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fix: fix some internal errors when debugging#1500

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doodlum merged 1 commit into
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debugging-fixes
Sep 20, 2025
Merged

fix: fix some internal errors when debugging#1500
doodlum merged 1 commit into
devfrom
debugging-fixes

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@doodlum
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@doodlum doodlum commented Sep 20, 2025

Summary by CodeRabbit

  • Refactor
    • Centralized engine state and memory management via singleton accessors.
    • Unified interior/exterior detection across shadows, terrain, volumetric lighting, and VR prepass for more consistent behavior.
    • Reduced reliance on legacy globals to improve stability and maintainability.
  • Chores
    • Removed obsolete global variables and their initialization paths.
    • Minor internal null-check adjustments.
    • No changes to public APIs or user-facing settings.

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coderabbitai Bot commented Sep 20, 2025

Walkthrough

Centralizes 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

Cohort / File(s) Summary of edits
TES singleton access refactor
src/Features/InteriorSun.cpp, src/Features/TerrainShadows.cpp, src/Features/VR.cpp, src/Features/VolumetricLighting.cpp, src/Utils/Game.cpp, src/TruePBR.cpp
Replaced globals::game::tes reads with RE::TES::GetSingleton() for interior/worldspace queries and related checks.
Remove global TES/MemoryManager pointers
src/Globals.h, src/Globals.cpp
Deleted extern RE::TES* tes and extern RE::MemoryManager* memoryManager declarations and their definitions/initializations; removed related usage in init paths.
MemoryManager singleton usage
src/TruePBR.cpp
Replaced globals::game::memoryManager->Allocate with RE::MemoryManager::GetSingleton()->Allocate in shader/geometry allocation paths.

Sequence Diagram(s)

Estimated code review effort

🎯 2 (Simple) | ⏱️ ~10 minutes

Possibly related PRs

Suggested reviewers

  • alandtse

Poem

I hop through code where globals slept,
Now singletons keep their vigil kept.
Shadows, sun, and VR skies,
Terrain wakes up, with bunny eyes.
Memory burrows neat and small—
GetSingleton answers every call.
boop boop, bug fixed for all! 🐇✨

Pre-merge checks and finishing touches

❌ Failed checks (1 warning, 1 inconclusive)
Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 0.00% which is insufficient. The required threshold is 80.00%. You can run @coderabbitai generate docstrings to improve docstring coverage.
Title Check ❓ Inconclusive The title "fix: fix some internal errors when debugging" is vague and redundant; it does not clearly summarize the PR's main change. The actual changes center on replacing globals::game pointers (TES and MemoryManager) with RE::GetSingleton() accessors and removing those global declarations. As written, a teammate scanning history would not immediately understand the primary modification. Rename the PR to a concise, specific title that highlights the core change, for example "Replace globals::game::tes and memoryManager with RE singletons" or "Remove globals::game pointers and use RE::GetSingleton()". Use present-tense imperative phrasing, avoid redundant words like the repeated "fix", and mention the key elements (TES/memoryManager → RE singletons) so reviewers immediately see the intent.
✅ Passed checks (1 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
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Using provided base ref: a4ad64d
Using base ref: a4ad64d
Base commit date: 2025-09-19T17:18:59+01:00 (Friday, September 19, 2025 05:18 PM)
No actionable suggestions for changed features.

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Actionable comments posted: 0

🧹 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 read interiorCell risks 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));
📜 Review details

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Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between a4ad64d and 6248feb.

📒 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}

📄 CodeRabbit inference engine (.github/copilot-instructions.md)

Do not include TODO/FIXME placeholders; provide complete, working solutions

Files:

  • src/TruePBR.cpp
  • src/Utils/Game.cpp
  • src/Features/TerrainShadows.cpp
  • src/Features/InteriorSun.cpp
  • src/Features/VR.cpp
  • src/Features/VolumetricLighting.cpp
src/**/*.{cpp,cxx,cc,h,hpp,hxx}

📄 CodeRabbit inference engine (.github/copilot-instructions.md)

src/**/*.{cpp,cxx,cc,h,hpp,hxx}: Ensure SE/AE/VR runtime compatibility; use runtime detection patterns (e.g., REL::RelocateMember())
Include robust error handling and resource management with graceful degradation in the plugin code

Files:

  • src/TruePBR.cpp
  • src/Utils/Game.cpp
  • src/Features/TerrainShadows.cpp
  • src/Features/InteriorSun.cpp
  • src/Features/VR.cpp
  • src/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.
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: Build plugin and addons
🔇 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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✅ A pre-release build is available for this PR:
Download

@doodlum doodlum merged commit beed579 into dev Sep 20, 2025
17 checks passed
@coderabbitai coderabbitai Bot mentioned this pull request Dec 11, 2025
Pentalimbed pushed a commit to Pentalimbed/skyrim-community-shaders that referenced this pull request Dec 16, 2025
* chore(ui): update discord banner (community-shaders#1493)

* fix: use proper filename settingsuser.json (community-shaders#1491)

* chore(upscaling): increase fsr sharpness

* chore: rename d3d12interop to d3d12SwapChainActive (community-shaders#1494)

* feat(llf): remove particle lights (community-shaders#1495)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* feat(llf): move llf to core (community-shaders#1496)

* fix: remove water clamp (community-shaders#1497)

* fix(upscaling): more upscaling fixes (community-shaders#1498)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix: fix some internal errors when debugging (community-shaders#1500)

* fix(ui): fix save settings conflicts & welcome screen (community-shaders#1501)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(ui): add constraints for discord banner size (community-shaders#1463)

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* fix(VR): fix exiting menu using controllers (community-shaders#1502)

* build: fix warnings (community-shaders#1505)

* feat(UI): allow tooltips for disabled elements (community-shaders#1503)

* feat(upscaling): add downscale percentages (community-shaders#1506)

* perf(ssgi): optimize  (community-shaders#1499)

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Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* feat(ui): font size and perf overlay improvements (community-shaders#1511)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* chore: remove unused hooks (community-shaders#1510)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix: adjust IsInterior to consider kNoSky or kFixedDimensions flags (community-shaders#1512)

* fix(hair): correct hair indirect normal, marschner by default (community-shaders#1515)

Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* chore: mostly revert ISHDR to 1.3.6 (community-shaders#1516)

* chore(upscaling): simplify interop and upscale methods (community-shaders#1514)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(hair): typo in code (community-shaders#1517)

* feat(ibl): lerp sky ibl using skylighting (community-shaders#1519)

* fix(sss): burley artifacts with effect blend (community-shaders#1518)

* fix(upscaling): fix screenshots when upscaling enabled (community-shaders#1520)

* fix(upscaling): fix mipbias sometimes being wrong (community-shaders#1521)

* fix: fix compile error if snow shader on (community-shaders#1522)

* chore(upscaling): revert fsr to typical settings (community-shaders#1523)

* fix: fix minor ui issues (community-shaders#1524)

* chore(grass collision): simpler grass collision (community-shaders#1525)

* fix: update skylighting and version

* fix(pbr): fix inconsistencies (community-shaders#1526)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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Co-authored-by: jiayev <l936249247@hotmail.com>

* feat(upscaling): sharpening slider (community-shaders#1527)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* chore: bump versions

* fix(ibl): add ibl to reflection normalization (community-shaders#1528)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* fix(hair): remove pbr lighting mult for hair (community-shaders#1531)

* chore(upscaling): add back upscale multiplier (community-shaders#1532)

* fix(upscaling): fix minor upscaling issues (community-shaders#1536)

* chore: gamma space normalisation (community-shaders#1535)

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* feat(grass collision): implement with texture and history (community-shaders#1539)

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* chore(grass collision): less aggressive (community-shaders#1546)

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* fix(skylighting): fix cell id casting (community-shaders#1544)

* chore(emat): auto detect terrain parallax (community-shaders#1545)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* chore: update versions

* feat(VR): enable upscaling (community-shaders#1507)

* fix(terrain shadows): fix brightened lods (community-shaders#1547)

* chore(upscaling): reduce ghosting near camera (community-shaders#1548)

* fix: fix grass not animating (community-shaders#1549)

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* fix(grass collision): fix non-standard timescales (community-shaders#1550)

* build: deploy 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)

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Co-authored-by: Alan Tse <alandtse@gmail.com>

* fix(ui): welcome popup size issues (community-shaders#1573)

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* chore(grass collision): minor tweaks (community-shaders#1568)

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* fix(terrain helper): fix conflicting bit (community-shaders#1566)

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* feat(UI): separate theme settings, UI refactor, font support (community-shaders#1571)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* chore: bump versions

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* fix(grass collision): clamp maximum depth of grass (community-shaders#1578)

* feat(UI): enhance shader blocking (community-shaders#1564)

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* fix: remove duplicate buffer setup (community-shaders#1586)

* feat: update shader compile elapsed time every second (community-shaders#1587)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>

* build: add cmake install commands (community-shaders#1372)

* feat(perf-overlay): add size controls (community-shaders#1591)

* fix(perf-overlay): fix infinite draw calls table height (community-shaders#1590)

* refactor(perf-overlay): remove collapsible headers (community-shaders#1572)

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* fix(perf-overlay): removed ImGuiTableFlags_ScrollX/Y for scroll bar issues (community-shaders#1594)

* build: fix shader copying to relative paths (community-shaders#1603)

* fix(ibl): apply ibl to cubemap normalisation for non deferred (community-shaders#1604)

* fix(grass): use correct light direction (community-shaders#1602)

* fix(welcome-popup): adjust font size & window spacing (community-shaders#1592)

* feat(lod): add gamma sliders (community-shaders#1588)

* build: correct CodeRabbit schema syntax (community-shaders#1608)

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* build: add compile-time validation of GPU buffers (community-shaders#1427)

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* ci: run shader validation on CMake and CI config changes (community-shaders#1606)

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* 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)

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* feat(ui): add themes & fonts (community-shaders#1596)

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* feat(water): add flowmap parallax (community-shaders#1636)

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* fix cloud shadow setting saving

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