What registerEffectPipeline() installs: a factory the renderer calls
once per context, on the first fixed effect pass — never at
initialize, so an application that never runs an effect issues the
byte-identical GL sequence it always did.
Compiles the effect program on gl. May throw
SHADER_COMPILATION_FAILED (§89); the renderer catches it — §61 forbids
a frame from throwing — warns once, and skips effects on that context.
What
registerEffectPipeline()installs: a factory the renderer calls once per context, on the first fixed effect pass — never at initialize, so an application that never runs an effect issues the byte-identical GL sequence it always did.