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GPU/Metal, modelled on GPU/Vulkan since the shaders are the same Vulkan GLSL, translated to MSL. Drawing goes through the render manager's state setters, so it shares encoders with thin3d. thin3d fixes found along the way: - Binding the framebuffer that's already the target continues the pass, applying clears and ignoring DontCare, like VulkanRenderManager. - Separate depth or stencil copies, through a buffer, so the stencil survives a framebuffer resize (Need for Speed Shift). - Stencil export, so stencil uploads take one pass. Out of the 1061 dumps in ppsspp-framedumps, 1058 render identically to Vulkan (two of the others are bad dumps), as do the eight benchmark savestates. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>