Merge "Move shader program creation from update side to render side" into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index 80449e8..1ffc12f 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2019 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.
 
 // INTERNAL INCLUDES
 #include <dali/internal/common/image-sampler.h>
+#include <dali/internal/render/common/render-instruction.h>
+#include <dali/internal/render/data-providers/node-data-provider.h>
+#include <dali/internal/render/data-providers/uniform-map-data-provider.h>
 #include <dali/internal/render/gl-resources/context.h>
 #include <dali/internal/render/renderers/render-sampler.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>
+#include <dali/internal/render/renderers/render-texture.h>
 #include <dali/internal/render/shaders/program.h>
-#include <dali/internal/render/data-providers/node-data-provider.h>
-#include <dali/internal/render/data-providers/uniform-map-data-provider.h>
-#include <dali/internal/render/common/render-instruction.h>
+#include <dali/internal/render/shaders/scene-graph-shader.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace
 {
-
-
 /**
  * Helper to set view and projection matrices once per program
  * @param program to set the matrices to
@@ -47,149 +44,146 @@ namespace
  * @param modelViewMatrix to set
  * @param modelViewProjectionMatrix to set
  */
-inline void SetMatrices( Program& program,
-                         const Matrix& modelMatrix,
-                         const Matrix& viewMatrix,
-                         const Matrix& projectionMatrix,
-                         const Matrix& modelViewMatrix )
-{
-  GLint loc = program.GetUniformLocation( Program::UNIFORM_MODEL_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+inline void SetMatrices(Program&      program,
+                        const Matrix& modelMatrix,
+                        const Matrix& viewMatrix,
+                        const Matrix& projectionMatrix,
+                        const Matrix& modelViewMatrix)
+{
+  GLint loc = program.GetUniformLocation(Program::UNIFORM_MODEL_MATRIX);
+  if(Program::UNIFORM_UNKNOWN != loc)
   {
-    program.SetUniformMatrix4fv( loc, 1, modelMatrix.AsFloat() );
+    program.SetUniformMatrix4fv(loc, 1, modelMatrix.AsFloat());
   }
-  loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+  loc = program.GetUniformLocation(Program::UNIFORM_VIEW_MATRIX);
+  if(Program::UNIFORM_UNKNOWN != loc)
   {
-    if( program.GetViewMatrix() != &viewMatrix )
+    if(program.GetViewMatrix() != &viewMatrix)
     {
-      program.SetViewMatrix( &viewMatrix );
-      program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() );
+      program.SetViewMatrix(&viewMatrix);
+      program.SetUniformMatrix4fv(loc, 1, viewMatrix.AsFloat());
     }
   }
   // set projection matrix if program has not yet received it this frame or if it is dirty
-  loc = program.GetUniformLocation( Program::UNIFORM_PROJECTION_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+  loc = program.GetUniformLocation(Program::UNIFORM_PROJECTION_MATRIX);
+  if(Program::UNIFORM_UNKNOWN != loc)
   {
-    if( program.GetProjectionMatrix() != &projectionMatrix )
+    if(program.GetProjectionMatrix() != &projectionMatrix)
     {
-      program.SetProjectionMatrix( &projectionMatrix );
-      program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() );
+      program.SetProjectionMatrix(&projectionMatrix);
+      program.SetUniformMatrix4fv(loc, 1, projectionMatrix.AsFloat());
     }
   }
   loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX);
-  if( Program::UNIFORM_UNKNOWN != loc )
+  if(Program::UNIFORM_UNKNOWN != loc)
   {
-    program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() );
+    program.SetUniformMatrix4fv(loc, 1, modelViewMatrix.AsFloat());
   }
 
-  loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+  loc = program.GetUniformLocation(Program::UNIFORM_MVP_MATRIX);
+  if(Program::UNIFORM_UNKNOWN != loc)
   {
     Matrix modelViewProjectionMatrix(false);
-    Matrix::Multiply( modelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
-    program.SetUniformMatrix4fv( loc, 1, modelViewProjectionMatrix.AsFloat() );
+    Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
+    program.SetUniformMatrix4fv(loc, 1, modelViewProjectionMatrix.AsFloat());
   }
 
-  loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+  loc = program.GetUniformLocation(Program::UNIFORM_NORMAL_MATRIX);
+  if(Program::UNIFORM_UNKNOWN != loc)
   {
     Matrix3 normalMatrix;
     normalMatrix = modelViewMatrix;
     normalMatrix.Invert();
     normalMatrix.Transpose();
-    program.SetUniformMatrix3fv( loc, 1, normalMatrix.AsFloat() );
+    program.SetUniformMatrix3fv(loc, 1, normalMatrix.AsFloat());
   }
 }
 
-}
+} // namespace
 
 namespace Render
 {
-
-Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
-                         Render::Geometry* geometry,
-                         uint32_t blendingBitmask,
-                         const Vector4& blendColor,
-                         FaceCullingMode::Type faceCullingMode,
-                         bool preMultipliedAlphaEnabled,
-                         DepthWriteMode::Type depthWriteMode,
-                         DepthTestMode::Type depthTestMode,
-                         DepthFunction::Type depthFunction,
-                         StencilParameters& stencilParameters )
-{
-  return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
-                       faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
-                       depthFunction, stencilParameters );
-}
-
-Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
-                    Render::Geometry* geometry,
-                    uint32_t blendingBitmask,
-                    const Vector4& blendColor,
-                    FaceCullingMode::Type faceCullingMode,
-                    bool preMultipliedAlphaEnabled,
-                    DepthWriteMode::Type depthWriteMode,
-                    DepthTestMode::Type depthTestMode,
-                    DepthFunction::Type depthFunction,
-                    StencilParameters& stencilParameters )
-: mRenderDataProvider( dataProvider ),
-  mContext( NULL),
-  mGeometry( geometry ),
+Renderer* Renderer::New(SceneGraph::RenderDataProvider* dataProvider,
+                        Render::Geometry*               geometry,
+                        uint32_t                        blendingBitmask,
+                        const Vector4&                  blendColor,
+                        FaceCullingMode::Type           faceCullingMode,
+                        bool                            preMultipliedAlphaEnabled,
+                        DepthWriteMode::Type            depthWriteMode,
+                        DepthTestMode::Type             depthTestMode,
+                        DepthFunction::Type             depthFunction,
+                        StencilParameters&              stencilParameters)
+{
+  return new Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters);
+}
+
+Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
+                   Render::Geometry*               geometry,
+                   uint32_t                        blendingBitmask,
+                   const Vector4&                  blendColor,
+                   FaceCullingMode::Type           faceCullingMode,
+                   bool                            preMultipliedAlphaEnabled,
+                   DepthWriteMode::Type            depthWriteMode,
+                   DepthTestMode::Type             depthTestMode,
+                   DepthFunction::Type             depthFunction,
+                   StencilParameters&              stencilParameters)
+: mRenderDataProvider(dataProvider),
+  mContext(nullptr),
+  mGeometry(geometry),
+  mProgramCache(nullptr),
   mUniformIndexMap(),
   mAttributesLocation(),
   mUniformsHash(),
-  mStencilParameters( stencilParameters ),
+  mStencilParameters(stencilParameters),
   mBlendingOptions(),
-  mIndexedDrawFirstElement( 0 ),
-  mIndexedDrawElementsCount( 0 ),
-  mDepthFunction( depthFunction ),
-  mFaceCullingMode( faceCullingMode ),
-  mDepthWriteMode( depthWriteMode ),
-  mDepthTestMode( depthTestMode ),
-  mUpdateAttributesLocation( true ),
-  mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ),
-  mShaderChanged( false ),
-  mUpdated( true )
-{
-  if( blendingBitmask != 0u )
+  mIndexedDrawFirstElement(0),
+  mIndexedDrawElementsCount(0),
+  mDepthFunction(depthFunction),
+  mFaceCullingMode(faceCullingMode),
+  mDepthWriteMode(depthWriteMode),
+  mDepthTestMode(depthTestMode),
+  mUpdateAttributesLocation(true),
+  mPremultipledAlphaEnabled(preMultipliedAlphaEnabled),
+  mShaderChanged(false),
+  mUpdated(true)
+{
+  if(blendingBitmask != 0u)
   {
-    mBlendingOptions.SetBitmask( blendingBitmask );
+    mBlendingOptions.SetBitmask(blendingBitmask);
   }
 
-  mBlendingOptions.SetBlendColor( blendColor );
+  mBlendingOptions.SetBlendColor(blendColor);
 }
 
-void Renderer::Initialize( Context& context )
+void Renderer::Initialize(Context& context, ProgramCache& programCache)
 {
-  mContext = &context;
+  mContext      = &context;
+  mProgramCache = &programCache;
 }
 
-Renderer::~Renderer()
-{
-}
+Renderer::~Renderer() = default;
 
-void Renderer::SetGeometry( Render::Geometry* geometry )
+void Renderer::SetGeometry(Render::Geometry* geometry)
 {
-  mGeometry = geometry;
+  mGeometry                 = geometry;
   mUpdateAttributesLocation = true;
 }
-void Renderer::SetDrawCommands( Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size )
+void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
 {
   mDrawCommands.clear();
-  mDrawCommands.insert( mDrawCommands.end(), pDrawCommands, pDrawCommands+size );
+  mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
 }
 
-void Renderer::SetBlending( Context& context, bool blend )
+void Renderer::SetBlending(Context& context, bool blend)
 {
-  context.SetBlend( blend );
-  if( blend )
+  context.SetBlend(blend);
+  if(blend)
   {
     // Blend color is optional and rarely used
     const Vector4* blendColor = mBlendingOptions.GetBlendColor();
-    if( blendColor )
+    if(blendColor)
     {
-      context.SetCustomBlendColor( *blendColor );
+      context.SetCustomBlendColor(*blendColor);
     }
     else
     {
@@ -197,14 +191,27 @@ void Renderer::SetBlending( Context& context, bool blend )
     }
 
     // Set blend source & destination factors
-    context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(),
-                               mBlendingOptions.GetBlendDestFactorRgb(),
-                               mBlendingOptions.GetBlendSrcFactorAlpha(),
-                               mBlendingOptions.GetBlendDestFactorAlpha() );
+    context.BlendFuncSeparate(mBlendingOptions.GetBlendSrcFactorRgb(),
+                              mBlendingOptions.GetBlendDestFactorRgb(),
+                              mBlendingOptions.GetBlendSrcFactorAlpha(),
+                              mBlendingOptions.GetBlendDestFactorAlpha());
 
     // Set blend equations
-    context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
-                                   mBlendingOptions.GetBlendEquationAlpha() );
+    Dali::DevelBlendEquation::Type rgbEquation   = mBlendingOptions.GetBlendEquationRgb();
+    Dali::DevelBlendEquation::Type alphaEquation = mBlendingOptions.GetBlendEquationAlpha();
+
+    if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
+    {
+      if(rgbEquation != alphaEquation)
+      {
+        DALI_LOG_ERROR("Advanced Blend Equation have to be appried by using BlendEquation.\n");
+      }
+      context.BlendEquation(rgbEquation);
+    }
+    else
+    {
+      context.BlendEquationSeparate(rgbEquation, alphaEquation);
+    }
   }
 
   mUpdated = true;
@@ -219,133 +226,133 @@ void Renderer::GlCleanup()
 {
 }
 
-void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program )
+void Renderer::SetUniforms(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
 {
   // Check if the map has changed
-  DALI_ASSERT_DEBUG( mRenderDataProvider && "No Uniform map data provider available" );
+  DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available");
 
   const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
 
-  if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
-      node.GetUniformMapChanged(bufferIndex) ||
-      mUniformIndexMap.Count() == 0 ||
-      mShaderChanged )
+  if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
+     node.GetUniformMapChanged(bufferIndex) ||
+     mUniformIndexMap.Count() == 0 ||
+     mShaderChanged)
   {
     // Reset shader pointer
     mShaderChanged = false;
 
-    const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
-    const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
+    const SceneGraph::CollectedUniformMap& uniformMap     = uniformMapDataProvider.GetUniformMap(bufferIndex);
+    const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
 
-    uint32_t maxMaps = static_cast<uint32_t>( uniformMap.Count() + uniformMapNode.Count() ); // 4,294,967,295 maps should be enough
-    mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
-    mUniformIndexMap.Resize( maxMaps );
+    uint32_t maxMaps = static_cast<uint32_t>(uniformMap.Count() + uniformMapNode.Count()); // 4,294,967,295 maps should be enough
+    mUniformIndexMap.Clear();                                                              // Clear contents, but keep memory if we don't change size
+    mUniformIndexMap.Resize(maxMaps);
 
     uint32_t mapIndex = 0;
-    for(; mapIndex < uniformMap.Count() ; ++mapIndex )
+    for(; mapIndex < uniformMap.Count(); ++mapIndex)
     {
-      mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr;
-      mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName );
+      mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex].propertyPtr;
+      mUniformIndexMap[mapIndex].uniformIndex  = program.RegisterUniform(uniformMap[mapIndex].uniformName);
     }
 
-    for( uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
+    for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex)
     {
-      uint32_t uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
-      bool found(false);
-      for( uint32_t i = 0; i<uniformMap.Count(); ++i )
+      uint32_t uniformIndex = program.RegisterUniform(uniformMapNode[nodeMapIndex].uniformName);
+      bool     found(false);
+      for(uint32_t i = 0; i < uniformMap.Count(); ++i)
       {
-        if( mUniformIndexMap[i].uniformIndex == uniformIndex )
+        if(mUniformIndexMap[i].uniformIndex == uniformIndex)
         {
-          mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
-          found = true;
+          mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+          found                             = true;
           break;
         }
       }
 
-      if( !found )
+      if(!found)
       {
-        mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
-        mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
+        mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+        mUniformIndexMap[mapIndex].uniformIndex  = uniformIndex;
         ++mapIndex;
       }
     }
 
-    mUniformIndexMap.Resize( mapIndex );
+    mUniformIndexMap.Resize(mapIndex);
   }
 
   // Set uniforms in local map
-  for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
-         end = mUniformIndexMap.End() ;
-       iter != end ;
-       ++iter )
+  for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
+                                     end  = mUniformIndexMap.End();
+      iter != end;
+      ++iter)
   {
-    SetUniformFromProperty( bufferIndex, program, *iter );
+    SetUniformFromProperty(bufferIndex, program, *iter);
   }
 
-  GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE );
-  if( -1 != sizeLoc )
+  GLint sizeLoc = program.GetUniformLocation(Program::UNIFORM_SIZE);
+  if(-1 != sizeLoc)
   {
-    program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z );
+    program.SetSizeUniform3f(sizeLoc, size.x, size.y, size.z);
   }
 }
 
-void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program, UniformIndexMap& map )
+void Renderer::SetUniformFromProperty(BufferIndex bufferIndex, Program& program, UniformIndexMap& map)
 {
   GLint location = program.GetUniformLocation(map.uniformIndex);
-  if( Program::UNIFORM_UNKNOWN != location )
+  if(Program::UNIFORM_UNKNOWN != location)
   {
     // switch based on property type to use correct GL uniform setter
-    switch ( map.propertyValue->GetType() )
+    switch(map.propertyValue->GetType())
     {
       case Property::INTEGER:
       {
-        program.SetUniform1i( location, map.propertyValue->GetInteger( bufferIndex ) );
+        program.SetUniform1i(location, map.propertyValue->GetInteger(bufferIndex));
         break;
       }
       case Property::FLOAT:
       {
-        program.SetUniform1f( location, map.propertyValue->GetFloat( bufferIndex ) );
+        program.SetUniform1f(location, map.propertyValue->GetFloat(bufferIndex));
         break;
       }
       case Property::VECTOR2:
       {
-        Vector2 value( map.propertyValue->GetVector2( bufferIndex ) );
-        program.SetUniform2f( location, value.x, value.y );
+        Vector2 value(map.propertyValue->GetVector2(bufferIndex));
+        program.SetUniform2f(location, value.x, value.y);
         break;
       }
 
       case Property::VECTOR3:
       {
-        Vector3 value( map.propertyValue->GetVector3( bufferIndex ) );
-        program.SetUniform3f( location, value.x, value.y, value.z );
+        Vector3 value(map.propertyValue->GetVector3(bufferIndex));
+        program.SetUniform3f(location, value.x, value.y, value.z);
         break;
       }
 
       case Property::VECTOR4:
       {
-        Vector4 value( map.propertyValue->GetVector4( bufferIndex ) );
-        program.SetUniform4f( location, value.x, value.y, value.z, value.w );
+        Vector4 value(map.propertyValue->GetVector4(bufferIndex));
+        program.SetUniform4f(location, value.x, value.y, value.z, value.w);
         break;
       }
 
       case Property::ROTATION:
       {
-        Quaternion value( map.propertyValue->GetQuaternion( bufferIndex ) );
-        program.SetUniform4f( location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w );
+        Quaternion value(map.propertyValue->GetQuaternion(bufferIndex));
+        program.SetUniform4f(location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w);
         break;
       }
 
       case Property::MATRIX:
       {
         const Matrix& value = map.propertyValue->GetMatrix(bufferIndex);
-        program.SetUniformMatrix4fv(location, 1, value.AsFloat() );
+        program.SetUniformMatrix4fv(location, 1, value.AsFloat());
         break;
       }
 
       case Property::MATRIX3:
       {
         const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex);
-        program.SetUniformMatrix3fv(location, 1, value.AsFloat() );
+        program.SetUniformMatrix3fv(location, 1, value.AsFloat());
         break;
       }
 
@@ -358,23 +365,23 @@ void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program
   }
 }
 
-bool Renderer::BindTextures( Context& context, Program& program, Vector<GLuint>& boundTextures )
+bool Renderer::BindTextures(Context& context, Program& program, Vector<GLuint>& boundTextures)
 {
   uint32_t textureUnit = 0;
-  bool result = true;
+  bool     result      = true;
 
-  GLint uniformLocation(-1);
-  std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
-  std::vector<Render::Texture*>& textures( mRenderDataProvider->GetTextures() );
-  for( uint32_t i = 0; i < static_cast<uint32_t>( textures.size() ) && result; ++i ) // not expecting more than uint32_t of textures
+  GLint                          uniformLocation(-1);
+  std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
+  std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
+  for(uint32_t i = 0; i < static_cast<uint32_t>(textures.size()) && result; ++i) // not expecting more than uint32_t of textures
   {
-    if( textures[i] )
+    if(textures[i])
     {
-      result = textures[i]->Bind(context, textureUnit, samplers[i] );
-      boundTextures.PushBack( textures[i]->GetId() );
-      if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
+      result = textures[i]->Bind(context, textureUnit, samplers[i]);
+      boundTextures.PushBack(textures[i]->GetId());
+      if(result && program.GetSamplerUniformLocation(i, uniformLocation))
       {
-        program.SetUniform1i( uniformLocation, textureUnit );
+        program.SetUniform1i(uniformLocation, textureUnit);
         ++textureUnit;
       }
     }
@@ -383,52 +390,52 @@ bool Renderer::BindTextures( Context& context, Program& program, Vector<GLuint>&
   return result;
 }
 
-void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
+void Renderer::SetFaceCullingMode(FaceCullingMode::Type mode)
 {
-  mFaceCullingMode =  mode;
-  mUpdated = true;
+  mFaceCullingMode = mode;
+  mUpdated         = true;
 }
 
-void Renderer::SetBlendingBitMask( uint32_t bitmask )
+void Renderer::SetBlendingBitMask(uint32_t bitmask)
 {
-  mBlendingOptions.SetBitmask( bitmask );
+  mBlendingOptions.SetBitmask(bitmask);
   mUpdated = true;
 }
 
-void Renderer::SetBlendColor( const Vector4& color )
+void Renderer::SetBlendColor(const Vector4& color)
 {
-  mBlendingOptions.SetBlendColor( color );
+  mBlendingOptions.SetBlendColor(color);
   mUpdated = true;
 }
 
-void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
+void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
 {
   mIndexedDrawFirstElement = firstElement;
-  mUpdated = true;
+  mUpdated                 = true;
 }
 
-void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
+void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
 {
   mIndexedDrawElementsCount = elementsCount;
-  mUpdated = true;
+  mUpdated                  = true;
 }
 
-void Renderer::EnablePreMultipliedAlpha( bool enable )
+void Renderer::EnablePreMultipliedAlpha(bool enable)
 {
   mPremultipledAlphaEnabled = enable;
-  mUpdated = true;
+  mUpdated                  = true;
 }
 
-void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
+void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
 {
   mDepthWriteMode = depthWriteMode;
-  mUpdated = true;
+  mUpdated        = true;
 }
 
-void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
 {
   mDepthTestMode = depthTestMode;
-  mUpdated = true;
+  mUpdated       = true;
 }
 
 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
@@ -441,10 +448,10 @@ DepthTestMode::Type Renderer::GetDepthTestMode() const
   return mDepthTestMode;
 }
 
-void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
 {
   mDepthFunction = depthFunction;
-  mUpdated = true;
+  mUpdated       = true;
 }
 
 DepthFunction::Type Renderer::GetDepthFunction() const
@@ -452,10 +459,10 @@ DepthFunction::Type Renderer::GetDepthFunction() const
   return mDepthFunction;
 }
 
-void Renderer::SetRenderMode( RenderMode::Type renderMode )
+void Renderer::SetRenderMode(RenderMode::Type renderMode)
 {
   mStencilParameters.renderMode = renderMode;
-  mUpdated = true;
+  mUpdated                      = true;
 }
 
 RenderMode::Type Renderer::GetRenderMode() const
@@ -463,10 +470,10 @@ RenderMode::Type Renderer::GetRenderMode() const
   return mStencilParameters.renderMode;
 }
 
-void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
 {
   mStencilParameters.stencilFunction = stencilFunction;
-  mUpdated = true;
+  mUpdated                           = true;
 }
 
 StencilFunction::Type Renderer::GetStencilFunction() const
@@ -474,10 +481,10 @@ StencilFunction::Type Renderer::GetStencilFunction() const
   return mStencilParameters.stencilFunction;
 }
 
-void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
 {
   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
-  mUpdated = true;
+  mUpdated                               = true;
 }
 
 int Renderer::GetStencilFunctionMask() const
@@ -485,10 +492,10 @@ int Renderer::GetStencilFunctionMask() const
   return mStencilParameters.stencilFunctionMask;
 }
 
-void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
 {
   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
-  mUpdated = true;
+  mUpdated                                    = true;
 }
 
 int Renderer::GetStencilFunctionReference() const
@@ -496,10 +503,10 @@ int Renderer::GetStencilFunctionReference() const
   return mStencilParameters.stencilFunctionReference;
 }
 
-void Renderer::SetStencilMask( int stencilMask )
+void Renderer::SetStencilMask(int stencilMask)
 {
   mStencilParameters.stencilMask = stencilMask;
-  mUpdated = true;
+  mUpdated                       = true;
 }
 
 int Renderer::GetStencilMask() const
@@ -507,10 +514,10 @@ int Renderer::GetStencilMask() const
   return mStencilParameters.stencilMask;
 }
 
-void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
 {
   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
-  mUpdated = true;
+  mUpdated                                  = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnFail() const
@@ -518,10 +525,10 @@ StencilOperation::Type Renderer::GetStencilOperationOnFail() const
   return mStencilParameters.stencilOperationOnFail;
 }
 
-void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
 {
   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
-  mUpdated = true;
+  mUpdated                                   = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
@@ -529,10 +536,10 @@ StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
   return mStencilParameters.stencilOperationOnZFail;
 }
 
-void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
 {
   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
-  mUpdated = true;
+  mUpdated                                   = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
@@ -540,37 +547,37 @@ StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
   return mStencilParameters.stencilOperationOnZPass;
 }
 
-void Renderer::Upload( Context& context )
+void Renderer::Upload(Context& context)
 {
-  mGeometry->Upload( context );
+  mGeometry->Upload(context);
 }
 
-void Renderer::Render( Context& context,
-                       BufferIndex bufferIndex,
-                       const SceneGraph::NodeDataProvider& node,
-                       const Matrix& modelMatrix,
-                       const Matrix& modelViewMatrix,
-                       const Matrix& viewMatrix,
-                       const Matrix& projectionMatrix,
-                       const Vector3& size,
-                       bool blend,
-                       Vector<GLuint>& boundTextures,
-                       const Dali::Internal::SceneGraph::RenderInstruction& instruction,
-                       uint32_t queueIndex )
+void Renderer::Render(Context&                                             context,
+                      BufferIndex                                          bufferIndex,
+                      const SceneGraph::NodeDataProvider&                  node,
+                      const Matrix&                                        modelMatrix,
+                      const Matrix&                                        modelViewMatrix,
+                      const Matrix&                                        viewMatrix,
+                      const Matrix&                                        projectionMatrix,
+                      const Vector3&                                       size,
+                      bool                                                 blend,
+                      Vector<GLuint>&                                      boundTextures,
+                      const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+                      uint32_t                                             queueIndex)
 {
   // Before doing anything test if the call happens in the right queue
-  if( mDrawCommands.empty() && queueIndex > 0 )
+  if(mDrawCommands.empty() && queueIndex > 0)
   {
     return;
   }
 
   // Prepare commands
   std::vector<DevelRenderer::DrawCommand*> commands;
-  for( auto& cmd : mDrawCommands )
+  for(auto& cmd : mDrawCommands)
   {
     if(cmd.queue == queueIndex)
     {
-      commands.emplace_back( &cmd );
+      commands.emplace_back(&cmd);
     }
   }
 
@@ -580,20 +587,23 @@ void Renderer::Render( Context& context,
     return;
   }
 
-  // Get the program to use:
-  Program* program = mRenderDataProvider->GetShader().GetProgram();
-  if( !program )
+  // Get the program to use
+  // The program cache owns the Program object so we don't need to worry about this raw allocation here.
+  ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData();
+  Program*      program    = Program::New(*mProgramCache, shaderData, (shaderData->GetHints() & Dali::Shader::Hint::MODIFIES_GEOMETRY) != 0x0);
+
+  if(!program)
   {
-    DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) );
+    DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<void*>(&mRenderDataProvider->GetShader()));
     return;
   }
 
   //Set cull face  mode
   const Dali::Internal::SceneGraph::Camera* cam = instruction.GetCamera();
-  if (cam->GetReflectionUsed())
+  if(cam->GetReflectionUsed())
   {
     auto adjFaceCullingMode = mFaceCullingMode;
-    switch( mFaceCullingMode )
+    switch(mFaceCullingMode)
     {
       case FaceCullingMode::Type::FRONT:
       {
@@ -610,67 +620,71 @@ void Renderer::Render( Context& context,
         // nothing to do, leave culling as it is
       }
     }
-    context.CullFace( adjFaceCullingMode );
+    context.CullFace(adjFaceCullingMode);
   }
   else
   {
-    context.CullFace( mFaceCullingMode );
+    context.CullFace(mFaceCullingMode);
   }
 
   // Take the program into use so we can send uniforms to it
   program->Use();
 
-  if( DALI_LIKELY( BindTextures( context, *program, boundTextures ) ) )
+  if(DALI_LIKELY(BindTextures(context, *program, boundTextures)))
   {
     // Only set up and draw if we have textures and they are all valid
 
     // set projection and view matrix if program has not yet received them yet this frame
-    SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
+    SetMatrices(*program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix);
 
     // set color uniform
-    GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
-    if( Program::UNIFORM_UNKNOWN != loc )
+    GLint loc = program->GetUniformLocation(Program::UNIFORM_COLOR);
+    if(Program::UNIFORM_UNKNOWN != loc)
     {
-      const Vector4& color = node.GetRenderColor( bufferIndex );
-      if( mPremultipledAlphaEnabled )
+      const Vector4& color = node.GetRenderColor(bufferIndex);
+      if(mPremultipledAlphaEnabled)
       {
-        float alpha = color.a * mRenderDataProvider->GetOpacity( bufferIndex );
-        program->SetUniform4f( loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha );
+        float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
+        program->SetUniform4f(loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha);
       }
       else
       {
-        program->SetUniform4f( loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity( bufferIndex ) );
+        program->SetUniform4f(loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex));
       }
     }
 
-    SetUniforms( bufferIndex, node, size, *program );
+    SetUniforms(bufferIndex, node, size, *program);
 
-    if( mUpdateAttributesLocation || mGeometry->AttributesChanged() )
+    if(mUpdateAttributesLocation || mGeometry->AttributesChanged())
     {
-      mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
+      mGeometry->GetAttributeLocationFromProgram(mAttributesLocation, *program, bufferIndex);
       mUpdateAttributesLocation = false;
     }
 
+    if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
+    {
+      context.BlendBarrier();
+    }
+
     if(mDrawCommands.empty())
     {
-      SetBlending( context, blend );
+      SetBlending(context, blend);
 
-      mGeometry->Draw( context,
-                       bufferIndex,
-                       mAttributesLocation,
-                       mIndexedDrawFirstElement,
-                       mIndexedDrawElementsCount );
+      mGeometry->Draw(context,
+                      bufferIndex,
+                      mAttributesLocation,
+                      mIndexedDrawFirstElement,
+                      mIndexedDrawElementsCount);
     }
     else
     {
-      for(auto& cmd : commands )
+      for(auto& cmd : commands)
       {
-        if(cmd->queue == queueIndex )
+        if(cmd->queue == queueIndex)
         {
           //Set blending mode
           SetBlending(context, cmd->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend);
-          mGeometry->Draw(context, bufferIndex, mAttributesLocation,
-                          cmd->firstIndex, cmd->elementCount);
+          mGeometry->Draw(context, bufferIndex, mAttributesLocation, cmd->firstIndex, cmd->elementCount);
         }
       }
     }
@@ -678,55 +692,54 @@ void Renderer::Render( Context& context,
   }
 }
 
-void Renderer::SetSortAttributes( BufferIndex bufferIndex,
-                                  SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
+void Renderer::SetSortAttributes(BufferIndex                                             bufferIndex,
+                                 SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
 {
-  sortAttributes.shader = &( mRenderDataProvider->GetShader() );
+  sortAttributes.shader   = &(mRenderDataProvider->GetShader());
   sortAttributes.geometry = mGeometry;
 }
 
-void Renderer::SetShaderChanged( bool value )
+void Renderer::SetShaderChanged(bool value)
 {
   mShaderChanged = value;
 }
 
 bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
 {
-  if (mUpdated)
+  if(mUpdated)
   {
     mUpdated = false;
     return true;
   }
 
-  if (mShaderChanged || mUpdateAttributesLocation || mGeometry->AttributesChanged())
+  if(mShaderChanged || mUpdateAttributesLocation || mGeometry->AttributesChanged())
   {
     return true;
   }
 
-  std::vector<Render::Texture*> textures = mRenderDataProvider->GetTextures();
-  for (Render::Texture* texture : textures)
+  for(const auto& texture : mRenderDataProvider->GetTextures())
   {
-    if (texture && texture->IsNativeImage())
+    if(texture && texture->IsNativeImage())
     {
       return true;
     }
   }
 
-  uint64_t hash = 0xc70f6907UL;
-  const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap( bufferIndex );
-  for (const auto* uniformProperty : uniformMapNode)
+  uint64_t                               hash           = 0xc70f6907UL;
+  const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap(bufferIndex);
+  for(const auto& uniformProperty : uniformMapNode)
   {
-    hash = uniformProperty->propertyPtr->Hash(bufferIndex, hash);
+    hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
   }
 
   const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
-  const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
-  for (const auto* uniformProperty : uniformMap)
+  const SceneGraph::CollectedUniformMap&    uniformMap             = uniformMapDataProvider.GetUniformMap(bufferIndex);
+  for(const auto& uniformProperty : uniformMap)
   {
-    hash = uniformProperty->propertyPtr->Hash(bufferIndex, hash);
+    hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
   }
 
-  if (mUniformsHash != hash)
+  if(mUniformsHash != hash)
   {
     mUniformsHash = hash;
     return true;
@@ -735,7 +748,7 @@ bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvid
   return false;
 }
 
-} // namespace SceneGraph
+} // namespace Render
 
 } // namespace Internal