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Runs the same compute shaders as the Vulkan backend, translated to MSL, in the upload command buffer: levels decode unscaled into the push buffer and get scaled into a view of the level. Push constants go in a buffer of their own. Multipass shaders (NNEDI3) use scratch textures that live for the frame. Shaders with a constant buffer (only the smiley test shader) aren't supported. All the texture shaders give the same result as Vulkan's on LocoRoco and God of War savestates. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>