community-shaders/skyrim-community-shaders

Investigate hardcoded offset for enableWaterTAA in BSImagespaceShaderISTemporalAA

Open

#1,727 创建于 2026年1月17日

在 GitHub 查看
 (0 评论) (1 反应) (2 负责人)C++ (134 fork)github user discovery
help wanted

仓库指标

Star
 (1,037 star)
PR 合并指标
 (PR 指标待抓取)

描述

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 BSImagespaceShaderISTemporalAA structure. 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

贡献者指南