Add support for the final 'implicit pass'.
authorTim Allen <screwtape@froup.com>
Sat, 8 Sep 2012 08:51:11 +0000 (18:51 +1000)
committerTim Allen <screwtape@froup.com>
Sat, 15 Sep 2012 14:44:56 +0000 (00:44 +1000)
commitc083dec4f771541ff0439b6ea6f75cc211925e25
tree50164cda5d2a5a6bbec7c52766817b290f6ee5e6
parentb2789be3a374cce022e16f94b684244bb70d0007
Add support for the final 'implicit pass'.

This is the thing where if the last pass of a shader doesn't set
a specific output size we render it straight to the screen, but if it
does then we have to render to another framebuffer object, then render
*that* to the screen without any shader at all.

This also includes some refactoring; the 'draw texture to screen'
and 'draw texture to framebufferobject' methods both involved binding
a texture, setting a filter, then drawing a textured quad, so that was
broken out into a helper function.
reference/shaderreader.py
reference/shaderview.py