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Implement motion vectors and TAA for skinned meshes and meshes with
morph targets. This is a revamped version of #9902. Instead of adding more bind group layouts as that patch did, which created a combinatorial explosion of layouts, this patch unconditionally adds `prev_joint_matrices` and `prev_morph_weights` bindings to the shader bind groups. These add no significant overhead if unused because we simply bind dummy buffers, and the driver strips them out if unused. We already do this extensively with the various `StandardMaterial` bindings as well as the mesh view bindings, so this approach isn't anything new. The overall technique consists of double-buffering the joint matrix and morph weights buffers, as most of the previous attempts to solve this problem did. The process is generally straightforward. Note that, to avoid regressing the ability of mesh extraction, skin extraction, and morph target extraction to run in parallel, I had to add a new system to rendering, `set_mesh_motion_vector_flags`. The comment there explains the details; it generally runs very quickly. I've tested this with modified versions of the `animated_fox`, `morph_targets`, and `many_foxes` examples that add TAA, and the patch works. To avoid bloating those examples, I didn't add switches for TAA to them. Addresses points (1) and (2) of #8423.
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