Native Metal preparation sources

shader_identity.cpp / shader_identity.h:
LARecomp, commit 29daf87d5e891852486413103d97cf6207aaf787
https://github.com/mzzvxm/LARecomp/tree/29daf87d5e891852486413103d97cf6207aaf787/src/native_gfx
Original source retained. GPL-3.0-or-later, as the LARecomp project.

capture.cpp: device/shader descriptor decoding and capture file layout adapted
from KoreanSeats1/MCLA-4iOS, commit 90eb2d9cf334cdef3aacc64aee035ed07ee65407,
MCLAApp/runtime/MCLANativeTitleBridge.cpp (GPL-3.0).
https://github.com/KoreanSeats1/MCLA-4iOS/blob/90eb2d9cf334cdef3aacc64aee035ed07ee65407/MCLAApp/runtime/MCLANativeTitleBridge.cpp

Capture is opt-in, keeps the original generated draw functions running, and
writes derived game inputs locally. No game data is distributed here.

renderer/MCLAMetalRenderer.mm, MCLANativeRenderer.cpp, mac_hooks.cpp,
mac_gpu.cpp, and the MCLA*.h helpers:
Adapted from KoreanSeats1/MCLA-4iOS 90eb2d9cf334cdef3aacc64aee035ed07ee65407,
MCLAApp/runtime. GPL-3.0; full license is renderer/LICENSE-MCLA-4iOS.
mac_gpu.cpp extracts its title-native MMIO/vblank/retirement adapter from
MCLARuntimeBootstrap.cpp; mac_hooks.cpp maps named iOS hooks to verified guest
addresses. mac_host.mm and mac_bridge.cpp are the macOS/SDL integration.
The pinned SDK's IGraphicsSystem vtable is unchanged: MCLANativeGraphicsSystem
extends it locally for the title command ABI. Shader lookup uses ABI variant
keys, retaining original source hashes for title-specific shader fixes.

renderer/include/rex/graphics/gta4_native/*, renderer/foundation/*,
renderer/include/rex/graphics/pipeline/texture/conversion.h,
renderer/texture_*.cpp, and renderer/include/gta4_frame_limiter.h:
Theft4 foundation 5ca8635b430749cd1b09029b3cb2aa4c731c8dcc,
glue/rexglue-sdk-main. See renderer/LICENSE-ReXGlue (BSD-3-Clause) and
individual Xenia copyright notices. Only build dependencies are included.

No code from GoldenEye, MetalRender, Metal Fatigue, Skate 3 or Pinyon Shift is
included in this adapter. Those projects were reviewed as engineering references.
Native shader sources, captures and game binaries remain local under out/.

mac_host.mm native display camera constant (0x8201E7EC):
Aspect-ratio patch adapted from larecomp/src/mc_engine/hooks.cpp,
ApplyAspectRatioPatch, in the same pinned MCLA-4iOS checkout above.
The macOS adapter validates the original float before writing, derives the ratio
from the physical scene allocation, and leaves guest surface dimensions intact.

postfx/smaa/AreaTex.h, SearchTex.h and LICENSE.txt:
SMAA lookup textures and MIT license, Jorge Jimenez, Jose I. Echevarria,
Belen Masia, Fernando Navarro and Diego Gutierrez (2013). Copied from the pinned
MCLA-4iOS Theft4 foundation's LibertyRecompLib/postfx/smaa directory.
postfx/smaa/MCLASmaaSources.h: canonical Theft4 smaa_shaders.inc high-preset
SPIR-V translated with the local ReXGlue SPIRV-Cross checkout to macOS Metal 3.1.
Input digest is embedded in the header; tools/native_metal/prepare_smaa.py
reproduces translation. Host three-pass encoding adapts the existing MCLA-4iOS
Metal Lab path, compiling portable source at runtime rather than loading iOS
metallibs. SMAA project: https://github.com/iryoku/smaa
