message: Handle DEPTH24 textures in the metal driver.
  Metal only supports DEPTH24_STENCIL8, which is
  what we're selecting for DEPTH24 (instead of
  FLOAT32), this is closer to what the user asks
  and doesn't use more memory.
  Note that iOS doesn't support either.
diff: @@ -145,10 +145,14 @@ constexpr inline MTLPixelFormat getMetalFormat(TextureFormat format) noexcept {
  case TextureFormat::RG8I: return MTLPixelFormatRG8Sint;
  #if defined(IOS)
  - // iOS does not support 16 bit depth textures.
  - case TextureFormat::DEPTH16: return MTLPixelFormatDepth32Float;
  + // iOS does not support 16 bit or 24 bit depth textures.
  + case TextureFormat::DEPTH16:
  + case TextureFormat::DEPTH24:
  + return MTLPixelFormatDepth32Float;
  #else
  case TextureFormat::DEPTH16: return MTLPixelFormatDepth16Unorm;
  + // MacOS only supports 24 bit depth + 8 bits Stencil
  + case TextureFormat::DEPTH24: return MTLPixelFormatDepth24Unorm_Stencil8;
  #endif
  // TODO: Add packed 16 bit formats- only available on iOS
  @@ -163,7 +167,6 @@ constexpr inline MTLPixelFormat getMetalFormat(TextureFormat format) noexcept {
  case TextureFormat::RGB8_SNORM:
  case TextureFormat::RGB8UI:
  case TextureFormat::RGB8I:
  - case TextureFormat::DEPTH24:
  return MTLPixelFormatInvalid;
  // 32-bits per element
  