { "OpenGL", "(n/a)", "Direct3D 11", "Vulkan", "Metal" };
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PopupMultiChoice *renderingBackendChoice = root_->Add(new PopupMultiChoice(&g_Config.iGPUBackend, gr->T("Backend"), renderingBackend, (int)GPUBackend::OPENGL, ARRAY_SIZE(renderingBackend), I18NCat::GRAPHICS, screenManager()));
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renderingBackendChoice->OnChoice.Handle(this, &TouchTestScreen::OnRenderingBackend);
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@@ -774,6 +774,8 @@ void TouchTestScreen::CreateViews() {
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renderingBackendChoice->HideChoice((int)GPUBackend::DIRECT3D11);
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if (!g_Config.IsBackendEnabled(GPUBackend::VULKAN))
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renderingBackendChoice->HideChoice((int)GPUBackend::VULKAN);
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if (!g_Config.IsBackendEnabled(GPUBackend::METAL))
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renderingBackendChoice->HideChoice((int)GPUBackend::METAL);
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#endif
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#if PPSSPP_PLATFORM(ANDROID)
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