fix: fix some internal errors when debugging#1500
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WalkthroughCentralizes access to TES and MemoryManager by replacing globals::game pointers with RE::TES::GetSingleton() and RE::MemoryManager::GetSingleton(). Removes the global tes and memoryManager variables and their externs/initializations. Touches multiple features (InteriorSun, TerrainShadows, VR, VolumetricLighting), utility functions, and TruePBR allocations. Changes
Sequence Diagram(s)Estimated code review effort🎯 2 (Simple) | ⏱️ ~10 minutes Possibly related PRs
Suggested reviewers
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Pre-merge checks and finishing touches❌ Failed checks (1 warning, 1 inconclusive)
✅ Passed checks (1 passed)
✨ Finishing touches
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🧹 Nitpick comments (8)
src/Utils/Game.cpp (1)
169-175: Bug: dynamic resolution result is ignored.
ConvertToDynamic(resolution);doesn’t assign the returned value, so dynamic scaling never applies.Apply this diff:
- if (a_dynamic) - ConvertToDynamic(resolution); + if (a_dynamic) + resolution = ConvertToDynamic(resolution, /*a_ignoreLock=*/false);src/Features/VolumetricLighting.cpp (1)
208-218: Guard GetSingleton() before dereference.
RE::TES::GetSingleton()can be null early; dereferencing to readinteriorCellrisks a crash during initialization.Apply this diff:
- const auto interiorCell = RE::TES::GetSingleton()->interiorCell; + const auto tes = RE::TES::GetSingleton(); + const auto interiorCell = tes ? tes->interiorCell : nullptr;src/Features/VR.cpp (1)
119-120: Null-check TES before deciding culling mode.Avoid dereferencing
RE::TES::GetSingleton()without verifying it’s valid.Apply this diff:
- *gDepthBufferCulling = RE::TES::GetSingleton()->interiorCell ? settings.EnableDepthBufferCullingInterior : settings.EnableDepthBufferCullingExterior; + if (auto tes = RE::TES::GetSingleton()) { + *gDepthBufferCulling = tes->interiorCell ? settings.EnableDepthBufferCullingInterior + : settings.EnableDepthBufferCullingExterior; + } else { + // Default to exterior setting if TES not ready + *gDepthBufferCulling = settings.EnableDepthBufferCullingExterior; + }src/Features/InteriorSun.cpp (2)
76-77: Null-check TES before reading interiorCell.Prevent early-init crash when TES may be unavailable.
Apply this diff:
- isInteriorWithSun = IsInteriorWithSun(RE::TES::GetSingleton()->interiorCell); + if (auto tes = RE::TES::GetSingleton()) { + isInteriorWithSun = IsInteriorWithSun(tes->interiorCell); + } else { + isInteriorWithSun = false; + }
106-114: Also guard TES in culling thunk.Dereferencing
GetSingleton()without a check can crash on startup.Apply this diff:
- const auto cell = RE::TES::GetSingleton()->interiorCell; + const auto tes = RE::TES::GetSingleton(); + const auto cell = tes ? tes->interiorCell : nullptr;src/TruePBR.cpp (3)
1112-1118: Defensive check for MemoryManager before Allocate.Allocate through the singleton is correct; add a guard to avoid deref if not ready. On failure, bail out gracefully to avoid corrupt allocations.
Apply this diff:
- auto memoryManager = RE::MemoryManager::GetSingleton(); + auto memoryManager = RE::MemoryManager::GetSingleton(); + if (!memoryManager) { + logger::error("TruePBR: MemoryManager not available; aborting TESObjectLAND material setup"); + return false; + } @@ - auto shaderProperty = static_cast<RE::BSLightingShaderProperty*>(memoryManager->Allocate(REL::Module::IsVR() ? 0x178 : sizeof(RE::BSLightingShaderProperty), 0, false)); + auto shaderProperty = static_cast<RE::BSLightingShaderProperty*>( + memoryManager->Allocate(REL::Module::IsVR() ? 0x178 : sizeof(RE::BSLightingShaderProperty), 0, false));
1154-1160: Guard TES before accessing worldSpace.Avoid UB if TES is null in early frames.
Apply this diff:
- auto tes = RE::TES::GetSingleton(); - auto worldSpace = tes->GetRuntimeData2().worldSpace; + auto tes = RE::TES::GetSingleton(); + auto worldSpace = tes ? tes->GetRuntimeData2().worldSpace : nullptr;
1254-1260: Repeat MemoryManager guard for decal path.Same rationale as LAND material setup; prevent null deref.
Apply this diff:
- auto shaderProperty = static_cast<RE::BSLightingShaderProperty*>(RE::MemoryManager::GetSingleton()->Allocate(sizeof(RE::BSLightingShaderProperty), 0, false)); + auto mm = RE::MemoryManager::GetSingleton(); + if (!mm) { + logger::error("TruePBR: MemoryManager not available; skipping PBR decal material"); + return; + } + auto shaderProperty = static_cast<RE::BSLightingShaderProperty*>(mm->Allocate(sizeof(RE::BSLightingShaderProperty), 0, false));
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📒 Files selected for processing (8)
src/Features/InteriorSun.cpp(3 hunks)src/Features/TerrainShadows.cpp(3 hunks)src/Features/VR.cpp(1 hunks)src/Features/VolumetricLighting.cpp(1 hunks)src/Globals.cpp(0 hunks)src/Globals.h(0 hunks)src/TruePBR.cpp(3 hunks)src/Utils/Game.cpp(2 hunks)
💤 Files with no reviewable changes (2)
- src/Globals.h
- src/Globals.cpp
🧰 Additional context used
📓 Path-based instructions (2)
**/*.{cpp,cxx,cc,c,h,hpp,hxx,hlsl,hlsli,fx,fxh,py}
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Files:
src/TruePBR.cppsrc/Utils/Game.cppsrc/Features/TerrainShadows.cppsrc/Features/InteriorSun.cppsrc/Features/VR.cppsrc/Features/VolumetricLighting.cpp
src/**/*.{cpp,cxx,cc,h,hpp,hxx}
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Files:
src/TruePBR.cppsrc/Utils/Game.cppsrc/Features/TerrainShadows.cppsrc/Features/InteriorSun.cppsrc/Features/VR.cppsrc/Features/VolumetricLighting.cpp
🧠 Learnings (1)
📓 Common learnings
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.823Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.
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🔇 Additional comments (6)
src/Utils/Game.cpp (2)
34-41: Switch to TES singleton access looks good.Null-check is in place before use. No functional change beyond the pointer source.
305-314: LGTM: Interior check uses TES singleton safely.Falls back to true when TES is null, matching prior conservative behavior.
src/Features/TerrainShadows.cpp (3)
30-37: LGTM: Debug worldspace uses TES singleton with checks.Consistent with the PR’s centralization pattern.
174-178: LGTM: Heightmap readiness check is safe.Short-circuits on null TES/worldspace. No issues.
200-211: LGTM: LoadHeightmap null-checks TES and worldspace.Matches expected defensive style; no behavior regressions.
src/Features/InteriorSun.cpp (1)
21-23: LGTM: Settings apply with safe interior check.Uses TES singleton with null-aware boolean. Good.
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only updated files (community-shaders#1556) * feat: add Clear Shader Cache to Advanced (community-shaders#1555) * chore(featureissues): default collapse testing menu (community-shaders#1554) * fix(VR): use only supported shaders from cache (community-shaders#1553) Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * build: use gersemi cmake formatter (community-shaders#1557) * fix(terrain): vanilla diffuse in pbr terrain cell too bright due to wrong color space (community-shaders#1558) * docs: add new feature development template guide (community-shaders#1529) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * docs(UI): remove duplicate GPL license statement (community-shaders#1561) * feat: add renderdoc for debugging (community-shaders#1560) Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: alandtse 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GPU buffers (community-shaders#1427) Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: alandtse <7086117+alandtse@users.noreply.github.com> * ci: run shader validation on CMake and CI config changes (community-shaders#1606) Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: alandtse <7086117+alandtse@users.noreply.github.com> * feat: procedural sun * limb darkening * another darkening * build(deps): remove orphaned Intel XeSS dependency (community-shaders#1611) Co-authored-by: factory-droid[bot] <138933559+factory-droid[bot]@users.noreply.github.com> * fix: accumulate sunlight color in pixel shader output * fix(ui): enter key now behaves properly when first time popup is open (community-shaders#1615) * feat(ui): add tabs to advanced settings & PBR search (community-shaders#1599) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * build: add HLSL intellisense (community-shaders#1614) * refactor(UI): move light limit visualization into debug (community-shaders#1619) * refactor(ui): add settings for shader block hotkeys (community-shaders#1624) Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com> * fix(ui): anchor reset settings button position (community-shaders#1621) Co-authored-by: Giovanni Correia <Gistix@users.noreply.github.com> * fix(hair): use indirect normal for deferred marschner hair (community-shaders#1626) * build: fix Package-AIO-Manual for fresh pulls (community-shaders#1625) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(snow): use world space vectors (community-shaders#1618) * feat(UI): add gaussian blur shader core files (community-shaders#1595) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(ui): add test conditions button (community-shaders#1637) * fix(ui): blocked shader info overflow in Shader Debug tab (community-shaders#1632) * fix(upscaling): replace NIS with RCAS for DLSS (community-shaders#1620) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(dynamic cubemaps): add a check for timeskip (community-shaders#1639) * refactor: restructure lighting (community-shaders#1633) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(ui): add themes & fonts (community-shaders#1596) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * feat(water): add flowmap parallax (community-shaders#1636) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix cloud shadow setting saving --------- Co-authored-by: zxcvbn <66063766+zndxcvbn@users.noreply.github.com> Co-authored-by: davo0411 <davidkehoe0411@outlook.com> Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@users.noreply.github.com> Co-authored-by: soda <130315225+soda3000@users.noreply.github.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: ThePagi <32794457+ThePagi@users.noreply.github.com> Co-authored-by: Copilot <198982749+Copilot@users.noreply.github.com> Co-authored-by: alandtse <7086117+alandtse@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@gmail.com> Co-authored-by: Yupeng Zhang <ArcEarth@outlook.com> Co-authored-by: kuplion <kuplion@hotmail.com> Co-authored-by: factory-droid[bot] <138933559+factory-droid[bot]@users.noreply.github.com> Co-authored-by: Giovanni Correia <Gistix@users.noreply.github.com> Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com> Co-authored-by: Midona <106106405+midona-rhel@users.noreply.github.com>
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