Buildsystem fixes for build_rive.sh and PLS shaders

build_rive.sh wasn't catching all the build errors with just 'set -e'. Add 'set -o pipefail' to catch the errors being piped into 'grep -v'.

The complicated logic in premake5_pls_renderer.lua that was being executed as a bash "if" had an issue. Rewrite this logic in Lua.

Diffs=
fbfa3b545 Buildsystem fixes for build_rive.sh and PLS shaders (#7716)

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
diff --git a/.rive_head b/.rive_head
index e4ff0e3..ed516e7 100644
--- a/.rive_head
+++ b/.rive_head
@@ -1 +1 @@
-405ca998b7729cb4f84448fe681e9c4a82243099
+fbfa3b545dbfbe5616ee725f0dbb59b2626c603c
diff --git a/build/build_rive.sh b/build/build_rive.sh
index 9329927..48ad950 100755
--- a/build/build_rive.sh
+++ b/build/build_rive.sh
@@ -54,6 +54,7 @@
 #   build_rive.sh rebuild out/debug gms goldens  # args after OUT get forwarded to the buildsystem
 
 set -e
+set -o pipefail
 
 # Detect where build_rive.sh is located on disk.
 # https://stackoverflow.com/questions/59895/how-do-i-get-the-directory-where-a-bash-script-is-located-from-within-the-script