community-shaders/skyrim-community-shaders
Ver no GitHubInvestigate hardcoded offset for enableWaterTAA in BSImagespaceShaderISTemporalAA
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#1.727 aberto em 17 de jan. de 2026
help wanted
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Description
Description
The code currently uses a hardcoded memory offset (0x38LL) to access the enableWaterTAA member in the BSImagespaceShaderISTemporalAA structure:
bool* enableWaterTAA = reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(BSImagespaceShaderISTemporalAA) + 0x38LL);
Location: src/Features/Upscaling.cpp:705
Tasks
- Investigate if CommonLibSSE/CommonLibVR has already reverse engineered the
BSImagespaceShaderISTemporalAAstructure. We use the ng branch of commonlibvr. - If available in CommonLib, refactor to use the proper structure member instead of hardcoded offset
- If not available, perform RE work to properly define the structure
- Document the structure definition for maintainability
Context
Hardcoded offsets are fragile and can break with game updates or across different game versions. Using proper structure definitions from CommonLib (if available) or creating our own RE definitions would make this code more maintainable.
References
- PR: https://github.com/doodlum/skyrim-community-shaders/pull/1726
- Comment: https://github.com/doodlum/skyrim-community-shaders/pull/1726#discussion_r2700756452
- Requested by: @alandtse