Don't draw PassFeedbackN if N is the final pass and not read. #124
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#117 fixes the problem of PassFeedback0 being unwritten if it is last frame. However many shaders don't need to use PassFeedback at all, and drawing twice is not zero-cost unlike feedback for other frames which is just a mem swap.
This does some reflection to determine if the last feedback pass is ever read, and only to draw to the output_texture framebuffer if needed. This allows the final pass to be zero-cost again unless it's needed to be read.
Further optimizations could be applied narrowly to the case by adding an implicit blit pass so the final pass is only drawn once.