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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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@@ -279,7 +279,7 @@ void GameSettingsScreen::CreateGraphicsSettings(UI::ViewGroup *graphicsSettings)
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Draw::DrawContext *draw = screenManager()->getDrawContext();
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#if !PPSSPP_PLATFORM(UWP)
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static const char *renderingBackend[] = { "OpenGL", "Direct3D 9", "Direct3D 11", "Vulkan" };
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static const char *renderingBackend[] = { "OpenGL", "Direct3D 9", "Direct3D 11", "Vulkan", "Metal" };
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PopupMultiChoice *renderingBackendChoice = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iGPUBackend, gr->T("Backend"), renderingBackend, (int)GPUBackend::OPENGL, ARRAY_SIZE(renderingBackend), I18NCat::GRAPHICS, screenManager()));
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renderingBackendChoice->SetPreOpenCallback([this](UI::PopupMultiChoice *choice) {
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// Don't filter until the last possible moment, since it involves trying to initialize Vulkan, if we were
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@@ -293,6 +293,8 @@ void GameSettingsScreen::CreateGraphicsSettings(UI::ViewGroup *graphicsSettings)
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choice->HideChoice((int)GPUBackend::DIRECT3D11);
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if (!g_Config.IsBackendEnabled(GPUBackend::VULKAN))
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choice->HideChoice((int)GPUBackend::VULKAN);
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if (!g_Config.IsBackendEnabled(GPUBackend::METAL))
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choice->HideChoice((int)GPUBackend::METAL);
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});
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if (!IsFirstInstance()) {
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