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Use raw-window-metal to get a CAMetalLayer from raw-window-handle
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 40e0b24, so I doubt anyone uses it, and if they do, they can change it on the layer themselves.
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