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feat: add Temporal Anti-Aliasing (TAA) support for OpenGL and Vulkan
- Add TAA option to AntiAliasing enum in settings - Implement TAA shaders for both OpenGL (GLSL) and Vulkan (SPIR-V) - Add OpenGL TAA class with framebuffer management and temporal blending - Add Vulkan TAA class following existing AntiAliasPass architecture - Integrate TAA into OpenGL and Vulkan rendering pipelines - Add UI translations and Android string resources for TAA option - Implement Halton sequence jittering for temporal sampling - Add motion vector validation and neighborhood clamping to reduce ghosting - Configure aggressive temporal blending to minimize visual artifacts - Add proper descriptor set management for Vulkan TAA implementation The TAA implementation provides high-quality anti-aliasing by combining information from multiple frames with per-pixel jittering, resulting in smoother edges and reduced aliasing artifacts while maintaining good performance and temporal stability. Fixes: Black screen issues with proper descriptor set bindings Fixes: Ghosting artifacts with improved temporal blending parameters Fixes: Jitter visibility with reduced jitter intensity (50% scaling) Signed-off-by: Zephyron <zephyron@citron-emu.org>
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@@ -149,7 +149,7 @@ ENUM(ResolutionSetup, Res1_2X, Res3_4X, Res1X, Res3_2X, Res2X, Res3X, Res4X, Res
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ENUM(ScalingFilter, NearestNeighbor, Bilinear, Bicubic, Gaussian, ScaleForce, Fsr, Fsr2, MaxEnum);
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ENUM(AntiAliasing, None, Fxaa, Smaa, MaxEnum);
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ENUM(AntiAliasing, None, Fxaa, Smaa, Taa, MaxEnum);
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ENUM(FSR2QualityMode, Quality, Balanced, Performance, UltraPerformance);
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