feat(mods): expose opt-in final-frame output hooks

This commit is contained in:
AverageConsumer
2026-08-13 23:04:46 +02:00
parent 26e9e1d597
commit 09204daa28
7 changed files with 145 additions and 29 deletions
+25 -13
View File
@@ -768,11 +768,12 @@ function Renderer:endFrame(zones, worldZones)
end
end
-- A post-process pipeline needs the whole composite in a canvas for the
-- same reason GBC FX does, so either one alone is enough to take the
-- present path; with neither, the frame draws straight to the screen
-- exactly as it always did.
local needPresent = GBCFX.active() or Pipelines.wantsPresent()
-- Post-process pipelines, GBC FX and an enabled final-output owner need the
-- whole composite in a canvas. With none of them, the frame draws straight
-- to the screen exactly as it always did.
local hasOutputHook = Runtime.wantsHook("render.output")
and Runtime.call("render.output_enabled", function() return false end) == true
local needPresent = GBCFX.active() or Pipelines.wantsPresent() or hasOutputHook
local present = nil
if needPresent then
if not self.presentCanvas or self.presentCanvas:getWidth() ~= ww
@@ -1057,14 +1058,25 @@ function Renderer:endFrame(zones, worldZones)
-- this returns `present` unchanged and the frame is byte-identical.
local composed = Pipelines.present(present,
{ width = ww, height = wh, scale = Sp, dpi = dpiY, dpiX = dpiX, dpiY = dpiY }) or present
if GBCFX.active() then
-- shader grid/shadow math is in framebuffer pixels
GBCFX.present(composed, Sp)
else
-- the present canvas only existed for the post-process, so put the
-- result on the screen at the same 1:1 unit mapping it was built at
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(composed, 0, 0)
local outputHandled = hasOutputHook
and Runtime.call("render.output", function() return false end, {
canvas = composed,
width = ww, height = wh,
gameX = ox, gameY = oy,
gameWidth = vpw, gameHeight = vph,
scale = Sp, dpiX = dpiX, dpiY = dpiY,
generation = 1,
}) == true
if not outputHandled then
if GBCFX.active() then
-- shader grid/shadow math is in framebuffer pixels
GBCFX.present(composed, Sp)
else
-- the present canvas only existed for the post-process, so put the
-- result on the screen at the same 1:1 unit mapping it was built at
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(composed, 0, 0)
end
end
end
self.worldActive = false