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The way `raw-window-metal` works is by creating a layer, and inserting
that as a sublayer, just like we did on iOS before. The bounds are then
kept in-sync with an observer, ensuring smooth resizing.
This also fixes compilation errors on iOS, and adds preliminary support
for tvOS.
The implementation now solely uses `VK_EXT_metal_surface`, which was
added in 2018, instead of `VK_MVK_ios_surface` / `VK_MVK_macos_surface`,
which are deprecated, and only available a year and a half earlier
anyhow.
Note that apart from the above, there is a slight behavioral change on
macOS: we no longer set `edgeAntialiasingMask` on the layer, as it's not
really required, and allows us to avoid depending on `objc2` directly.
It was introduced without motivation in
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