Revert "[Tizen] Partial rendering rotation does not work"
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
old mode 100755 (executable)
new mode 100644 (file)
index 1f7da07..027deb7
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 #include <dali/devel-api/threading/thread-pool.h>
 #include <dali/integration-api/core.h>
 #include <dali/integration-api/gl-context-helper-abstraction.h>
+
 #include <dali/internal/event/common/scene-impl.h>
+
+#include <dali/internal/update/common/scene-graph-scene.h>
+#include <dali/internal/update/render-tasks/scene-graph-camera.h>
+
 #include <dali/internal/render/common/render-algorithms.h>
 #include <dali/internal/render/common/render-debug.h>
+#include <dali/internal/render/common/render-instruction.h>
 #include <dali/internal/render/common/render-tracker.h>
 #include <dali/internal/render/queue/render-queue.h>
+#include <dali/internal/render/renderers/render-frame-buffer.h>
+#include <dali/internal/render/renderers/render-texture.h>
 #include <dali/internal/render/shaders/program-controller.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace SceneGraph
 {
-
 #if defined(DEBUG_ENABLED)
 namespace
 {
-Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
 } // unnamed namespace
 #endif
 
-struct DirtyRect
-{
-  DirtyRect(Node* node, Render::Renderer* renderer, int frame, Rect<int>& rect)
-  : node(node),
-    renderer(renderer),
-    frame(frame),
-    rect(rect),
-    visited(true)
-  {
-  }
-
-  DirtyRect()
-  : node(nullptr),
-    renderer(nullptr),
-    frame(0),
-    rect(),
-    visited(true)
-  {
-  }
-
-  bool operator<(const DirtyRect& rhs) const
-  {
-    if (node == rhs.node)
-    {
-      if (renderer == rhs.renderer)
-      {
-        return frame > rhs.frame; // Most recent rects come first
-      }
-      else
-      {
-        return renderer < rhs.renderer;
-      }
-    }
-    else
-    {
-      return node < rhs.node;
-    }
-  }
-
-  Node* node;
-  Render::Renderer* renderer;
-  int frame;
-
-  Rect<int> rect;
-  bool visited;
-};
-
 /**
  * Structure to contain internal data
  */
 struct RenderManager::Impl
 {
-  Impl( Integration::GlAbstraction& glAbstraction,
-        Integration::GlSyncAbstraction& glSyncAbstraction,
-        Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
-        Integration::DepthBufferAvailable depthBufferAvailableParam,
-        Integration::StencilBufferAvailable stencilBufferAvailableParam,
-        Integration::PartialUpdateAvailable partialUpdateAvailableParam )
-  : context( glAbstraction, &sceneContextContainer ),
-    currentContext( &context ),
-    glAbstraction( glAbstraction ),
-    glSyncAbstraction( glSyncAbstraction ),
-    glContextHelperAbstraction( glContextHelperAbstraction ),
+  Impl(Graphics::Controller&               graphicsController,
+       Integration::DepthBufferAvailable   depthBufferAvailableParam,
+       Integration::StencilBufferAvailable stencilBufferAvailableParam,
+       Integration::PartialUpdateAvailable partialUpdateAvailableParam)
+  : context(graphicsController.GetGlAbstraction(), &sceneContextContainer),
+    currentContext(&context),
+    graphicsController(graphicsController),
     renderQueue(),
     renderAlgorithms(),
-    frameCount( 0u ),
-    renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
-    defaultSurfaceRect(),
+    frameCount(0u),
+    renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
     rendererContainer(),
     samplerContainer(),
     textureContainer(),
     frameBufferContainer(),
-    lastFrameWasRendered( false ),
-    programController( glAbstraction ),
-    depthBufferAvailable( depthBufferAvailableParam ),
-    stencilBufferAvailable( stencilBufferAvailableParam ),
-    partialUpdateAvailable( partialUpdateAvailableParam ),
-    itemsCheckSum(0),
-    defaultSurfaceOrientation( 0 )
+    lastFrameWasRendered(false),
+    programController(graphicsController),
+    depthBufferAvailable(depthBufferAvailableParam),
+    stencilBufferAvailable(stencilBufferAvailableParam),
+    partialUpdateAvailable(partialUpdateAvailableParam)
   {
-     // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
-    threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
-    threadPool->Initialize( 1u );
+    // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
+    threadPool = std::unique_ptr<Dali::ThreadPool>(new Dali::ThreadPool());
+    threadPool->Initialize(1u);
   }
 
   ~Impl()
   {
-    threadPool.reset( nullptr ); // reset now to maintain correct destruction order
+    threadPool.reset(nullptr); // reset now to maintain correct destruction order
   }
 
-  void AddRenderTracker( Render::RenderTracker* renderTracker )
+  void AddRenderTracker(Render::RenderTracker* renderTracker)
   {
-    DALI_ASSERT_DEBUG( renderTracker != NULL );
-    mRenderTrackers.PushBack( renderTracker );
+    DALI_ASSERT_DEBUG(renderTracker != NULL);
+    mRenderTrackers.PushBack(renderTracker);
   }
 
-  void RemoveRenderTracker( Render::RenderTracker* renderTracker )
+  void RemoveRenderTracker(Render::RenderTracker* renderTracker)
   {
-    mRenderTrackers.EraseObject( renderTracker );
+    mRenderTrackers.EraseObject(renderTracker);
   }
 
   Context* CreateSceneContext()
   {
-    Context* context = new Context( glAbstraction );
-    sceneContextContainer.PushBack( context );
+    Context* context = new Context(graphicsController.GetGlAbstraction());
+    sceneContextContainer.PushBack(context);
     return context;
   }
 
-  void DestroySceneContext( Context* sceneContext )
+  void DestroySceneContext(Context* sceneContext)
   {
-    auto iter = std::find( sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext );
-    if( iter != sceneContextContainer.End() )
+    auto iter = std::find(sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext);
+    if(iter != sceneContextContainer.End())
     {
-      ( *iter )->GlContextDestroyed();
-      sceneContextContainer.Erase( iter );
+      (*iter)->GlContextDestroyed();
+      sceneContextContainer.Erase(iter);
     }
   }
 
-  Context* ReplaceSceneContext( Context* oldSceneContext )
+  Context* ReplaceSceneContext(Context* oldSceneContext)
   {
-    Context* newContext = new Context( glAbstraction );
+    Context* newContext = new Context(graphicsController.GetGlAbstraction());
 
     oldSceneContext->GlContextDestroyed();
 
-    std::replace( sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext );
+    std::replace(sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext);
     return newContext;
   }
 
   void UpdateTrackers()
   {
-    for( auto&& iter : mRenderTrackers )
+    for(auto&& iter : mRenderTrackers)
     {
       iter->PollSyncObject();
     }
@@ -186,62 +137,51 @@ struct RenderManager::Impl
 
   // the order is important for destruction,
   // programs are owned by context at the moment.
-  Context                                   context;                 ///< Holds the GL state of the share resource context
-  Context*                                  currentContext;          ///< Holds the GL state of the current context for rendering
-  OwnerContainer< Context* >                sceneContextContainer;   ///< List of owned contexts holding the GL state per scene
-  Integration::GlAbstraction&               glAbstraction;           ///< GL abstraction
-  Integration::GlSyncAbstraction&           glSyncAbstraction;       ///< GL sync abstraction
-  Integration::GlContextHelperAbstraction&  glContextHelperAbstraction; ///< GL context helper abstraction
-  RenderQueue                               renderQueue;             ///< A message queue for receiving messages from the update-thread.
-
-  std::vector< SceneGraph::Scene* >         sceneContainer;          ///< List of pointers to the scene graph objects of the scenes
+  Context                  context;               ///< Holds the GL state of the share resource context
+  Context*                 currentContext;        ///< Holds the GL state of the current context for rendering
+  OwnerContainer<Context*> sceneContextContainer; ///< List of owned contexts holding the GL state per scene
+  Graphics::Controller&    graphicsController;
+  RenderQueue              renderQueue; ///< A message queue for receiving messages from the update-thread.
 
-  Render::RenderAlgorithms                  renderAlgorithms;        ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
+  std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
 
-  uint32_t                                  frameCount;              ///< The current frame count
-  BufferIndex                               renderBufferIndex;       ///< The index of the buffer to read from; this is opposite of the "update" buffer
+  Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
 
-  Rect<int32_t>                             defaultSurfaceRect;      ///< Rectangle for the default surface we are rendering to
+  uint32_t    frameCount;        ///< The current frame count
+  BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
 
-  OwnerContainer< Render::Renderer* >       rendererContainer;       ///< List of owned renderers
-  OwnerContainer< Render::Sampler* >        samplerContainer;        ///< List of owned samplers
-  OwnerContainer< Render::Texture* >        textureContainer;        ///< List of owned textures
-  OwnerContainer< Render::FrameBuffer* >    frameBufferContainer;    ///< List of owned framebuffers
-  OwnerContainer< Render::VertexBuffer* >   vertexBufferContainer;   ///< List of owned vertex buffers
-  OwnerContainer< Render::Geometry* >       geometryContainer;       ///< List of owned Geometries
+  OwnerContainer<Render::Renderer*>     rendererContainer;     ///< List of owned renderers
+  OwnerContainer<Render::Sampler*>      samplerContainer;      ///< List of owned samplers
+  OwnerContainer<Render::Texture*>      textureContainer;      ///< List of owned textures
+  OwnerContainer<Render::FrameBuffer*>  frameBufferContainer;  ///< List of owned framebuffers
+  OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
+  OwnerContainer<Render::Geometry*>     geometryContainer;     ///< List of owned Geometries
 
-  bool                                      lastFrameWasRendered;    ///< Keeps track of the last frame being rendered due to having render instructions
+  bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
 
-  OwnerContainer< Render::RenderTracker* >  mRenderTrackers;         ///< List of render trackers
+  OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
 
-  ProgramController                         programController;        ///< Owner of the GL programs
+  ProgramController programController; ///< Owner of the GL programs
 
-  Integration::DepthBufferAvailable         depthBufferAvailable;     ///< Whether the depth buffer is available
-  Integration::StencilBufferAvailable       stencilBufferAvailable;   ///< Whether the stencil buffer is available
-  Integration::PartialUpdateAvailable       partialUpdateAvailable;   ///< Whether the partial update is available
+  Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
+  Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
+  Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
 
-  std::unique_ptr<Dali::ThreadPool>         threadPool;               ///< The thread pool
-  Vector<GLuint>                            boundTextures;            ///< The textures bound for rendering
-  Vector<GLuint>                            textureDependencyList;    ///< The dependency list of binded textures
-  std::size_t                               itemsCheckSum;            ///< The damaged render items checksum from previous prerender phase.
-  std::vector<DirtyRect>                    itemsDirtyRects;
-  int                                       defaultSurfaceOrientation; ///< defaultSurfaceOrientation for the default surface we are rendering to
+  std::unique_ptr<Dali::ThreadPool> threadPool;            ///< The thread pool
+  Vector<GLuint>                    boundTextures;         ///< The textures bound for rendering
+  Vector<GLuint>                    textureDependencyList; ///< The dependency list of binded textures
 };
 
-RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
-                                   Integration::GlSyncAbstraction& glSyncAbstraction,
-                                   Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
-                                   Integration::DepthBufferAvailable depthBufferAvailable,
-                                   Integration::StencilBufferAvailable stencilBufferAvailable,
-                                   Integration::PartialUpdateAvailable partialUpdateAvailable )
+RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
+                                  Integration::DepthBufferAvailable   depthBufferAvailable,
+                                  Integration::StencilBufferAvailable stencilBufferAvailable,
+                                  Integration::PartialUpdateAvailable partialUpdateAvailable)
 {
   RenderManager* manager = new RenderManager;
-  manager->mImpl = new Impl( glAbstraction,
-                             glSyncAbstraction,
-                             glContextHelperAbstraction,
-                             depthBufferAvailable,
-                             stencilBufferAvailable,
-                             partialUpdateAvailable );
+  manager->mImpl         = new Impl(graphicsController,
+                            depthBufferAvailable,
+                            stencilBufferAvailable,
+                            partialUpdateAvailable);
   return manager;
 }
 
@@ -275,250 +215,240 @@ void RenderManager::ContextDestroyed()
   mImpl->programController.GlContextDestroyed();
 
   //Inform textures
-  for( auto&& texture : mImpl->textureContainer )
+  for(auto&& texture : mImpl->textureContainer)
   {
     texture->GlContextDestroyed();
   }
 
   //Inform framebuffers
-  for( auto&& framebuffer : mImpl->frameBufferContainer )
+  for(auto&& framebuffer : mImpl->frameBufferContainer)
   {
     framebuffer->GlContextDestroyed();
   }
 
   // inform renderers
-  for( auto&& renderer : mImpl->rendererContainer )
+  for(auto&& renderer : mImpl->rendererContainer)
   {
     renderer->GlContextDestroyed();
   }
 
   // inform context
-  for( auto&& context : mImpl->sceneContextContainer )
+  for(auto&& context : mImpl->sceneContextContainer)
   {
     context->GlContextDestroyed();
   }
 }
 
-void RenderManager::SetShaderSaver( ShaderSaver& upstream )
-{
-  mImpl->programController.SetShaderSaver( upstream );
-}
-
-void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
+void RenderManager::SetShaderSaver(ShaderSaver& upstream)
 {
-  mImpl->defaultSurfaceRect = rect;
+  mImpl->programController.SetShaderSaver(upstream);
 }
 
-void RenderManager::SetDefaultSurfaceOrientation( int orientation )
-{
-  mImpl->defaultSurfaceOrientation = orientation;
-}
-
-void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
+void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
 {
   // Initialize the renderer as we are now in render thread
-  renderer->Initialize( mImpl->context );
+  renderer->Initialize(mImpl->context);
 
-  mImpl->rendererContainer.PushBack( renderer.Release() );
+  mImpl->rendererContainer.PushBack(renderer.Release());
 }
 
-void RenderManager::RemoveRenderer( Render::Renderer* renderer )
+void RenderManager::RemoveRenderer(Render::Renderer* renderer)
 {
-  mImpl->rendererContainer.EraseObject( renderer );
+  mImpl->rendererContainer.EraseObject(renderer);
 }
 
-void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
+void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
 {
-  mImpl->samplerContainer.PushBack( sampler.Release() );
+  mImpl->samplerContainer.PushBack(sampler.Release());
 }
 
-void RenderManager::RemoveSampler( Render::Sampler* sampler )
+void RenderManager::RemoveSampler(Render::Sampler* sampler)
 {
-  mImpl->samplerContainer.EraseObject( sampler );
+  mImpl->samplerContainer.EraseObject(sampler);
 }
 
-void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
+void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
 {
-  texture->Initialize( mImpl->context );
-  mImpl->textureContainer.PushBack( texture.Release() );
+  texture->Initialize(mImpl->context);
+  mImpl->textureContainer.PushBack(texture.Release());
 }
 
-void RenderManager::RemoveTexture( Render::Texture* texture )
+void RenderManager::RemoveTexture(Render::Texture* texture)
 {
-  DALI_ASSERT_DEBUG( NULL != texture );
+  DALI_ASSERT_DEBUG(NULL != texture);
 
   // Find the texture, use reference to pointer so we can do the erase safely
-  for ( auto&& iter : mImpl->textureContainer )
+  for(auto&& iter : mImpl->textureContainer)
   {
-    if ( iter == texture )
+    if(iter == texture)
     {
-      texture->Destroy( mImpl->context );
-      mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
+      texture->Destroy(mImpl->context);
+      mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
       return;
     }
   }
 }
 
-void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
+void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
 {
-  texture->Upload( mImpl->context, pixelData, params );
+  texture->Upload(mImpl->context, pixelData, params);
 }
 
-void RenderManager::GenerateMipmaps( Render::Texture* texture )
+void RenderManager::GenerateMipmaps(Render::Texture* texture)
 {
-  texture->GenerateMipmaps( mImpl->context );
+  texture->GenerateMipmaps(mImpl->context);
 }
 
-void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
+void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
 {
-  sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
-  sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
+  sampler->mMinificationFilter  = static_cast<Dali::FilterMode::Type>(minFilterMode);
+  sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode);
 }
 
-void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
+void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
 {
   sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
   sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
   sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
 }
 
-void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
+void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
 {
   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
-  mImpl->frameBufferContainer.PushBack( frameBufferPtr );
-  frameBufferPtr->Initialize( mImpl->context );
+  mImpl->frameBufferContainer.PushBack(frameBufferPtr);
+  frameBufferPtr->Initialize(mImpl->context);
 }
 
-void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
+void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
 {
-  DALI_ASSERT_DEBUG( NULL != frameBuffer );
+  DALI_ASSERT_DEBUG(NULL != frameBuffer);
 
   // Find the sampler, use reference so we can safely do the erase
-  for ( auto&& iter : mImpl->frameBufferContainer )
+  for(auto&& iter : mImpl->frameBufferContainer)
   {
-    if ( iter == frameBuffer )
+    if(iter == frameBuffer)
     {
-      frameBuffer->Destroy( mImpl->context );
-      mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
+      frameBuffer->Destroy(mImpl->context);
+      mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
 
       break;
     }
   }
 }
-void RenderManager::InitializeScene( SceneGraph::Scene* scene )
+void RenderManager::InitializeScene(SceneGraph::Scene* scene)
 {
-  scene->Initialize( *mImpl->CreateSceneContext() );
-  mImpl->sceneContainer.push_back( scene );
+  scene->Initialize(*mImpl->CreateSceneContext());
+  mImpl->sceneContainer.push_back(scene);
 }
 
-void RenderManager::UninitializeScene( SceneGraph::Scene* scene )
+void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
 {
-  mImpl->DestroySceneContext( scene->GetContext() );
+  mImpl->DestroySceneContext(scene->GetContext());
 
-  auto iter = std::find( mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene );
-  if( iter != mImpl->sceneContainer.end() )
+  auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
+  if(iter != mImpl->sceneContainer.end())
   {
-    mImpl->sceneContainer.erase( iter );
+    mImpl->sceneContainer.erase(iter);
   }
 }
 
-void RenderManager::SurfaceReplaced( SceneGraph::Scene* scene )
+void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
 {
-  Context* newContext = mImpl->ReplaceSceneContext( scene->GetContext() );
-  scene->Initialize( *newContext );
+  Context* newContext = mImpl->ReplaceSceneContext(scene->GetContext());
+  scene->Initialize(*newContext);
 }
 
-void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
+void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
 {
-  frameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+  frameBuffer->AttachColorTexture(mImpl->context, texture, mipmapLevel, layer);
 }
 
-void RenderManager::AttachDepthTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
+void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
 {
-  frameBuffer->AttachDepthTexture( mImpl->context, texture, mipmapLevel );
+  frameBuffer->AttachDepthTexture(mImpl->context, texture, mipmapLevel);
 }
 
-void RenderManager::AttachDepthStencilTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel )
+void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
 {
-  frameBuffer->AttachDepthStencilTexture( mImpl->context, texture, mipmapLevel );
+  frameBuffer->AttachDepthStencilTexture(mImpl->context, texture, mipmapLevel);
 }
 
-void RenderManager::AddVertexBuffer( OwnerPointer< Render::VertexBuffer >& vertexBuffer )
+void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
 {
-  mImpl->vertexBufferContainer.PushBack( vertexBuffer.Release() );
+  mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
 }
 
-void RenderManager::RemoveVertexBuffer( Render::VertexBuffer* vertexBuffer )
+void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
 {
-  mImpl->vertexBufferContainer.EraseObject( vertexBuffer );
+  mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
 }
 
-void RenderManager::SetVertexBufferFormat( Render::VertexBuffer* vertexBuffer, OwnerPointer< Render::VertexBuffer::Format>& format )
+void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
 {
-  vertexBuffer->SetFormat( format.Release() );
+  vertexBuffer->SetFormat(format.Release());
 }
 
-void RenderManager::SetVertexBufferData( Render::VertexBuffer* vertexBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
+void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
 {
-  vertexBuffer->SetData( data.Release(), size );
+  vertexBuffer->SetData(data.Release(), size);
 }
 
-void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
+void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
 {
-  geometry->SetIndexBuffer( indices );
+  geometry->SetIndexBuffer(indices);
 }
 
-void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
+void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
 {
-  mImpl->geometryContainer.PushBack( geometry.Release() );
+  mImpl->geometryContainer.PushBack(geometry.Release());
 }
 
-void RenderManager::RemoveGeometry( Render::Geometry* geometry )
+void RenderManager::RemoveGeometry(Render::Geometry* geometry)
 {
-  mImpl->geometryContainer.EraseObject( geometry );
+  mImpl->geometryContainer.EraseObject(geometry);
 }
 
-void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer )
+void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
 {
-  DALI_ASSERT_DEBUG( NULL != geometry );
+  DALI_ASSERT_DEBUG(NULL != geometry);
 
   // Find the geometry
-  for ( auto&& iter : mImpl->geometryContainer )
+  for(auto&& iter : mImpl->geometryContainer)
   {
-    if ( iter == geometry )
+    if(iter == geometry)
     {
-      iter->AddVertexBuffer( vertexBuffer );
+      iter->AddVertexBuffer(vertexBuffer);
       break;
     }
   }
 }
 
-void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer )
+void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
 {
-  DALI_ASSERT_DEBUG( NULL != geometry );
+  DALI_ASSERT_DEBUG(NULL != geometry);
 
   // Find the geometry
-  for ( auto&& iter : mImpl->geometryContainer )
+  for(auto&& iter : mImpl->geometryContainer)
   {
-    if ( iter == geometry )
+    if(iter == geometry)
     {
-      iter->RemoveVertexBuffer( vertexBuffer );
+      iter->RemoveVertexBuffer(vertexBuffer);
       break;
     }
   }
 }
 
-void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
+void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
 {
-  geometry->SetType( Render::Geometry::Type(geometryType) );
+  geometry->SetType(Render::Geometry::Type(geometryType));
 }
 
-void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
+void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
 {
   mImpl->AddRenderTracker(renderTracker);
 }
 
-void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
+void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
 {
   mImpl->RemoveRenderTracker(renderTracker);
 }
@@ -528,46 +458,42 @@ ProgramCache* RenderManager::GetProgramCache()
   return &(mImpl->programController);
 }
 
-void RenderManager::PreRender( Integration::RenderStatus& status, bool forceClear, bool uploadOnly )
+void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
 {
-  DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
+  DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
 
   // Core::Render documents that GL context must be current before calling Render
-  DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
+  DALI_ASSERT_DEBUG(mImpl->context.IsGlContextCreated());
 
   // Increment the frame count at the beginning of each frame
   ++mImpl->frameCount;
 
   // Process messages queued during previous update
-  mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
+  mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
 
   uint32_t count = 0u;
-  for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
+  for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
   {
-    count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
+    count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
   }
 
   const bool haveInstructions = count > 0u;
 
-  DALI_LOG_INFO( gLogFilter, Debug::General,
-                 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
-                 haveInstructions ? "true" : "false",
-                 mImpl->lastFrameWasRendered ? "true" : "false",
-                 forceClear ? "true" : "false" );
+  DALI_LOG_INFO(gLogFilter, Debug::General, "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n", haveInstructions ? "true" : "false", mImpl->lastFrameWasRendered ? "true" : "false", forceClear ? "true" : "false");
 
   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
-  if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
+  if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
   {
-    DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
+    DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
 
     // Switch to the shared context
-    if ( mImpl->currentContext != &mImpl->context )
+    if(mImpl->currentContext != &mImpl->context)
     {
       mImpl->currentContext = &mImpl->context;
 
-      if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+      if(mImpl->currentContext->IsSurfacelessContextSupported())
       {
-        mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+        mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
       }
 
       // Clear the current cached program when the context is switched
@@ -575,37 +501,37 @@ void RenderManager::PreRender( Integration::RenderStatus& status, bool forceClea
     }
 
     // Upload the geometries
-    for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
+    for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
     {
       RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
-      for ( uint32_t j = 0; j < instructions.Count( mImpl->renderBufferIndex ); ++j )
+      for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
       {
-        RenderInstruction& instruction = instructions.At( mImpl->renderBufferIndex, j );
+        RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
 
-        const Matrix* viewMatrix       = instruction.GetViewMatrix( mImpl->renderBufferIndex );
-        const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
+        const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
+        const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
 
-        DALI_ASSERT_DEBUG( viewMatrix );
-        DALI_ASSERT_DEBUG( projectionMatrix );
+        DALI_ASSERT_DEBUG(viewMatrix);
+        DALI_ASSERT_DEBUG(projectionMatrix);
 
-        if( viewMatrix && projectionMatrix )
+        if(viewMatrix && projectionMatrix)
         {
           const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
 
           // Iterate through each render list.
-          for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
+          for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
           {
-            const RenderList* renderList = instruction.GetRenderList( index );
+            const RenderList* renderList = instruction.GetRenderList(index);
 
-            if( renderList && !renderList->IsEmpty() )
+            if(renderList && !renderList->IsEmpty())
             {
               const std::size_t itemCount = renderList->Count();
-              for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
+              for(uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex)
               {
-                const RenderItem& item = renderList->GetItem( itemIndex );
-                if( DALI_LIKELY( item.mRenderer ) )
+                const RenderItem& item = renderList->GetItem(itemIndex);
+                if(DALI_LIKELY(item.mRenderer))
                 {
-                  item.mRenderer->Upload( *mImpl->currentContext );
+                  item.mRenderer->Upload(*mImpl->currentContext);
                 }
               }
             }
@@ -616,16 +542,19 @@ void RenderManager::PreRender( Integration::RenderStatus& status, bool forceClea
   }
 }
 
-void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>& damagedRects )
+void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
 {
-  if (mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
+  if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
   {
     return;
   }
 
-  // @TODO We need to do partial rendering rotation.
-  if( mImpl->defaultSurfaceOrientation != 0 )
+  Internal::Scene&   sceneInternal = GetImplementation(scene);
+  SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
+
+  if(sceneObject->IsRenderingSkipped())
   {
+    // We don't need to calculate dirty rects
     return;
   }
 
@@ -645,7 +574,7 @@ void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>
 
     ~DamagedRectsCleaner()
     {
-      if (mCleanOnReturn)
+      if(mCleanOnReturn)
       {
         mDamagedRects.clear();
       }
@@ -653,53 +582,52 @@ void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>
 
   private:
     std::vector<Rect<int>>& mDamagedRects;
-    bool mCleanOnReturn;
+    bool                    mCleanOnReturn;
   };
 
-  Rect<int32_t> surfaceRect = Rect<int32_t>(0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ));
+  Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
 
   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
   DamagedRectsCleaner damagedRectCleaner(damagedRects);
 
   // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
-  // so you don't need to sort: std::stable_sort(mImpl->itemsDirtyRects.begin(), mImpl->itemsDirtyRects.end());
-  for (DirtyRect& dirtyRect : mImpl->itemsDirtyRects)
+  // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
+  std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
+  for(DirtyRect& dirtyRect : itemsDirtyRects)
   {
     dirtyRect.visited = false;
   }
 
-  Internal::Scene& sceneInternal = GetImplementation(scene);
-  SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
-  uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
-  for (uint32_t i = 0; i < count; ++i)
+  uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
+  for(uint32_t i = 0; i < count; ++i)
   {
-    RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
+    RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
 
-    if (instruction.mFrameBuffer)
+    if(instruction.mFrameBuffer)
     {
       return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
     }
 
     const Camera* camera = instruction.GetCamera();
-    if (camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
+    if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
     {
       const Node* node = instruction.GetCamera()->GetNode();
-      if (node)
+      if(node)
       {
-        Vector3 position;
-        Vector3 scale;
+        Vector3    position;
+        Vector3    scale;
         Quaternion orientation;
         node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
 
         Vector3 orientationAxis;
-        Radian orientationAngle;
-        orientation.ToAxisAngle( orientationAxis, orientationAngle );
-
-        if (position.x > Math::MACHINE_EPSILON_10000 ||
-            position.y > Math::MACHINE_EPSILON_10000 ||
-            orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
-            orientationAngle != ANGLE_180 ||
-            scale != Vector3(1.0f, 1.0f, 1.0f))
+        Radian  orientationAngle;
+        orientation.ToAxisAngle(orientationAxis, orientationAngle);
+
+        if(position.x > Math::MACHINE_EPSILON_10000 ||
+           position.y > Math::MACHINE_EPSILON_10000 ||
+           orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
+           orientationAngle != ANGLE_180 ||
+           scale != Vector3(1.0f, 1.0f, 1.0f))
         {
           return;
         }
@@ -711,11 +639,11 @@ void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>
     }
 
     Rect<int32_t> viewportRect;
-    if (instruction.mIsViewportSet)
+    if(instruction.mIsViewportSet)
     {
       const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
-      viewportRect.Set(instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height);
-      if (viewportRect.IsEmpty() || !viewportRect.IsValid())
+      viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
+      if(viewportRect.IsEmpty() || !viewportRect.IsValid())
       {
         return; // just skip funny use cases for now, empty viewport means it is set somewhere else
       }
@@ -727,20 +655,20 @@ void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>
 
     const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
     const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
-    if (viewMatrix && projectionMatrix)
+    if(viewMatrix && projectionMatrix)
     {
       const RenderListContainer::SizeType count = instruction.RenderListCount();
-      for (RenderListContainer::SizeType index = 0u; index < count; ++index)
+      for(RenderListContainer::SizeType index = 0u; index < count; ++index)
       {
-        const RenderList* renderList = instruction.GetRenderList( index );
-        if (renderList && !renderList->IsEmpty())
+        const RenderList* renderList = instruction.GetRenderList(index);
+        if(renderList && !renderList->IsEmpty())
         {
           const std::size_t count = renderList->Count();
-          for (uint32_t index = 0u; index < count; ++index)
+          for(uint32_t index = 0u; index < count; ++index)
           {
-            RenderItem& item = renderList->GetItem( index );
+            RenderItem& item = renderList->GetItem(index);
             // If the item does 3D transformation, do early exit and clean the damaged rect array
-            if (item.mUpdateSize == Vector3::ZERO)
+            if(item.mUpdateSize == Vector3::ZERO)
             {
               return;
             }
@@ -748,49 +676,49 @@ void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>
             Rect<int> rect;
             DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
             // If the item refers to updated node or renderer.
-            if (item.mIsUpdated ||
-                (item.mNode &&
+            if(item.mIsUpdated ||
+               (item.mNode &&
                 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
             {
               item.mIsUpdated = false;
               item.mNode->SetUpdated(false);
 
               rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
-              if (rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
+              if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
               {
-                const int left = rect.x;
-                const int top = rect.y;
-                const int right = rect.x + rect.width;
+                const int left   = rect.x;
+                const int top    = rect.y;
+                const int right  = rect.x + rect.width;
                 const int bottom = rect.y + rect.height;
-                rect.x = (left / 16) * 16;
-                rect.y = (top / 16) * 16;
-                rect.width = ((right + 16) / 16) * 16 - rect.x;
-                rect.height = ((bottom + 16) / 16) * 16 - rect.y;
+                rect.x           = (left / 16) * 16;
+                rect.y           = (top / 16) * 16;
+                rect.width       = ((right + 16) / 16) * 16 - rect.x;
+                rect.height      = ((bottom + 16) / 16) * 16 - rect.y;
 
                 // Found valid dirty rect.
                 // 1. Insert it in the sorted array of the dirty rects.
                 // 2. Mark the related dirty rects as visited so they will not be removed below.
                 // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
-                dirtyRect.rect = rect;
-                auto dirtyRectPos = std::lower_bound(mImpl->itemsDirtyRects.begin(), mImpl->itemsDirtyRects.end(), dirtyRect);
-                dirtyRectPos = mImpl->itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+                dirtyRect.rect    = rect;
+                auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+                dirtyRectPos      = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
 
                 int c = 1;
-                while (++dirtyRectPos != mImpl->itemsDirtyRects.end())
+                while(++dirtyRectPos != itemsDirtyRects.end())
                 {
-                  if (dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+                  if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
                   {
                     break;
                   }
 
                   dirtyRectPos->visited = true;
-                  Rect<int>& dirtRect = dirtyRectPos->rect;
+                  Rect<int>& dirtRect   = dirtyRectPos->rect;
                   rect.Merge(dirtRect);
 
                   c++;
-                  if (c > 3) // no more then 3 previous rects
+                  if(c > 3) // no more then 3 previous rects
                   {
-                    mImpl->itemsDirtyRects.erase(dirtyRectPos);
+                    itemsDirtyRects.erase(dirtyRectPos);
                     break;
                   }
                 }
@@ -802,10 +730,10 @@ void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>
             {
               // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
               // 2. Mark the related dirty rects as visited so they will not be removed below.
-              auto dirtyRectPos = std::lower_bound(mImpl->itemsDirtyRects.begin(), mImpl->itemsDirtyRects.end(), dirtyRect);
-              while (dirtyRectPos != mImpl->itemsDirtyRects.end())
+              auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+              while(dirtyRectPos != itemsDirtyRects.end())
               {
-                if (dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+                if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
                 {
                   break;
                 }
@@ -821,11 +749,11 @@ void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>
   }
 
   // Check removed nodes or removed renderers dirty rects
-  auto i = mImpl->itemsDirtyRects.begin();
-  auto j = mImpl->itemsDirtyRects.begin();
-  while (i != mImpl->itemsDirtyRects.end())
+  auto i = itemsDirtyRects.begin();
+  auto j = itemsDirtyRects.begin();
+  while(i != itemsDirtyRects.end())
   {
-    if (i->visited)
+    if(i->visited)
     {
       *j++ = *i;
     }
@@ -837,39 +765,39 @@ void RenderManager::PreRender( Integration::Scene& scene, std::vector<Rect<int>>
     i++;
   }
 
-  mImpl->itemsDirtyRects.resize(j - mImpl->itemsDirtyRects.begin());
+  itemsDirtyRects.resize(j - itemsDirtyRects.begin());
   damagedRectCleaner.SetCleanOnReturn(false);
 }
 
-void RenderManager::RenderScene( Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo )
+void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
 {
   Rect<int> clippingRect;
-  RenderScene( status, scene, renderToFbo, clippingRect);
+  RenderScene(status, scene, renderToFbo, clippingRect);
 }
 
-void RenderManager::RenderScene( Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect )
+void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
 {
-  Internal::Scene& sceneInternal = GetImplementation( scene );
-  SceneGraph::Scene* sceneObject = sceneInternal.GetSceneObject();
+  Internal::Scene&   sceneInternal = GetImplementation(scene);
+  SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
 
-  uint32_t count = sceneObject->GetRenderInstructions().Count( mImpl->renderBufferIndex );
+  uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
 
-  for( uint32_t i = 0; i < count; ++i )
+  for(uint32_t i = 0; i < count; ++i)
   {
-    RenderInstruction& instruction = sceneObject->GetRenderInstructions().At( mImpl->renderBufferIndex, i );
+    RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
 
-    if ( ( renderToFbo && !instruction.mFrameBuffer ) || ( !renderToFbo && instruction.mFrameBuffer ) )
+    if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
     {
       continue; // skip
     }
 
     // Mark that we will require a post-render step to be performed (includes swap-buffers).
-    status.SetNeedsPostRender( true );
+    status.SetNeedsPostRender(true);
 
     Rect<int32_t> viewportRect;
-    Vector4   clearColor;
+    Vector4       clearColor;
 
-    if ( instruction.mIsClearColorSet )
+    if(instruction.mIsClearColorSet)
     {
       clearColor = instruction.mClearColor;
     }
@@ -878,22 +806,23 @@ void RenderManager::RenderScene( Integration::RenderStatus& status, Integration:
       clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
     }
 
-    Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
-    Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
+    Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
+    int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
+
+    Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
     Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
-    int surfaceOrientation = mImpl->defaultSurfaceOrientation;
 
-    if ( instruction.mFrameBuffer )
+    if(instruction.mFrameBuffer)
     {
       // offscreen buffer
-      if ( mImpl->currentContext != &mImpl->context )
+      if(mImpl->currentContext != &mImpl->context)
       {
         // Switch to shared context for off-screen buffer
         mImpl->currentContext = &mImpl->context;
 
-        if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+        if(mImpl->currentContext->IsSurfacelessContextSupported())
         {
-          mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+          mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
         }
 
         // Clear the current cached program when the context is switched
@@ -902,9 +831,9 @@ void RenderManager::RenderScene( Integration::RenderStatus& status, Integration:
     }
     else
     {
-      if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+      if(mImpl->currentContext->IsSurfacelessContextSupported())
       {
-        if ( mImpl->currentContext != sceneObject->GetContext() )
+        if(mImpl->currentContext != sceneObject->GetContext())
         {
           // Switch the correct context if rendering to a surface
           mImpl->currentContext = sceneObject->GetContext();
@@ -913,38 +842,36 @@ void RenderManager::RenderScene( Integration::RenderStatus& status, Integration:
           mImpl->programController.ClearCurrentProgram();
         }
       }
-
-      surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( scene.GetSize().width ), static_cast<int32_t>( scene.GetSize().height ) );
     }
 
     // Make sure that GL context must be created
-     mImpl->currentContext->GlContextCreated();
+    mImpl->currentContext->GlContextCreated();
 
     // reset the program matrices for all programs once per frame
     // this ensures we will set view and projection matrix once per program per camera
     mImpl->programController.ResetProgramMatrices();
 
-    if( instruction.mFrameBuffer )
+    if(instruction.mFrameBuffer)
     {
-      instruction.mFrameBuffer->Bind( *mImpl->currentContext );
+      instruction.mFrameBuffer->Bind(*mImpl->currentContext);
 
       // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
-      for (unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
+      for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
       {
-        mImpl->textureDependencyList.PushBack( instruction.mFrameBuffer->GetTextureId(i0) );
+        mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTextureId(i0));
       }
     }
     else
     {
-      mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
+      mImpl->currentContext->BindFramebuffer(GL_FRAMEBUFFER, 0u);
     }
 
-    if ( !instruction.mFrameBuffer )
+    if(!instruction.mFrameBuffer)
     {
-      mImpl->currentContext->Viewport( surfaceRect.x,
-                                       surfaceRect.y,
-                                       surfaceRect.width,
-                                       surfaceRect.height );
+      mImpl->currentContext->Viewport(surfaceRect.x,
+                                      surfaceRect.y,
+                                      surfaceRect.width,
+                                      surfaceRect.height);
     }
 
     // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
@@ -953,44 +880,44 @@ void RenderManager::RenderScene( Integration::RenderStatus& status, Integration:
     // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
     GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
 
-    mImpl->currentContext->ColorMask( true );
+    mImpl->currentContext->ColorMask(true);
 
-    if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
+    if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
     {
-      mImpl->currentContext->DepthMask( true );
+      mImpl->currentContext->DepthMask(true);
       clearMask |= GL_DEPTH_BUFFER_BIT;
     }
 
-    if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
+    if(stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
     {
-      mImpl->currentContext->ClearStencil( 0 );
-      mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
+      mImpl->currentContext->ClearStencil(0);
+      mImpl->currentContext->StencilMask(0xFF); // 8 bit stencil mask, all 1's
       clearMask |= GL_STENCIL_BUFFER_BIT;
     }
 
-    if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != nullptr ) )
+    if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
     {
       // Offscreen buffer rendering
-      if ( instruction.mIsViewportSet )
+      if(instruction.mIsViewportSet)
       {
         // For glViewport the lower-left corner is (0,0)
-        const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
-        viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
+        const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
+        viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
       }
       else
       {
-        viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+        viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
       }
       surfaceOrientation = 0;
     }
     else // No Offscreen frame buffer rendering
     {
       // Check whether a viewport is specified, otherwise the full surface size is used
-      if ( instruction.mIsViewportSet )
+      if(instruction.mIsViewportSet)
       {
         // For glViewport the lower-left corner is (0,0)
-        const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
-        viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
+        const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
+        viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
       }
       else
       {
@@ -998,27 +925,23 @@ void RenderManager::RenderScene( Integration::RenderStatus& status, Integration:
       }
     }
 
-    if( surfaceOrientation == 90 || surfaceOrientation == 270 )
-    {
-      int temp = viewportRect.width;
-      viewportRect.width = viewportRect.height;
-      viewportRect.height = temp;
-    }
+    // Set surface orientation
+    mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
 
     bool clearFullFrameRect = true;
-    if( instruction.mFrameBuffer != nullptr )
+    if(instruction.mFrameBuffer != nullptr)
     {
-      Viewport frameRect( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
-      clearFullFrameRect = ( frameRect == viewportRect );
+      Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
+      clearFullFrameRect = (frameRect == viewportRect);
     }
     else
     {
-      clearFullFrameRect = ( surfaceRect == viewportRect );
+      clearFullFrameRect = (surfaceRect == viewportRect);
     }
 
-    if (!clippingRect.IsEmpty())
+    if(!clippingRect.IsEmpty())
     {
-      if (!clippingRect.Intersect(viewportRect))
+      if(!clippingRect.Intersect(viewportRect))
       {
         DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
         clippingRect = Rect<int>();
@@ -1028,15 +951,15 @@ void RenderManager::RenderScene( Integration::RenderStatus& status, Integration:
 
     mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
 
-    if (instruction.mIsClearColorSet)
+    if(instruction.mIsClearColorSet)
     {
       mImpl->currentContext->ClearColor(clearColor.r,
                                         clearColor.g,
                                         clearColor.b,
                                         clearColor.a);
-      if (!clearFullFrameRect)
+      if(!clearFullFrameRect)
       {
-        if (!clippingRect.IsEmpty())
+        if(!clippingRect.IsEmpty())
         {
           mImpl->currentContext->SetScissorTest(true);
           mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
@@ -1062,42 +985,38 @@ void RenderManager::RenderScene( Integration::RenderStatus& status, Integration:
     mImpl->boundTextures.Clear();
 
     mImpl->renderAlgorithms.ProcessRenderInstruction(
-        instruction,
-        *mImpl->currentContext,
-        mImpl->renderBufferIndex,
-        depthBufferAvailable,
-        stencilBufferAvailable,
-        mImpl->boundTextures,
-        clippingRect,
-        surfaceOrientation );
+      instruction,
+      *mImpl->currentContext,
+      mImpl->renderBufferIndex,
+      depthBufferAvailable,
+      stencilBufferAvailable,
+      mImpl->boundTextures,
+      clippingRect);
 
     // Synchronise the FBO/Texture access when there are multiple contexts
-    if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+    if(mImpl->currentContext->IsSurfacelessContextSupported())
     {
       // Check whether any binded texture is in the dependency list
       bool textureFound = false;
 
-      if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
+      if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
       {
-        for ( auto textureId : mImpl->textureDependencyList )
+        for(auto textureId : mImpl->textureDependencyList)
         {
-
-          textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
-                                       [textureId]( GLuint id )
-                                       {
-                                         return textureId == id;
-                                       } ) != mImpl->boundTextures.End();
+          textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [textureId](GLuint id) {
+                           return textureId == id;
+                         }) != mImpl->boundTextures.End();
         }
       }
 
-      if ( textureFound )
+      if(textureFound)
       {
-        if ( instruction.mFrameBuffer )
+        if(instruction.mFrameBuffer)
         {
           // For off-screen buffer
 
           // Wait until all rendering calls for the currently context are executed
-          mImpl->glContextHelperAbstraction.WaitClient();
+          mImpl->graphicsController.GetGlContextHelperAbstraction().WaitClient();
 
           // Clear the dependency list
           mImpl->textureDependencyList.Clear();
@@ -1105,9 +1024,8 @@ void RenderManager::RenderScene( Integration::RenderStatus& status, Integration:
         else
         {
           // Worker thread lambda function
-          auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
-          auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
-          {
+          auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
+          auto  workerFunction             = [&glContextHelperAbstraction](int workerThread) {
             // Switch to the shared context in the worker thread
             glContextHelperAbstraction.MakeSurfacelessContextCurrent();
 
@@ -1119,8 +1037,8 @@ void RenderManager::RenderScene( Integration::RenderStatus& status, Integration:
             glContextHelperAbstraction.MakeContextNull();
           };
 
-          auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
-          if ( future )
+          auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
+          if(future)
           {
             mImpl->threadPool->Wait();
 
@@ -1131,51 +1049,50 @@ void RenderManager::RenderScene( Integration::RenderStatus& status, Integration:
       }
     }
 
-    if( instruction.mRenderTracker && instruction.mFrameBuffer )
+    if(instruction.mRenderTracker && instruction.mFrameBuffer)
     {
       // This will create a sync object every frame this render tracker
       // is alive (though it should be now be created only for
       // render-once render tasks)
-      instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
+      instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController.GetGlSyncAbstraction());
       instruction.mRenderTracker = nullptr; // Only create once.
     }
 
-    if ( renderToFbo )
+    if(renderToFbo)
     {
       mImpl->currentContext->Flush();
     }
   }
 
-  GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+  GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
   mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
 }
 
-void RenderManager::PostRender( bool uploadOnly )
+void RenderManager::PostRender(bool uploadOnly)
 {
-  if ( !uploadOnly )
+  if(!uploadOnly)
   {
-    if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+    if(mImpl->currentContext->IsSurfacelessContextSupported())
     {
-      mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+      mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
     }
 
-    GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
+    GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
     mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
   }
 
   //Notify RenderGeometries that rendering has finished
-  for ( auto&& iter : mImpl->geometryContainer )
+  for(auto&& iter : mImpl->geometryContainer)
   {
     iter->OnRenderFinished();
   }
 
   mImpl->UpdateTrackers();
 
-
   uint32_t count = 0u;
-  for( uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i )
+  for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
   {
-    count += mImpl->sceneContainer[i]->GetRenderInstructions().Count( mImpl->renderBufferIndex );
+    count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
   }
 
   const bool haveInstructions = count > 0u;