Skip duplicated vertex binding
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-algorithms.cpp
index 589c48f..13dfcc4 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -22,9 +22,9 @@
 #include <dali/internal/render/common/render-debug.h>
 #include <dali/internal/render/common/render-instruction.h>
 #include <dali/internal/render/common/render-list.h>
-#include <dali/internal/render/gl-resources/context.h>
 #include <dali/internal/render/renderers/render-renderer.h>
 #include <dali/internal/update/nodes/scene-graph-layer.h>
+#include <dali/public-api/math/uint-16-pair.h>
 
 using Dali::Internal::SceneGraph::RenderInstruction;
 using Dali::Internal::SceneGraph::RenderItem;
@@ -39,17 +39,187 @@ namespace Render
 {
 namespace
 {
-// Table for fast look-up of Dali::DepthFunction enum to a GL depth function.
-// Note: These MUST be in the same order as Dali::DepthFunction enum.
-const int DaliDepthToGLDepthTable[] = {GL_NEVER, GL_ALWAYS, GL_LESS, GL_GREATER, GL_EQUAL, GL_NOTEQUAL, GL_LEQUAL, GL_GEQUAL};
+struct GraphicsDepthCompareOp
+{
+  constexpr explicit GraphicsDepthCompareOp(DepthFunction::Type compareOp)
+  {
+    switch(compareOp)
+    {
+      case DepthFunction::NEVER:
+        op = Graphics::CompareOp::NEVER;
+        break;
+      case DepthFunction::LESS:
+        op = Graphics::CompareOp::LESS;
+        break;
+      case DepthFunction::EQUAL:
+        op = Graphics::CompareOp::EQUAL;
+        break;
+      case DepthFunction::LESS_EQUAL:
+        op = Graphics::CompareOp::LESS_OR_EQUAL;
+        break;
+      case DepthFunction::GREATER:
+        op = Graphics::CompareOp::GREATER;
+        break;
+      case DepthFunction::NOT_EQUAL:
+        op = Graphics::CompareOp::NOT_EQUAL;
+        break;
+      case DepthFunction::GREATER_EQUAL:
+        op = Graphics::CompareOp::GREATER_OR_EQUAL;
+        break;
+      case DepthFunction::ALWAYS:
+        op = Graphics::CompareOp::ALWAYS;
+        break;
+    }
+  }
+  Graphics::CompareOp op{Graphics::CompareOp::NEVER};
+};
+
+struct GraphicsStencilCompareOp
+{
+  constexpr explicit GraphicsStencilCompareOp(StencilFunction::Type compareOp)
+  {
+    switch(compareOp)
+    {
+      case StencilFunction::NEVER:
+        op = Graphics::CompareOp::NEVER;
+        break;
+      case StencilFunction::LESS:
+        op = Graphics::CompareOp::LESS;
+        break;
+      case StencilFunction::EQUAL:
+        op = Graphics::CompareOp::EQUAL;
+        break;
+      case StencilFunction::LESS_EQUAL:
+        op = Graphics::CompareOp::LESS_OR_EQUAL;
+        break;
+      case StencilFunction::GREATER:
+        op = Graphics::CompareOp::GREATER;
+        break;
+      case StencilFunction::NOT_EQUAL:
+        op = Graphics::CompareOp::NOT_EQUAL;
+        break;
+      case StencilFunction::GREATER_EQUAL:
+        op = Graphics::CompareOp::GREATER_OR_EQUAL;
+        break;
+      case StencilFunction::ALWAYS:
+        op = Graphics::CompareOp::ALWAYS;
+        break;
+    }
+  }
+  Graphics::CompareOp op{Graphics::CompareOp::NEVER};
+};
+
+struct GraphicsStencilOp
+{
+  constexpr explicit GraphicsStencilOp(StencilOperation::Type stencilOp)
+  {
+    switch(stencilOp)
+    {
+      case Dali::StencilOperation::KEEP:
+        op = Graphics::StencilOp::KEEP;
+        break;
+      case Dali::StencilOperation::ZERO:
+        op = Graphics::StencilOp::ZERO;
+        break;
+      case Dali::StencilOperation::REPLACE:
+        op = Graphics::StencilOp::REPLACE;
+        break;
+      case Dali::StencilOperation::INCREMENT:
+        op = Graphics::StencilOp::INCREMENT_AND_CLAMP;
+        break;
+      case Dali::StencilOperation::DECREMENT:
+        op = Graphics::StencilOp::DECREMENT_AND_CLAMP;
+        break;
+      case Dali::StencilOperation::INVERT:
+        op = Graphics::StencilOp::INVERT;
+        break;
+      case Dali::StencilOperation::INCREMENT_WRAP:
+        op = Graphics::StencilOp::INCREMENT_AND_WRAP;
+        break;
+      case Dali::StencilOperation::DECREMENT_WRAP:
+        op = Graphics::StencilOp::DECREMENT_AND_WRAP;
+        break;
+    }
+  }
+  Graphics::StencilOp op{Graphics::StencilOp::KEEP};
+};
+
+inline Graphics::Viewport ViewportFromClippingBox(const Uint16Pair& sceneSize, ClippingBox clippingBox, int orientation)
+{
+  Graphics::Viewport viewport{static_cast<float>(clippingBox.x), static_cast<float>(clippingBox.y), static_cast<float>(clippingBox.width), static_cast<float>(clippingBox.height), 0.0f, 0.0f};
+
+  if(orientation == 90 || orientation == 270)
+  {
+    if(orientation == 90)
+    {
+      viewport.x = sceneSize.GetY() - (clippingBox.y + clippingBox.height);
+      viewport.y = clippingBox.x;
+    }
+    else // orientation == 270
+    {
+      viewport.x = clippingBox.y;
+      viewport.y = sceneSize.GetX() - (clippingBox.x + clippingBox.width);
+    }
+    viewport.width  = static_cast<float>(clippingBox.height);
+    viewport.height = static_cast<float>(clippingBox.width);
+  }
+  else if(orientation == 180)
+  {
+    viewport.x = sceneSize.GetX() - (clippingBox.x + clippingBox.width);
+    viewport.y = sceneSize.GetY() - (clippingBox.y + clippingBox.height);
+  }
+  return viewport;
+}
+
+inline Graphics::Rect2D RecalculateRect(Graphics::Rect2D rect, int orientation, Graphics::Viewport viewport)
+{
+  Graphics::Rect2D newRect;
+
+  // scissor's value should be set based on the default system coordinates.
+  // when the surface is rotated, the input valus already were set with the rotated angle.
+  // So, re-calculation is needed.
+  if(orientation == 90)
+  {
+    newRect.x      = viewport.height - (rect.y + rect.height);
+    newRect.y      = rect.x;
+    newRect.width  = rect.height;
+    newRect.height = rect.width;
+  }
+  else if(orientation == 180)
+  {
+    newRect.x      = viewport.width - (rect.x + rect.width);
+    newRect.y      = viewport.height - (rect.y + rect.height);
+    newRect.width  = rect.width;
+    newRect.height = rect.height;
+  }
+  else if(orientation == 270)
+  {
+    newRect.x      = rect.y;
+    newRect.y      = viewport.width - (rect.x + rect.width);
+    newRect.width  = rect.height;
+    newRect.height = rect.width;
+  }
+  else
+  {
+    newRect.x      = rect.x;
+    newRect.y      = rect.y;
+    newRect.width  = rect.width;
+    newRect.height = rect.height;
+  }
+  return newRect;
+}
 
-// Table for fast look-up of Dali::StencilFunction enum to a GL stencil function.
-// Note: These MUST be in the same order as Dali::StencilFunction enum.
-const int DaliStencilFunctionToGL[] = {GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS};
+inline Graphics::Rect2D Rect2DFromClippingBox(ClippingBox clippingBox, int orientation, Graphics::Viewport viewport)
+{
+  Graphics::Rect2D rect2D{clippingBox.x, clippingBox.y, static_cast<uint32_t>(abs(clippingBox.width)), static_cast<uint32_t>(abs(clippingBox.height))};
+  return RecalculateRect(rect2D, orientation, viewport);
+}
 
-// Table for fast look-up of Dali::StencilOperation enum to a GL stencil operation.
-// Note: These MUST be in the same order as Dali::StencilOperation enum.
-const int DaliStencilOperationToGL[] = {GL_ZERO, GL_KEEP, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP};
+inline Graphics::Rect2D Rect2DFromRect(Dali::Rect<int> rect, int orientation, Graphics::Viewport viewport)
+{
+  Graphics::Rect2D rect2D{rect.x, rect.y, static_cast<uint32_t>(abs(rect.width)), static_cast<uint32_t>(abs(rect.height))};
+  return RecalculateRect(rect2D, orientation, viewport);
+}
 
 /**
  * @brief Find the intersection of two AABB rectangles.
@@ -79,11 +249,11 @@ inline ClippingBox IntersectAABB(const ClippingBox& aabbA, const ClippingBox& aa
 /**
  * @brief Set up the stencil and color buffer for automatic clipping (StencilMode::AUTO).
  * @param[in]     item                     The current RenderItem about to be rendered
- * @param[in]     context                  The context
- * @param[in/out] lastClippingDepth        The stencil depth of the last renderer drawn.
- * @param[in/out] lastClippingId           The clipping ID of the last renderer drawn.
+ * @param[in,out] commandBuffer            The command buffer to write stencil commands into
+ * @param[in,out] lastClippingDepth        The stencil depth of the last renderer drawn.
+ * @param[in,out] lastClippingId           The clipping ID of the last renderer drawn.
  */
-inline void SetupStencilClipping(const RenderItem& item, Context& context, uint32_t& lastClippingDepth, uint32_t& lastClippingId)
+inline void SetupStencilClipping(const RenderItem& item, Graphics::CommandBuffer& commandBuffer, uint32_t& lastClippingDepth, uint32_t& lastClippingId)
 {
   const Dali::Internal::SceneGraph::Node* node       = item.mNode;
   const uint32_t                          clippingId = node->GetClippingId();
@@ -92,11 +262,10 @@ inline void SetupStencilClipping(const RenderItem& item, Context& context, uint3
   if(clippingId == 0u)
   {
     // Exit immediately if there are no clipping actions to perform (EG. we have not yet hit a clipping node).
-    context.EnableStencilBuffer(false);
+    commandBuffer.SetStencilTestEnable(false);
     return;
   }
-
-  context.EnableStencilBuffer(true);
+  commandBuffer.SetStencilTestEnable(true);
 
   const uint32_t clippingDepth = node->GetClippingDepth();
 
@@ -113,8 +282,9 @@ inline void SetupStencilClipping(const RenderItem& item, Context& context, uint3
     {
       // We are enabling the stencil-buffer for the first time within this render list.
       // Clear the buffer at this point.
-      context.StencilMask(0xff);
-      context.Clear(GL_STENCIL_BUFFER_BIT, Context::CHECK_CACHED_VALUES);
+
+      commandBuffer.SetStencilWriteMask(0xFF);
+      commandBuffer.ClearStencilBuffer();
     }
     else if((clippingDepth < lastClippingDepth) ||
             ((clippingDepth == lastClippingDepth) && (clippingId > lastClippingId)))
@@ -128,8 +298,8 @@ inline void SetupStencilClipping(const RenderItem& item, Context& context, uint3
       // This has the effect of clearing everything except the bit-planes up to (and including) our current depth.
       const uint32_t stencilClearMask = (currentDepthMask >> 1u) ^ 0xff;
 
-      context.StencilMask(stencilClearMask);
-      context.Clear(GL_STENCIL_BUFFER_BIT, Context::CHECK_CACHED_VALUES);
+      commandBuffer.SetStencilWriteMask(stencilClearMask);
+      commandBuffer.ClearStencilBuffer();
     }
 
     // We keep track of the last clipping Id and depth so we can determine when we are
@@ -146,17 +316,19 @@ inline void SetupStencilClipping(const RenderItem& item, Context& context, uint3
     // As the mask is made up of contiguous "1" values, we can do this quickly with a bit-shift.
     const uint32_t testMask = currentDepthMask >> 1u;
 
-    context.StencilFunc(GL_EQUAL, currentDepthMask, testMask); // Test against existing stencil bit-planes. All must match up to (but not including) this depth.
-    context.StencilMask(currentDepthMask);                     // Write to the new stencil bit-plane (the other previous bit-planes are also written to).
-    context.StencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+    // Test against existing stencil bit-planes. All must match up to (but not including) this depth.
+    commandBuffer.SetStencilFunc(Graphics::CompareOp::EQUAL, currentDepthMask, testMask);
+    // Write to the new stencil bit-plane (the other previous bit-planes are also written to).
+    commandBuffer.SetStencilWriteMask(currentDepthMask);
+    commandBuffer.SetStencilOp(Graphics::StencilOp::KEEP, Graphics::StencilOp::REPLACE, Graphics::StencilOp::REPLACE);
   }
   else
   {
     // We are reading from the stencil buffer. Set up the stencil accordingly
     // This calculation sets all the bits up to the current depth bit.
     // This has the effect of testing that the pixel being written to exists in every bit-plane up to the current depth.
-    context.StencilFunc(GL_EQUAL, currentDepthMask, currentDepthMask);
-    context.StencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+    commandBuffer.SetStencilFunc(Graphics::CompareOp::EQUAL, currentDepthMask, currentDepthMask);
+    commandBuffer.SetStencilOp(Graphics::StencilOp::KEEP, Graphics::StencilOp::KEEP, Graphics::StencilOp::KEEP);
   }
 }
 
@@ -166,11 +338,11 @@ inline void SetupStencilClipping(const RenderItem& item, Context& context, uint3
  *  - If AUTO is selected for reading, the decision will be based on the Layer Behavior.
  *  - If AUTO is selected for writing, the decision will be based on the items opacity.
  * @param[in]     item                The RenderItem to set up the depth buffer for.
- * @param[in]     context             The context used to execute GL commands.
+ * @param[in,out] secondaryCommandBuffer The secondary command buffer to write depth commands to
  * @param[in]     depthTestEnabled    True if depth testing has been enabled.
  * @param[in/out] firstDepthBufferUse Initialize to true on the first call, this method will set it to false afterwards.
  */
-inline void SetupDepthBuffer(const RenderItem& item, Context& context, bool depthTestEnabled, bool& firstDepthBufferUse)
+inline void SetupDepthBuffer(const RenderItem& item, Graphics::CommandBuffer& commandBuffer, bool depthTestEnabled, bool& firstDepthBufferUse)
 {
   // Set up whether or not to write to the depth buffer.
   const DepthWriteMode::Type depthWriteMode = item.mRenderer->GetDepthWriteMode();
@@ -180,6 +352,7 @@ inline void SetupDepthBuffer(const RenderItem& item, Context& context, bool dept
 
   // Set up whether or not to read from (test) the depth buffer.
   const DepthTestMode::Type depthTestMode = item.mRenderer->GetDepthTestMode();
+
   // Most common mode (AUTO) is tested first.
   const bool enableDepthTest = ((depthTestMode == DepthTestMode::AUTO) && depthTestEnabled) ||
                                (depthTestMode == DepthTestMode::ON);
@@ -188,32 +361,32 @@ inline void SetupDepthBuffer(const RenderItem& item, Context& context, bool dept
   if(enableDepthWrite || enableDepthTest)
   {
     // The depth buffer must be enabled if either reading or writing.
-    context.EnableDepthBuffer(true);
+    commandBuffer.SetDepthTestEnable(true);
 
-    // Look-up the GL depth function from the Dali::DepthFunction enum, and set it.
-    context.DepthFunc(DaliDepthToGLDepthTable[item.mRenderer->GetDepthFunction()]);
+    // Look-up the depth function from the Dali::DepthFunction enum, and set it.
+    commandBuffer.SetDepthCompareOp(GraphicsDepthCompareOp(item.mRenderer->GetDepthFunction()).op);
 
     // If this is the first use of the depth buffer this RenderTask, perform a clear.
     // Note: We could do this at the beginning of the RenderTask and rely on the
-    // context cache to ignore the clear if not required, but, we would have to enable
-    // the depth buffer to do so, which could be a redundant enable.
+    // graphics implementation to ignore the clear if not required, but, we would
+    // have to enable the depth buffer to do so, which could be a redundant enable.
     if(DALI_UNLIKELY(firstDepthBufferUse))
     {
       // This is the first time the depth buffer is being written to or read.
       firstDepthBufferUse = false;
 
       // Note: The buffer will only be cleared if written to since a previous clear.
-      context.DepthMask(true);
-      context.Clear(GL_DEPTH_BUFFER_BIT, Context::CHECK_CACHED_VALUES);
+      commandBuffer.SetDepthWriteEnable(true);
+      commandBuffer.ClearDepthBuffer();
     }
 
     // Set up the depth mask based on our depth write setting.
-    context.DepthMask(enableDepthWrite);
+    commandBuffer.SetDepthWriteEnable(enableDepthWrite);
   }
   else
   {
     // The depth buffer is not being used by this renderer, so we must disable it to stop it being tested.
-    context.EnableDepthBuffer(false);
+    commandBuffer.SetDepthTestEnable(false);
   }
 }
 
@@ -224,10 +397,15 @@ inline void SetupDepthBuffer(const RenderItem& item, Context& context, bool dept
  * A stack of scissor clips at each depth of clipping is maintained, so it can be applied and unapplied.
  * As the clips are hierarchical, this RenderItems AABB is clipped against the current "active" scissor bounds via an intersection operation.
  * @param[in]     item                     The current RenderItem about to be rendered
- * @param[in]     context                  The context
+ * @param[in,out] commandBuffer            The command buffer to write into
  * @param[in]     instruction              The render-instruction to process.
+ * @param[in]     orientation              The Scene's surface orientation.
  */
-inline void RenderAlgorithms::SetupScissorClipping(const RenderItem& item, Context& context, const RenderInstruction& instruction)
+inline void RenderAlgorithms::SetupScissorClipping(
+  const RenderItem&        item,
+  Graphics::CommandBuffer& commandBuffer,
+  const RenderInstruction& instruction,
+  int                      orientation)
 {
   // Get the number of child scissors in the stack (do not include layer or root box).
   size_t         childStackDepth = mScissorStack.size() - 1u;
@@ -267,7 +445,7 @@ inline void RenderAlgorithms::SetupScissorClipping(const RenderItem& item, Conte
       // This is a clipping node. We generate the AABB for this node and intersect it with the previous intersection further up the tree.
 
       // Get the AABB bounding box for the current render item.
-      const ClippingBox scissorBox(item.CalculateViewportSpaceAABB(item.mSize, mViewportRectangle.width, mViewportRectangle.height));
+      const ClippingBox scissorBox(RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3::ZERO, item.mSize, mViewportRectangle.width, mViewportRectangle.height));
 
       // Get the AABB for the parent item that we must intersect with.
       const ClippingBox& parentBox(mScissorStack.back());
@@ -279,10 +457,13 @@ inline void RenderAlgorithms::SetupScissorClipping(const RenderItem& item, Conte
 
     // The scissor test is enabled if we have any children on the stack, OR, if there are none but it is a user specified layer scissor box.
     // IE. It is not enabled if we are at the top of the stack and the layer does not have a specified clipping box.
-    const bool scissorEnabled = (mScissorStack.size() > 0u) || mHasLayerScissor;
+    const bool scissorEnabled = (!mScissorStack.empty()) || mHasLayerScissor;
 
     // Enable the scissor test based on the above calculation
-    context.SetScissorTest(scissorEnabled);
+    if(scissorEnabled)
+    {
+      commandBuffer.SetScissorTestEnable(scissorEnabled);
+    }
 
     // If scissor is enabled, we use the calculated screen-space coordinates (now in the stack).
     if(scissorEnabled)
@@ -293,21 +474,35 @@ inline void RenderAlgorithms::SetupScissorClipping(const RenderItem& item, Conte
       {
         useScissorBox.y = (instruction.mFrameBuffer->GetHeight() - useScissorBox.height) - useScissorBox.y;
       }
-      context.Scissor(useScissorBox.x, useScissorBox.y, useScissorBox.width, useScissorBox.height);
+
+      Graphics::Viewport graphicsViewport = ViewportFromClippingBox(Uint16Pair{0, 0}, mViewportRectangle, 0);
+      commandBuffer.SetScissor(Rect2DFromClippingBox(useScissorBox, orientation, graphicsViewport));
+    }
+  }
+  else
+  {
+    // If there is render callback on the Renderer we need to calculate the scissor box and provide it to the
+    // callback so it may be clipped
+    if(item.mRenderer->GetRenderCallback())
+    {
+      // store clipping box inside the render callback input structure
+      auto& input       = item.mRenderer->GetRenderCallbackInput();
+      input.clippingBox = ClippingBox(RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3::ZERO, item.mSize, mViewportRectangle.width, mViewportRectangle.height));
     }
   }
 }
 
 inline void RenderAlgorithms::SetupClipping(const RenderItem&                   item,
-                                            Context&                            context,
+                                            Graphics::CommandBuffer&            commandBuffer,
                                             bool&                               usedStencilBuffer,
                                             uint32_t&                           lastClippingDepth,
                                             uint32_t&                           lastClippingId,
                                             Integration::StencilBufferAvailable stencilBufferAvailable,
-                                            const RenderInstruction&            instruction)
+                                            const RenderInstruction&            instruction,
+                                            int                                 orientation)
 {
   RenderMode::Type renderMode = RenderMode::AUTO;
-  const Renderer*  renderer   = item.mRenderer;
+  RendererKey      renderer   = item.mRenderer;
   if(renderer)
   {
     renderMode = renderer->GetRenderMode();
@@ -320,17 +515,17 @@ inline void RenderAlgorithms::SetupClipping(const RenderItem&
     case RenderMode::AUTO:
     {
       // Turn the color buffer on as we always want to render this renderer, regardless of clipping hierarchy.
-      context.ColorMask(true);
+      commandBuffer.SetColorMask(true);
 
       // The automatic clipping feature will manage the scissor and stencil functions, only if stencil buffer is available for the latter.
       // As both scissor and stencil clips can be nested, we may be simultaneously traversing up the scissor tree, requiring a scissor to be un-done. Whilst simultaneously adding a new stencil clip.
       // We process both based on our current and old clipping depths for each mode.
       // Both methods with return rapidly if there is nothing to be done for that type of clipping.
-      SetupScissorClipping(item, context, instruction);
+      SetupScissorClipping(item, commandBuffer, instruction, orientation);
 
       if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
       {
-        SetupStencilClipping(item, context, lastClippingDepth, lastClippingId);
+        SetupStencilClipping(item, commandBuffer, lastClippingDepth, lastClippingId);
       }
       break;
     }
@@ -343,11 +538,11 @@ inline void RenderAlgorithms::SetupClipping(const RenderItem&
       // The stencil buffer will not be used at all, but we only need to disable it if it's available.
       if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
       {
-        context.EnableStencilBuffer(false);
+        commandBuffer.SetStencilTestEnable(false);
       }
 
       // Setup the color buffer based on the RenderMode.
-      context.ColorMask(renderMode == RenderMode::COLOR);
+      commandBuffer.SetColorMask(renderMode == RenderMode::COLOR);
       break;
     }
 
@@ -359,26 +554,26 @@ inline void RenderAlgorithms::SetupClipping(const RenderItem&
         // We are using the low-level Renderer Stencil API.
         // The stencil buffer must be enabled for every renderer with stencil mode on, as renderers in between can disable it.
         // Note: As the command state is cached, it is only sent when needed.
-        context.EnableStencilBuffer(true);
+        commandBuffer.SetStencilTestEnable(true);
 
         // Setup the color buffer based on the RenderMode.
-        context.ColorMask(renderMode == RenderMode::COLOR_STENCIL);
+        commandBuffer.SetColorMask(renderMode == RenderMode::COLOR_STENCIL);
 
         // If this is the first use of the stencil buffer within this RenderList, clear it (this avoids unnecessary clears).
         if(!usedStencilBuffer)
         {
-          context.Clear(GL_STENCIL_BUFFER_BIT, Context::CHECK_CACHED_VALUES);
+          commandBuffer.ClearStencilBuffer();
           usedStencilBuffer = true;
         }
 
-        // Setup the stencil buffer based on the renderers properties.
-        context.StencilFunc(DaliStencilFunctionToGL[renderer->GetStencilFunction()],
-                            renderer->GetStencilFunctionReference(),
-                            renderer->GetStencilFunctionMask());
-        context.StencilOp(DaliStencilOperationToGL[renderer->GetStencilOperationOnFail()],
-                          DaliStencilOperationToGL[renderer->GetStencilOperationOnZFail()],
-                          DaliStencilOperationToGL[renderer->GetStencilOperationOnZPass()]);
-        context.StencilMask(renderer->GetStencilMask());
+        // Setup the stencil buffer based on the renderer's properties.
+        commandBuffer.SetStencilOp(GraphicsStencilOp(renderer->GetStencilOperationOnFail()).op,
+                                   GraphicsStencilOp(renderer->GetStencilOperationOnZPass()).op,
+                                   GraphicsStencilOp(renderer->GetStencilOperationOnZFail()).op);
+        commandBuffer.SetStencilFunc(GraphicsStencilCompareOp(renderer->GetStencilFunction()).op,
+                                     renderer->GetStencilFunctionReference(),
+                                     renderer->GetStencilFunctionMask());
+        commandBuffer.SetStencilWriteMask(renderer->GetStencilMask());
       }
       break;
     }
@@ -386,7 +581,6 @@ inline void RenderAlgorithms::SetupClipping(const RenderItem&
 }
 
 inline void RenderAlgorithms::ProcessRenderList(const RenderList&                   renderList,
-                                                Context&                            context,
                                                 BufferIndex                         bufferIndex,
                                                 const Matrix&                       viewMatrix,
                                                 const Matrix&                       projectionMatrix,
@@ -394,7 +588,10 @@ inline void RenderAlgorithms::ProcessRenderList(const RenderList&
                                                 Integration::StencilBufferAvailable stencilBufferAvailable,
                                                 Vector<Graphics::Texture*>&         boundTextures,
                                                 const RenderInstruction&            instruction,
-                                                const Rect<int>&                    rootClippingRect)
+                                                const Rect<int32_t>&                viewport,
+                                                const Rect<int>&                    rootClippingRect,
+                                                int                                 orientation,
+                                                const Uint16Pair&                   sceneSize)
 {
   DALI_PRINT_RENDER_LIST(renderList);
 
@@ -408,37 +605,48 @@ inline void RenderAlgorithms::ProcessRenderList(const RenderList&
   uint32_t          lastClippingId(0u);
   bool              usedStencilBuffer(false);
   bool              firstDepthBufferUse(true);
-  mViewportRectangle = context.GetViewport();
-  mHasLayerScissor   = false;
+
+  mViewportRectangle = viewport;
+
+  auto* mutableRenderList      = const_cast<RenderList*>(&renderList);
+  auto& secondaryCommandBuffer = mutableRenderList->GetCommandBuffer(mGraphicsController);
+  secondaryCommandBuffer.Reset();
+  secondaryCommandBuffer.SetViewport(ViewportFromClippingBox(sceneSize, mViewportRectangle, orientation));
+  mHasLayerScissor = false;
 
   // Setup Scissor testing (for both viewport and per-node scissor)
   mScissorStack.clear();
 
-  // Add root clipping rect (set manually for Render function ny partial update for example)
+  // Add root clipping rect (set manually for Render function by partial update for example)
   // on the bottom of the stack
   if(!rootClippingRect.IsEmpty())
   {
-    context.SetScissorTest(true);
-    context.Scissor(rootClippingRect.x, rootClippingRect.y, rootClippingRect.width, rootClippingRect.height);
+    Graphics::Viewport graphicsViewport = ViewportFromClippingBox(sceneSize, mViewportRectangle, 0);
+    secondaryCommandBuffer.SetScissorTestEnable(true);
+    secondaryCommandBuffer.SetScissor(Rect2DFromRect(rootClippingRect, orientation, graphicsViewport));
     mScissorStack.push_back(rootClippingRect);
   }
   // We are not performing a layer clip and no clipping rect set. Add the viewport as the root scissor rectangle.
   else if(!renderList.IsClipping())
   {
-    context.SetScissorTest(false);
+    secondaryCommandBuffer.SetScissorTestEnable(false);
     mScissorStack.push_back(mViewportRectangle);
   }
 
   if(renderList.IsClipping())
   {
-    context.SetScissorTest(true);
+    Graphics::Viewport graphicsViewport = ViewportFromClippingBox(sceneSize, mViewportRectangle, 0);
+    secondaryCommandBuffer.SetScissorTestEnable(true);
     const ClippingBox& layerScissorBox = renderList.GetClippingBox();
-    context.Scissor(layerScissorBox.x, layerScissorBox.y, layerScissorBox.width, layerScissorBox.height);
+    secondaryCommandBuffer.SetScissor(Rect2DFromClippingBox(layerScissorBox, orientation, graphicsViewport));
     mScissorStack.push_back(layerScissorBox);
     mHasLayerScissor = true;
   }
 
-  // Loop through all RenderList in the RenderList, set up any prerequisites to render them, then perform the render.
+  // Prepare Render::Renderer Render for this secondary command buffer.
+  Renderer::PrepareCommandBuffer();
+
+  // Loop through all RenderItems in the RenderList, set up any prerequisites to render them, then perform the render.
   for(uint32_t index = 0u; index < count; ++index)
   {
     const RenderItem& item = renderList.GetItem(index);
@@ -447,7 +655,8 @@ inline void RenderAlgorithms::ProcessRenderList(const RenderList&
     bool skip = true;
     if(!rootClippingRect.IsEmpty())
     {
-      auto rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, mViewportRectangle.width, mViewportRectangle.height);
+      Vector4 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(bufferIndex, item.mUpdateArea) : item.mUpdateArea;
+      auto    rect       = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), mViewportRectangle.width, mViewportRectangle.height);
 
       if(rect.Intersect(rootClippingRect))
       {
@@ -463,18 +672,18 @@ inline void RenderAlgorithms::ProcessRenderList(const RenderList&
 
     // Set up clipping based on both the Renderer and Actor APIs.
     // The Renderer API will be used if specified. If AUTO, the Actors automatic clipping feature will be used.
-    SetupClipping(item, context, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable, instruction);
+    SetupClipping(item, secondaryCommandBuffer, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable, instruction, orientation);
 
     if(DALI_LIKELY(item.mRenderer))
     {
       // Set up the depth buffer based on per-renderer flags if depth buffer is available
       // If the per renderer flags are set to "ON" or "OFF", they will always override any Layer depth mode or
       // draw-mode state, such as Overlays.
-      // If the flags are set to "AUTO", the behavior then depends on the type of renderer. Overlay Renderers will always
-      // disable depth testing and writing. Color Renderers will enable them if the Layer does.
+      // If the flags are set to "AUTO", the behavior then depends on the type of renderer. Overlay Renderers will
+      // always disable depth testing and writing. Color Renderers will enable them if the Layer does.
       if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
       {
-        SetupDepthBuffer(item, context, autoDepthTestMode, firstDepthBufferUse);
+        SetupDepthBuffer(item, secondaryCommandBuffer, autoDepthTestMode, firstDepthBufferUse);
       }
 
       // Depending on whether the renderer has draw commands attached or not the rendering process will
@@ -487,27 +696,55 @@ inline void RenderAlgorithms::ProcessRenderList(const RenderList&
         auto const MAX_QUEUE = item.mRenderer->GetDrawCommands().empty() ? 1 : DevelRenderer::RENDER_QUEUE_MAX;
         for(auto queue = 0u; queue < MAX_QUEUE; ++queue)
         {
-          // Render the item.
-          item.mRenderer->Render(context, bufferIndex, *item.mNode, item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque, boundTextures, instruction, queue);
+          // Render the item. It will write into the command buffer everything it has to render
+          item.mRenderer->Render(secondaryCommandBuffer, bufferIndex, *item.mNode, item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque, boundTextures, instruction, queue);
         }
       }
     }
   }
 }
 
-RenderAlgorithms::RenderAlgorithms()
-: mViewportRectangle(),
+RenderAlgorithms::RenderAlgorithms(Graphics::Controller& graphicsController)
+: mGraphicsController(graphicsController),
+  mViewportRectangle(),
   mHasLayerScissor(false)
 {
 }
 
+void RenderAlgorithms::ResetCommandBuffer()
+{
+  // Reset main command buffer
+  if(!mGraphicsCommandBuffer)
+  {
+    mGraphicsCommandBuffer = mGraphicsController.CreateCommandBuffer(
+      Graphics::CommandBufferCreateInfo()
+        .SetLevel(Graphics::CommandBufferLevel::PRIMARY),
+      nullptr);
+  }
+  else
+  {
+    mGraphicsCommandBuffer->Reset();
+  }
+}
+
+void RenderAlgorithms::SubmitCommandBuffer()
+{
+  // Submit main command buffer
+  Graphics::SubmitInfo submitInfo;
+  submitInfo.cmdBuffer.push_back(mGraphicsCommandBuffer.get());
+  submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
+  mGraphicsController.SubmitCommandBuffers(submitInfo);
+}
+
 void RenderAlgorithms::ProcessRenderInstruction(const RenderInstruction&            instruction,
-                                                Context&                            context,
                                                 BufferIndex                         bufferIndex,
                                                 Integration::DepthBufferAvailable   depthBufferAvailable,
                                                 Integration::StencilBufferAvailable stencilBufferAvailable,
                                                 Vector<Graphics::Texture*>&         boundTextures,
-                                                const Rect<int>&                    rootClippingRect)
+                                                const Rect<int32_t>&                viewport,
+                                                const Rect<int>&                    rootClippingRect,
+                                                int                                 orientation,
+                                                const Uint16Pair&                   sceneSize)
 {
   DALI_PRINT_RENDER_INSTRUCTION(instruction, bufferIndex);
 
@@ -519,7 +756,8 @@ void RenderAlgorithms::ProcessRenderInstruction(const RenderInstruction&
 
   if(viewMatrix && projectionMatrix)
   {
-    const RenderListContainer::SizeType count = instruction.RenderListCount();
+    std::vector<const Graphics::CommandBuffer*> buffers;
+    const RenderListContainer::SizeType         count = instruction.RenderListCount();
 
     // Iterate through each render list in order. If a pair of render lists
     // are marked as interleaved, then process them together.
@@ -530,7 +768,6 @@ void RenderAlgorithms::ProcessRenderInstruction(const RenderInstruction&
       if(renderList && !renderList->IsEmpty())
       {
         ProcessRenderList(*renderList,
-                          context,
                           bufferIndex,
                           *viewMatrix,
                           *projectionMatrix,
@@ -538,9 +775,23 @@ void RenderAlgorithms::ProcessRenderInstruction(const RenderInstruction&
                           stencilBufferAvailable,
                           boundTextures,
                           instruction, //added for reflection effect
-                          rootClippingRect);
+                          viewport,
+                          rootClippingRect,
+                          orientation,
+                          sceneSize);
+
+        // Execute command buffer
+        auto* commandBuffer = renderList->GetCommandBuffer();
+        if(commandBuffer)
+        {
+          buffers.push_back(commandBuffer);
+        }
       }
     }
+    if(!buffers.empty())
+    {
+      mGraphicsCommandBuffer->ExecuteCommandBuffers(std::move(buffers));
+    }
   }
 }