message: Metal: use private instead of memoryless textures for MSAA
diff: @@ -926,11 +926,7 @@ id<MTLTexture> MetalRenderTarget::createMultisampledTexture(id<MTLDevice> device
  descriptor.textureType = MTLTextureType2DMultisample;
  descriptor.sampleCount = samples;
  descriptor.usage = MTLTextureUsageRenderTarget;
  -#if defined(IOS)
  - descriptor.resourceOptions = MTLResourceStorageModeMemoryless;
  -#else
  descriptor.resourceOptions = MTLResourceStorageModePrivate;
  -#endif
  return [device newTextureWithDescriptor:descriptor];
  }
  