Support Metal's "memoryless" storage mode for depth/stencil framebuffer attachments #503
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getNextDrawable
on buffer swap to avoid CPU stalls #497 forMTLFramebuffer
/MTLSwapchainFramebuffer
refactorMetal offers a specific optimised storage mode on Apple GPUs for framebuffer attachments that are only used within a render pass (i.e. depth/stencil), allowing them not to be stored into system memory. I've supported this as an option since it won't work well for any game that defines multiple render passes and require the depth/stencil content to be preserved between those passes.