From 4bf4154cad127560ffe831e7b2cd1a0b960d0f03 Mon Sep 17 00:00:00 2001
From: ShadowNinja <ShadowNinja@users.noreply.github.com>
Date: Tue, 22 Nov 2016 09:05:39 -0500
Subject: [PATCH] Fix superflous shader setting updates (#4800)

This improves rendering performance by ~40%
---
 src/game.cpp   | 184 ++++++++++++++++++++++++++++++++++---------------
 src/shader.cpp | 129 +++++++++++++++++-----------------
 src/shader.h   |  63 ++++++++++++++---
 3 files changed, 249 insertions(+), 127 deletions(-)

diff --git a/src/game.cpp b/src/game.cpp
index e0ffa1be5..16287fe0d 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -888,40 +888,73 @@ class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
 	}
 };
 
+
+// before 1.8 there isn't a "integer interface", only float
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
+typedef f32 SamplerLayer_t;
+#else
+typedef s32 SamplerLayer_t;
+#endif
+
+
 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
 {
 	Sky *m_sky;
 	bool *m_force_fog_off;
 	f32 *m_fog_range;
+	bool m_fog_enabled;
+	CachedPixelShaderSetting<float, 4> m_sky_bg_color;
+	CachedPixelShaderSetting<float> m_fog_distance;
+	CachedVertexShaderSetting<float> m_animation_timer_vertex;
+	CachedPixelShaderSetting<float> m_animation_timer_pixel;
+	CachedPixelShaderSetting<float> m_day_night_ratio;
+	CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
+	CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
+	CachedPixelShaderSetting<float, 3> m_minimap_yaw;
+	CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
+	CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
+	CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
 	Client *m_client;
-	bool m_fogEnabled;
 
 public:
 	void onSettingsChange(const std::string &name)
 	{
 		if (name == "enable_fog")
-			m_fogEnabled = g_settings->getBool("enable_fog");
+			m_fog_enabled = g_settings->getBool("enable_fog");
 	}
 
-	static void SettingsCallback(const std::string &name, void *userdata)
+	static void settingsCallback(const std::string &name, void *userdata)
 	{
 		reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
 	}
 
+	void setSky(Sky *sky) { m_sky = sky; }
+
 	GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
 			f32 *fog_range, Client *client) :
 		m_sky(sky),
 		m_force_fog_off(force_fog_off),
 		m_fog_range(fog_range),
+		m_sky_bg_color("skyBgColor"),
+		m_fog_distance("fogDistance"),
+		m_animation_timer_vertex("animationTimer"),
+		m_animation_timer_pixel("animationTimer"),
+		m_day_night_ratio("dayNightRatio"),
+		m_eye_position_pixel("eyePosition"),
+		m_eye_position_vertex("eyePosition"),
+		m_minimap_yaw("yawVec"),
+		m_base_texture("baseTexture"),
+		m_normal_texture("normalTexture"),
+		m_texture_flags("textureFlags"),
 		m_client(client)
 	{
-		g_settings->registerChangedCallback("enable_fog", SettingsCallback, this);
-		m_fogEnabled = g_settings->getBool("enable_fog");
+		g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
+		m_fog_enabled = g_settings->getBool("enable_fog");
 	}
 
 	~GameGlobalShaderConstantSetter()
 	{
-		g_settings->deregisterChangedCallback("enable_fog", SettingsCallback, this);
+		g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
 	}
 
 	virtual void onSetConstants(video::IMaterialRendererServices *services,
@@ -939,54 +972,92 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
 			bgcolorf.b,
 			bgcolorf.a,
 		};
-		services->setPixelShaderConstant("skyBgColor", bgcolorfa, 4);
+		m_sky_bg_color.set(bgcolorfa, services);
 
 		// Fog distance
 		float fog_distance = 10000 * BS;
 
-		if (m_fogEnabled && !*m_force_fog_off)
+		if (m_fog_enabled && !*m_force_fog_off)
 			fog_distance = *m_fog_range;
 
-		services->setPixelShaderConstant("fogDistance", &fog_distance, 1);
+		m_fog_distance.set(&fog_distance, services);
 
-		// Day-night ratio
-		u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
-		float daynight_ratio_f = (float)daynight_ratio / 1000.0;
-		services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
+		float daynight_ratio = (float)m_client->getEnv().getDayNightRatio() / 1000.f;
+		m_day_night_ratio.set(&daynight_ratio, services);
 
 		u32 animation_timer = porting::getTimeMs() % 100000;
-		float animation_timer_f = (float)animation_timer / 100000.0;
-		services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1);
-		services->setVertexShaderConstant("animationTimer", &animation_timer_f, 1);
+		float animation_timer_f = (float)animation_timer / 100000.f;
+		m_animation_timer_vertex.set(&animation_timer_f, services);
+		m_animation_timer_pixel.set(&animation_timer_f, services);
 
-		LocalPlayer *player = m_client->getEnv().getLocalPlayer();
-		v3f eye_position = player->getEyePosition();
-		services->setPixelShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
-		services->setVertexShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
-
-		v3f minimap_yaw_vec = m_client->getMapper()->getYawVec();
-		services->setPixelShaderConstant("yawVec", (irr::f32 *)&minimap_yaw_vec, 3);
+		float eye_position_array[3];
+		v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
+		eye_position_array[0] = epos.X;
+		eye_position_array[1] = epos.Y;
+		eye_position_array[2] = epos.Z;
+#else
+		epos.getAs3Values(eye_position_array);
+#endif
+		m_eye_position_pixel.set(eye_position_array, services);
+		m_eye_position_vertex.set(eye_position_array, services);
 
-		// Uniform sampler layers
-		// before 1.8 there isn't a "integer interface", only float
+		float minimap_yaw_array[3];
+		v3f minimap_yaw = m_client->getMapper()->getYawVec();
 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
-		f32 layer0 = 0;
-		f32 layer1 = 1;
-		f32 layer2 = 2;
-		services->setPixelShaderConstant("baseTexture" , (irr::f32 *)&layer0, 1);
-		services->setPixelShaderConstant("normalTexture" , (irr::f32 *)&layer1, 1);
-		services->setPixelShaderConstant("textureFlags" , (irr::f32 *)&layer2, 1);
+		minimap_yaw_array[0] = minimap_yaw.X;
+		minimap_yaw_array[1] = minimap_yaw.Y;
+		minimap_yaw_array[2] = minimap_yaw.Z;
 #else
-		s32 layer0 = 0;
-		s32 layer1 = 1;
-		s32 layer2 = 2;
-		services->setPixelShaderConstant("baseTexture" , (irr::s32 *)&layer0, 1);
-		services->setPixelShaderConstant("normalTexture" , (irr::s32 *)&layer1, 1);
-		services->setPixelShaderConstant("textureFlags" , (irr::s32 *)&layer2, 1);
+		minimap_yaw.getAs3Values(minimap_yaw_array);
 #endif
+		m_minimap_yaw.set(minimap_yaw_array, services);
+
+		SamplerLayer_t base_tex = 0,
+				normal_tex = 1,
+				flags_tex = 2;
+		m_base_texture.set(&base_tex, services);
+		m_normal_texture.set(&normal_tex, services);
+		m_texture_flags.set(&flags_tex, services);
 	}
 };
 
+
+class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
+{
+	Sky *m_sky;
+	bool *m_force_fog_off;
+	f32 *m_fog_range;
+	Client *m_client;
+	std::vector<GameGlobalShaderConstantSetter *> created_nosky;
+public:
+	GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
+			f32 *fog_range, Client *client) :
+		m_sky(NULL),
+		m_force_fog_off(force_fog_off),
+		m_fog_range(fog_range),
+		m_client(client)
+	{}
+
+	void setSky(Sky *sky) {
+		m_sky = sky;
+		for (size_t i = 0; i < created_nosky.size(); ++i) {
+			created_nosky[i]->setSky(m_sky);
+		}
+		created_nosky.clear();
+	}
+
+	virtual IShaderConstantSetter* create()
+	{
+		GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
+				m_sky, m_force_fog_off, m_fog_range, m_client);
+		if (!m_sky)
+			created_nosky.push_back(scs);
+		return scs;
+	}
+};
+
+
 bool nodePlacementPrediction(Client &client,
 		const ItemDefinition &playeritem_def, v3s16 nodepos, v3s16 neighbourpos)
 {
@@ -1695,6 +1766,9 @@ class Game {
 	Hud *hud;
 	Mapper *mapper;
 
+	GameRunData runData;
+	VolatileRunFlags flags;
+
 	/* 'cache'
 	   This class does take ownership/responsibily for cleaning up etc of any of
 	   these items (e.g. device)
@@ -1886,6 +1960,18 @@ bool Game::startup(bool *kill,
 
 	smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
 
+	memset(&runData, 0, sizeof(runData));
+	runData.time_from_last_punch = 10.0;
+	runData.profiler_max_page = 3;
+	runData.update_wielded_item_trigger = true;
+
+	memset(&flags, 0, sizeof(flags));
+	flags.show_chat = true;
+	flags.show_hud = true;
+	flags.show_debug = g_settings->getBool("show_debug");
+	flags.invert_mouse = g_settings->getBool("invert_mouse");
+	flags.first_loop_after_window_activation = true;
+
 	if (!init(map_dir, address, port, gamespec))
 		return false;
 
@@ -1902,34 +1988,15 @@ void Game::run()
 	RunStats stats              = { 0 };
 	CameraOrientation cam_view_target  = { 0 };
 	CameraOrientation cam_view  = { 0 };
-	GameRunData runData         = { 0 };
 	FpsControl draw_times       = { 0 };
-	VolatileRunFlags flags      = { 0 };
 	f32 dtime; // in seconds
 
-	runData.time_from_last_punch  = 10.0;
-	runData.profiler_max_page = 3;
-	runData.update_wielded_item_trigger = true;
-
-	flags.show_chat = true;
-	flags.show_hud = true;
-	flags.show_minimap = g_settings->getBool("enable_minimap");
-	flags.show_debug = g_settings->getBool("show_debug");
-	flags.invert_mouse = g_settings->getBool("invert_mouse");
-	flags.first_loop_after_window_activation = true;
-
 	/* Clear the profiler */
 	Profiler::GraphValues dummyvalues;
 	g_profiler->graphGet(dummyvalues);
 
 	draw_times.last_time = device->getTimer()->getTime();
 
-	shader_src->addGlobalConstantSetter(new GameGlobalShaderConstantSetter(
-			sky,
-			&flags.force_fog_off,
-			&runData.fog_range,
-			client));
-
 	set_light_table(g_settings->getFloat("display_gamma"));
 
 #ifdef __ANDROID__
@@ -2169,6 +2236,10 @@ bool Game::createClient(const std::string &playername,
 		return false;
 	}
 
+	GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
+			&flags.force_fog_off, &runData.fog_range, client);
+	shader_src->addShaderConstantSetterFactory(scsf);
+
 	// Update cached textures, meshes and materials
 	client->afterContentReceived(device);
 
@@ -2193,6 +2264,7 @@ bool Game::createClient(const std::string &playername,
 	/* Skybox
 	 */
 	sky = new Sky(smgr->getRootSceneNode(), smgr, -1, texture_src);
+	scsf->setSky(sky);
 	skybox = NULL;	// This is used/set later on in the main run loop
 
 	local_inventory = new Inventory(itemdef_manager);
diff --git a/src/shader.cpp b/src/shader.cpp
index b0131c952..170b0354d 100644
--- a/src/shader.cpp
+++ b/src/shader.cpp
@@ -167,29 +167,27 @@ class SourceShaderCache
 	}
 };
 
+
 /*
 	ShaderCallback: Sets constants that can be used in shaders
 */
 
-class IShaderConstantSetterRegistry
-{
-public:
-	virtual ~IShaderConstantSetterRegistry(){};
-	virtual void onSetConstants(video::IMaterialRendererServices *services,
-			bool is_highlevel, const std::string &name) = 0;
-};
-
 class ShaderCallback : public video::IShaderConstantSetCallBack
 {
-	IShaderConstantSetterRegistry *m_scsr;
-	std::string m_name;
+	std::vector<IShaderConstantSetter*> m_setters;
 
 public:
-	ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
-		m_scsr(scsr),
-		m_name(name)
-	{}
-	~ShaderCallback() {}
+	ShaderCallback(const std::vector<IShaderConstantSetterFactory*> &factories)
+	{
+		for (u32 i = 0; i < factories.size(); ++i)
+			m_setters.push_back(factories[i]->create());
+	}
+
+	~ShaderCallback()
+	{
+		for (u32 i = 0; i < m_setters.size(); ++i)
+			delete m_setters[i];
+	}
 
 	virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
 	{
@@ -198,18 +196,25 @@ class ShaderCallback : public video::IShaderConstantSetCallBack
 
 		bool is_highlevel = userData;
 
-		m_scsr->onSetConstants(services, is_highlevel, m_name);
+		for (u32 i = 0; i < m_setters.size(); ++i)
+			m_setters[i]->onSetConstants(services, is_highlevel);
 	}
 };
 
+
 /*
 	MainShaderConstantSetter: Set basic constants required for almost everything
 */
 
 class MainShaderConstantSetter : public IShaderConstantSetter
 {
+	CachedVertexShaderSetting<float, 16> m_world_view_proj;
+	CachedVertexShaderSetting<float, 16> m_world;
+
 public:
-	MainShaderConstantSetter(IrrlichtDevice *device)
+	MainShaderConstantSetter() :
+		m_world_view_proj("mWorldViewProj"),
+		m_world("mWorld")
 	{}
 	~MainShaderConstantSetter() {}
 
@@ -219,31 +224,40 @@ class MainShaderConstantSetter : public IShaderConstantSetter
 		video::IVideoDriver *driver = services->getVideoDriver();
 		sanity_check(driver);
 
-		// set clip matrix
+		// Set clip matrix
 		core::matrix4 worldViewProj;
 		worldViewProj = driver->getTransform(video::ETS_PROJECTION);
 		worldViewProj *= driver->getTransform(video::ETS_VIEW);
 		worldViewProj *= driver->getTransform(video::ETS_WORLD);
-		if(is_highlevel)
-			services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
+		if (is_highlevel)
+			m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
 		else
-			services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
+			services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
 
-		// set world matrix
+		// Set world matrix
 		core::matrix4 world = driver->getTransform(video::ETS_WORLD);
-		if(is_highlevel)
-			services->setVertexShaderConstant("mWorld", world.pointer(), 16);
+		if (is_highlevel)
+			m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
 		else
-			services->setVertexShaderConstant(world.pointer(), 8, 4);
+			services->setVertexShaderConstant(world.pointer(), 4, 4);
 
 	}
 };
 
+
+class MainShaderConstantSetterFactory : public IShaderConstantSetterFactory
+{
+public:
+	virtual IShaderConstantSetter* create()
+		{ return new MainShaderConstantSetter(); }
+};
+
+
 /*
 	ShaderSource
 */
 
-class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
+class ShaderSource : public IWritableShaderSource
 {
 public:
 	ShaderSource(IrrlichtDevice *device);
@@ -286,22 +300,17 @@ class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterR
 	// Shall be called from the main thread.
 	void rebuildShaders();
 
-	void addGlobalConstantSetter(IShaderConstantSetter *setter)
+	void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter)
 	{
-		m_global_setters.push_back(setter);
+		m_setter_factories.push_back(setter);
 	}
 
-	void onSetConstants(video::IMaterialRendererServices *services,
-			bool is_highlevel, const std::string &name);
-
 private:
 
 	// The id of the thread that is allowed to use irrlicht directly
 	threadid_t m_main_thread;
 	// The irrlicht device
 	IrrlichtDevice *m_device;
-	// The set-constants callback
-	ShaderCallback *m_shader_callback;
 
 	// Cache of source shaders
 	// This should be only accessed from the main thread
@@ -316,9 +325,11 @@ class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterR
 	// Queued shader fetches (to be processed by the main thread)
 	RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
 
-	// Global constant setters
-	// TODO: Delete these in the destructor
-	std::vector<IShaderConstantSetter*> m_global_setters;
+	// Global constant setter factories
+	std::vector<IShaderConstantSetterFactory *> m_setter_factories;
+
+	// Shader callbacks
+	std::vector<ShaderCallback *> m_callbacks;
 };
 
 IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
@@ -331,8 +342,8 @@ IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
 */
 ShaderInfo generate_shader(std::string name,
 		u8 material_type, u8 drawtype,
-		IrrlichtDevice *device,
-		video::IShaderConstantSetCallBack *callback,
+		IrrlichtDevice *device, std::vector<ShaderCallback *> &callbacks,
+		const std::vector<IShaderConstantSetterFactory*> &setter_factories,
 		SourceShaderCache *sourcecache);
 
 /*
@@ -348,28 +359,24 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
 {
 	assert(m_device); // Pre-condition
 
-	m_shader_callback = new ShaderCallback(this, "default");
-
 	m_main_thread = thr_get_current_thread_id();
 
 	// Add a dummy ShaderInfo as the first index, named ""
 	m_shaderinfo_cache.push_back(ShaderInfo());
 
 	// Add main global constant setter
-	addGlobalConstantSetter(new MainShaderConstantSetter(device));
+	addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
 }
 
 ShaderSource::~ShaderSource()
 {
-	for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
-			iter != m_global_setters.end(); ++iter) {
+	for (std::vector<ShaderCallback *>::iterator iter = m_callbacks.begin();
+			iter != m_callbacks.end(); ++iter) {
 		delete *iter;
 	}
-	m_global_setters.clear();
-
-	if (m_shader_callback) {
-		m_shader_callback->drop();
-		m_shader_callback = NULL;
+	for (std::vector<IShaderConstantSetterFactory *>::iterator iter = m_setter_factories.begin();
+			iter != m_setter_factories.end(); ++iter) {
+		delete *iter;
 	}
 }
 
@@ -445,8 +452,8 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
 		return 0;
 	}
 
-	ShaderInfo info = generate_shader(name, material_type, drawtype, m_device,
-			m_shader_callback, &m_sourcecache);
+	ShaderInfo info = generate_shader(name, material_type, drawtype,
+			m_device, m_callbacks, m_setter_factories, &m_sourcecache);
 
 	/*
 		Add shader to caches (add dummy shaders too)
@@ -511,22 +518,16 @@ void ShaderSource::rebuildShaders()
 		ShaderInfo *info = &m_shaderinfo_cache[i];
 		if(info->name != ""){
 			*info = generate_shader(info->name, info->material_type,
-					info->drawtype, m_device, m_shader_callback, &m_sourcecache);
+					info->drawtype, m_device, m_callbacks,
+					m_setter_factories, &m_sourcecache);
 		}
 	}
 }
 
-void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
-		bool is_highlevel, const std::string &name)
-{
-	for(u32 i=0; i<m_global_setters.size(); i++){
-		IShaderConstantSetter *setter = m_global_setters[i];
-		setter->onSetConstants(services, is_highlevel);
-	}
-}
 
 ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
-		IrrlichtDevice *device,	video::IShaderConstantSetCallBack *callback,
+		IrrlichtDevice *device, std::vector<ShaderCallback *> &callbacks,
+		const std::vector<IShaderConstantSetterFactory*> &setter_factories,
 		SourceShaderCache *sourcecache)
 {
 	ShaderInfo shaderinfo;
@@ -766,6 +767,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
 		geometry_program = shaders_header + geometry_program;
 		geometry_program_ptr = geometry_program.c_str();
 	}
+	ShaderCallback *cb = new ShaderCallback(setter_factories);
 	s32 shadermat = -1;
 	if(is_highlevel){
 		infostream<<"Compiling high level shaders for "<<name<<std::endl;
@@ -782,7 +784,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
 			scene::EPT_TRIANGLES,      // Geometry shader input
 			scene::EPT_TRIANGLE_STRIP, // Geometry shader output
 			0,                         // Support maximum number of vertices
-			callback,                  // Set-constant callback
+			cb, // Set-constant callback
 			shaderinfo.base_material,  // Base material
 			1                          // Userdata passed to callback
 			);
@@ -794,6 +796,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
 			dumpShaderProgram(warningstream, "Vertex", vertex_program);
 			dumpShaderProgram(warningstream, "Pixel", pixel_program);
 			dumpShaderProgram(warningstream, "Geometry", geometry_program);
+			delete cb;
 			return shaderinfo;
 		}
 	}
@@ -802,7 +805,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
 		shadermat = gpu->addShaderMaterial(
 			vertex_program_ptr,   // Vertex shader program
 			pixel_program_ptr,    // Pixel shader program
-			callback,             // Set-constant callback
+			cb, // Set-constant callback
 			shaderinfo.base_material,  // Base material
 			0                     // Userdata passed to callback
 			);
@@ -814,9 +817,11 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
 					<<std::endl;
 			dumpShaderProgram(warningstream, "Vertex", vertex_program);
 			dumpShaderProgram(warningstream,"Pixel", pixel_program);
+			delete cb;
 			return shaderinfo;
 		}
 	}
+	callbacks.push_back(cb);
 
 	// HACK, TODO: investigate this better
 	// Grab the material renderer once more so minetest doesn't crash on exit
diff --git a/src/shader.h b/src/shader.h
index b8aa88bce..766871f02 100644
--- a/src/shader.h
+++ b/src/shader.h
@@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef SHADER_HEADER
 #define SHADER_HEADER
 
+#include <IMaterialRendererServices.h>
 #include "irrlichttypes_extrabloated.h"
 #include "threads.h"
 #include <string>
@@ -43,8 +44,7 @@ class IGameDef;
 std::string getShaderPath(const std::string &name_of_shader,
 		const std::string &filename);
 
-struct ShaderInfo
-{
+struct ShaderInfo {
 	std::string name;
 	video::E_MATERIAL_TYPE base_material;
 	video::E_MATERIAL_TYPE material;
@@ -66,20 +66,66 @@ namespace irr { namespace video {
 	class IMaterialRendererServices;
 } }
 
-class IShaderConstantSetter
-{
+
+class IShaderConstantSetter {
 public:
 	virtual ~IShaderConstantSetter(){};
 	virtual void onSetConstants(video::IMaterialRendererServices *services,
 			bool is_highlevel) = 0;
 };
 
+
+class IShaderConstantSetterFactory {
+public:
+	virtual ~IShaderConstantSetterFactory() {};
+	virtual IShaderConstantSetter* create() = 0;
+};
+
+
+template <typename T, std::size_t count=1>
+class CachedShaderSetting {
+	const char *m_name;
+	T m_sent[count];
+	bool has_been_set;
+	bool is_pixel;
+protected:
+	CachedShaderSetting(const char *name, bool is_pixel) :
+		m_name(name), has_been_set(false), is_pixel(is_pixel)
+	{}
+public:
+	void set(const T value[count], video::IMaterialRendererServices *services)
+	{
+		if (has_been_set && std::equal(m_sent, m_sent + count, value))
+			return;
+		if (is_pixel)
+			services->setPixelShaderConstant(m_name, value, count);
+		else
+			services->setVertexShaderConstant(m_name, value, count);
+		std::copy(value, value + count, m_sent);
+		has_been_set = true;
+	}
+};
+
+template <typename T, std::size_t count = 1>
+class CachedPixelShaderSetting : public CachedShaderSetting<T, count> {
+public:
+	CachedPixelShaderSetting(const char *name) :
+		CachedShaderSetting<T, count>(name, true){}
+};
+
+template <typename T, std::size_t count = 1>
+class CachedVertexShaderSetting : public CachedShaderSetting<T, count> {
+public:
+	CachedVertexShaderSetting(const char *name) :
+		CachedShaderSetting<T, count>(name, false){}
+};
+
+
 /*
 	ShaderSource creates and caches shaders.
 */
 
-class IShaderSource
-{
+class IShaderSource {
 public:
 	IShaderSource(){}
 	virtual ~IShaderSource(){}
@@ -90,8 +136,7 @@ class IShaderSource
 		const u8 material_type, const u8 drawtype){return 0;}
 };
 
-class IWritableShaderSource : public IShaderSource
-{
+class IWritableShaderSource : public IShaderSource {
 public:
 	IWritableShaderSource(){}
 	virtual ~IWritableShaderSource(){}
@@ -105,7 +150,7 @@ class IWritableShaderSource : public IShaderSource
 	virtual void insertSourceShader(const std::string &name_of_shader,
 		const std::string &filename, const std::string &program)=0;
 	virtual void rebuildShaders()=0;
-	virtual void addGlobalConstantSetter(IShaderConstantSetter *setter)=0;
+	virtual void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) = 0;
 };
 
 IWritableShaderSource* createShaderSource(IrrlichtDevice *device);
-- 
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