Create class to support Temporal projection.

Inject measurement points to find places to poll time since last frame.
Remove some Temporal projection polling
Separate after affects from main drawing
Make post render effects a separate function in gameDialog
Add include file that got missing during rebase
Control the post drawing effects from gameDialog.
Use RenderTarget from RenderControl

Remove the old manually allocated textures.
Small refactoring and debug messages
Add post effects on both left and right afterwards.

To do this, it was necessary to save the previous render target.
The post rendering doesn't need to know what render target is used.
The drawing to the final screen was done too early, missing some UI.
Use 'reset' instead of 'release' to deallocate unique_ptr.
Create a flag to force windowed mode
Add temporal reprojection in OVR mode
Create a flag to force windowed mode
Removed class TemporalReprojection

It is not really needed.
Merge branch 'TemporalReprojection'
Use reference instead of pointer for SetSingleTarget()
Should not be used from gameDialog, so it can be private.
Draw extra stereo frame when computing shadow map
Move viewport settings out of gameDialog::UpdateProjection
Simplify SetViewport()
Remove common.OvrDistortion from shaders where it wasn't used