Implementing Framebuffer object
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index 685c353..3e2d510 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2016 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/internal/render/renderers/render-renderer.h>
 
 // INTERNAL INCLUDES
+#include <dali/graphics-api/graphics-program.h>
+#include <dali/graphics-api/graphics-types.h>
 #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/renderers/render-vertex-buffer.h>
+#include <dali/internal/render/renderers/shader-cache.h>
 #include <dali/internal/render/shaders/program.h>
-#include <dali/internal/render/data-providers/node-data-provider.h>
-#include <dali/internal/render/gl-resources/texture-cache.h>
-#include <dali/internal/render/gl-resources/gl-texture.h>
+#include <dali/internal/render/shaders/scene-graph-shader.h>
+#include <dali/internal/update/common/uniform-map.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace
 {
+// Size of uniform buffer page used when resizing
+constexpr uint32_t UBO_PAGE_SIZE = 8192u;
 
-static Matrix gModelViewProjectionMatrix( false ); ///< a shared matrix to calculate the MVP matrix, dont want to store it in object to reduce storage overhead
-static Matrix3 gNormalMatrix; ///< a shared matrix to calculate normal matrix, dont want to store it in object to reduce storage overhead
+// UBO allocation threshold below which the UBO will shrink
+constexpr auto UBO_SHRINK_THRESHOLD = 0.75f;
 
-/**
- * Helper to set view and projection matrices once per program
- * @param program to set the matrices to
- * @param modelMatrix to set
- * @param viewMatrix to set
- * @param projectionMatrix to set
- * @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 )
+// Helper to get the vertex input format
+Dali::Graphics::VertexInputFormat GetPropertyVertexFormat(Property::Type propertyType)
 {
-  GLint loc = program.GetUniformLocation( Program::UNIFORM_MODEL_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
-  {
-    program.SetUniformMatrix4fv( loc, 1, modelMatrix.AsFloat() );
-  }
-  loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+  Dali::Graphics::VertexInputFormat type{};
+
+  switch(propertyType)
   {
-    if( program.GetViewMatrix() != &viewMatrix )
+    case Property::NONE:
+    case Property::STRING:
+    case Property::ARRAY:
+    case Property::MAP:
+    case Property::EXTENTS:   // i4?
+    case Property::RECTANGLE: // i4/f4?
+    case Property::ROTATION:
     {
-      program.SetViewMatrix( &viewMatrix );
-      program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() );
+      type = Dali::Graphics::VertexInputFormat::UNDEFINED;
+      break;
     }
-  }
-  // 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 )
-  {
-    if( program.GetProjectionMatrix() != &projectionMatrix )
+    case Property::BOOLEAN:
+    {
+      type = Dali::Graphics::VertexInputFormat::UNDEFINED; // type = GL_BYTE; @todo new type for this?
+      break;
+    }
+    case Property::INTEGER:
     {
-      program.SetProjectionMatrix( &projectionMatrix );
-      program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() );
+      type = Dali::Graphics::VertexInputFormat::INTEGER; // (short)
+      break;
+    }
+    case Property::FLOAT:
+    {
+      type = Dali::Graphics::VertexInputFormat::FLOAT;
+      break;
+    }
+    case Property::VECTOR2:
+    {
+      type = Dali::Graphics::VertexInputFormat::FVECTOR2;
+      break;
+    }
+    case Property::VECTOR3:
+    {
+      type = Dali::Graphics::VertexInputFormat::FVECTOR3;
+      break;
+    }
+    case Property::VECTOR4:
+    {
+      type = Dali::Graphics::VertexInputFormat::FVECTOR4;
+      break;
+    }
+    case Property::MATRIX3:
+    {
+      type = Dali::Graphics::VertexInputFormat::FLOAT;
+      break;
+    }
+    case Property::MATRIX:
+    {
+      type = Dali::Graphics::VertexInputFormat::FLOAT;
+      break;
     }
   }
-  loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX);
-  if( Program::UNIFORM_UNKNOWN != loc )
+
+  return type;
+}
+
+constexpr Graphics::CullMode ConvertCullFace(Dali::FaceCullingMode::Type mode)
+{
+  switch(mode)
   {
-    program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() );
+    case Dali::FaceCullingMode::NONE:
+    {
+      return Graphics::CullMode::NONE;
+    }
+    case Dali::FaceCullingMode::FRONT:
+    {
+      return Graphics::CullMode::FRONT;
+    }
+    case Dali::FaceCullingMode::BACK:
+    {
+      return Graphics::CullMode::BACK;
+    }
+    case Dali::FaceCullingMode::FRONT_AND_BACK:
+    {
+      return Graphics::CullMode::FRONT_AND_BACK;
+    }
   }
+  return Graphics::CullMode::NONE;
+}
 
-  loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+constexpr Graphics::BlendFactor ConvertBlendFactor(BlendFactor::Type blendFactor)
+{
+  switch(blendFactor)
   {
-    Matrix::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
-    program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.AsFloat() );
+    case BlendFactor::ZERO:
+      return Graphics::BlendFactor::ZERO;
+    case BlendFactor::ONE:
+      return Graphics::BlendFactor::ONE;
+    case BlendFactor::SRC_COLOR:
+      return Graphics::BlendFactor::SRC_COLOR;
+    case BlendFactor::ONE_MINUS_SRC_COLOR:
+      return Graphics::BlendFactor::ONE_MINUS_SRC_COLOR;
+    case BlendFactor::SRC_ALPHA:
+      return Graphics::BlendFactor::SRC_ALPHA;
+    case BlendFactor::ONE_MINUS_SRC_ALPHA:
+      return Graphics::BlendFactor::ONE_MINUS_SRC_ALPHA;
+    case BlendFactor::DST_ALPHA:
+      return Graphics::BlendFactor::DST_ALPHA;
+    case BlendFactor::ONE_MINUS_DST_ALPHA:
+      return Graphics::BlendFactor::ONE_MINUS_DST_ALPHA;
+    case BlendFactor::DST_COLOR:
+      return Graphics::BlendFactor::DST_COLOR;
+    case BlendFactor::ONE_MINUS_DST_COLOR:
+      return Graphics::BlendFactor::ONE_MINUS_DST_COLOR;
+    case BlendFactor::SRC_ALPHA_SATURATE:
+      return Graphics::BlendFactor::SRC_ALPHA_SATURATE;
+    case BlendFactor::CONSTANT_COLOR:
+      return Graphics::BlendFactor::CONSTANT_COLOR;
+    case BlendFactor::ONE_MINUS_CONSTANT_COLOR:
+      return Graphics::BlendFactor::ONE_MINUS_CONSTANT_COLOR;
+    case BlendFactor::CONSTANT_ALPHA:
+      return Graphics::BlendFactor::CONSTANT_ALPHA;
+    case BlendFactor::ONE_MINUS_CONSTANT_ALPHA:
+      return Graphics::BlendFactor::ONE_MINUS_CONSTANT_ALPHA;
   }
+  return Graphics::BlendFactor{};
+}
 
-  loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+constexpr Graphics::BlendOp ConvertBlendEquation(DevelBlendEquation::Type blendEquation)
+{
+  switch(blendEquation)
   {
-    gNormalMatrix = modelViewMatrix;
-    gNormalMatrix.Invert();
-    gNormalMatrix.Transpose();
-    program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() );
+    case DevelBlendEquation::ADD:
+      return Graphics::BlendOp::ADD;
+    case DevelBlendEquation::SUBTRACT:
+      return Graphics::BlendOp::SUBTRACT;
+    case DevelBlendEquation::REVERSE_SUBTRACT:
+      return Graphics::BlendOp::REVERSE_SUBTRACT;
+    case DevelBlendEquation::COLOR:
+    case DevelBlendEquation::COLOR_BURN:
+    case DevelBlendEquation::COLOR_DODGE:
+    case DevelBlendEquation::DARKEN:
+    case DevelBlendEquation::DIFFERENCE:
+    case DevelBlendEquation::EXCLUSION:
+    case DevelBlendEquation::HARD_LIGHT:
+    case DevelBlendEquation::HUE:
+    case DevelBlendEquation::LIGHTEN:
+    case DevelBlendEquation::LUMINOSITY:
+    case DevelBlendEquation::MAX:
+    case DevelBlendEquation::MIN:
+    case DevelBlendEquation::MULTIPLY:
+    case DevelBlendEquation::OVERLAY:
+    case DevelBlendEquation::SATURATION:
+    case DevelBlendEquation::SCREEN:
+    case DevelBlendEquation::SOFT_LIGHT:
+      return Graphics::BlendOp{};
   }
+  return Graphics::BlendOp{};
 }
 
+/**
+ * Helper function to calculate the correct alignment of data for uniform buffers
+ * @param dataSize size of uniform buffer
+ * @return aligned offset of data
+ */
+inline uint32_t GetUniformBufferDataAlignment(uint32_t dataSize)
+{
+  return ((dataSize / 256u) + ((dataSize % 256u) ? 1u : 0u)) * 256u;
 }
 
+} // 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::New( SceneGraph::RenderDataProvider* dataProvider,
-                         Render::Geometry* geometry,
-                         unsigned int 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,
-                    unsigned int blendingBitmask,
-                    const Vector4* blendColor,
-                    FaceCullingMode::Type faceCullingMode,
-                    bool preMultipliedAlphaEnabled,
-                    DepthWriteMode::Type depthWriteMode,
-                    DepthTestMode::Type depthTestMode,
-                    DepthFunction::Type depthFunction,
-                    StencilParameters& stencilParameters )
-: mRenderDataProvider( dataProvider ),
-  mContext( NULL),
-  mTextureCache( NULL ),
-  mGeometry( geometry ),
+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)
+: mGraphicsController(nullptr),
+  mRenderDataProvider(dataProvider),
+  mContext(nullptr),
+  mGeometry(geometry),
+  mProgramCache(nullptr),
   mUniformIndexMap(),
-  mAttributesLocation(),
-  mStencilParameters( stencilParameters ),
+  mAttributeLocations(),
+  mUniformsHash(),
+  mStencilParameters(stencilParameters),
   mBlendingOptions(),
-  mIndexedDrawFirstElement( 0 ),
-  mIndexedDrawElementsCount( 0 ),
-  mDepthFunction( depthFunction ),
-  mFaceCullingMode( faceCullingMode ),
-  mDepthWriteMode( depthWriteMode ),
-  mDepthTestMode( depthTestMode ),
-  mUpdateAttributesLocation( true ),
-  mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ),
-  mBatchingEnabled( false )
+  mIndexedDrawFirstElement(0),
+  mIndexedDrawElementsCount(0),
+  mDepthFunction(depthFunction),
+  mFaceCullingMode(faceCullingMode),
+  mDepthWriteMode(depthWriteMode),
+  mDepthTestMode(depthTestMode),
+  mUpdateAttributeLocations(true),
+  mPremultipledAlphaEnabled(preMultipliedAlphaEnabled),
+  mShaderChanged(false),
+  mUpdated(true)
 {
-  if(  blendingBitmask != 0u )
+  if(blendingBitmask != 0u)
   {
-    mBlendingOptions.SetBitmask( blendingBitmask );
+    mBlendingOptions.SetBitmask(blendingBitmask);
   }
 
-  if( blendColor )
-  {
-    mBlendingOptions.SetBlendColor( *blendColor );
-  }
+  mBlendingOptions.SetBlendColor(blendColor);
 }
 
-void Renderer::Initialize( Context& context, SceneGraph::TextureCache& textureCache )
+void Renderer::Initialize(Context& context, Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager)
 {
-  mContext = &context;
-  mTextureCache = &textureCache;
+  mContext              = &context;
+  mGraphicsController   = &graphicsController;
+  mProgramCache         = &programCache;
+  mShaderCache          = &shaderCache;
+  mUniformBufferManager = &uniformBufferManager;
 }
 
-Renderer::~Renderer()
-{
-}
+Renderer::~Renderer() = default;
 
-void Renderer::SetRenderDataProvider( SceneGraph::RenderDataProvider* dataProvider )
+void Renderer::SetGeometry(Render::Geometry* geometry)
 {
-  mRenderDataProvider = dataProvider;
-  mUpdateAttributesLocation = true;
-
-  //Check that the number of textures match the number of samplers in the shader
-  size_t textureCount =  dataProvider->GetNewTextures().size();
-  Program* program = dataProvider->GetShader().GetProgram();
-  if( program && program->GetActiveSamplerCount() != textureCount )
-  {
-    DALI_LOG_WARNING("The number of active samplers in the shader(%lu) does not match the number of textures in the TextureSet(%lu)\n",
-                   program->GetActiveSamplerCount(),
-                   textureCount );
-  }
+  mGeometry                 = geometry;
+  mUpdateAttributeLocations = true;
 }
-
-void Renderer::SetGeometry( Render::Geometry* geometry )
+void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
 {
-  mGeometry = geometry;
-  mUpdateAttributesLocation = true;
-}
-
-void Renderer::SetBlending( Context& context, bool blend )
-{
-  context.SetBlend( blend );
-  if( blend )
-  {
-    // Blend color is optional and rarely used
-    const Vector4* blendColor = mBlendingOptions.GetBlendColor();
-    if( blendColor )
-    {
-      context.SetCustomBlendColor( *blendColor );
-    }
-    else
-    {
-      context.SetDefaultBlendColor();
-    }
-
-    // Set blend source & destination factors
-    context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(),
-                               mBlendingOptions.GetBlendDestFactorRgb(),
-                               mBlendingOptions.GetBlendSrcFactorAlpha(),
-                               mBlendingOptions.GetBlendDestFactorAlpha() );
-
-    // Set blend equations
-    context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
-                                   mBlendingOptions.GetBlendEquationAlpha() );
-  }
+  mDrawCommands.clear();
+  mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
 }
 
 void Renderer::GlContextDestroyed()
@@ -231,128 +301,63 @@ void Renderer::GlCleanup()
 {
 }
 
-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" );
-
-  const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
-
-  if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
-      node.GetUniformMapChanged(bufferIndex))
-  {
-    const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
-    const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
-
-    unsigned int maxMaps = uniformMap.Count() + uniformMapNode.Count();
-    mUniformIndexMap.Clear(); // Clear contents, but keep memory if we don't change size
-    mUniformIndexMap.Resize( maxMaps );
-
-    unsigned int mapIndex(0);
-    for(; mapIndex < uniformMap.Count() ; ++mapIndex )
-    {
-      mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr;
-      mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName );
-    }
-
-    for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
-    {
-      unsigned int uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
-      bool found(false);
-      for( unsigned int i(0); i<uniformMap.Count(); ++i )
-      {
-        if( mUniformIndexMap[i].uniformIndex == uniformIndex )
-        {
-          mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
-          found = true;
-          break;
-        }
-      }
-
-      if( !found )
-      {
-        mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
-        mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
-        ++mapIndex;
-      }
-    }
-
-    mUniformIndexMap.Resize( mapIndex );
-  }
-
-  // Set uniforms in local map
-  for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
-         end = mUniformIndexMap.End() ;
-       iter != end ;
-       ++iter )
-  {
-    SetUniformFromProperty( bufferIndex, program, *iter );
-  }
-
-  GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE );
-  if( -1 != sizeLoc )
-  {
-    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;
       }
 
@@ -365,68 +370,90 @@ void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program
   }
 }
 
-bool Renderer::BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program )
+void Renderer::BindTextures(Program& program, Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures)
 {
-  unsigned int textureUnit = 0;
-  bool result = true;
+  uint32_t textureUnit = 0;
+
+  GLint                          uniformLocation(-1);
+  std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
+  std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
 
-  GLint uniformLocation(-1);
-  std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
-  std::vector<Render::NewTexture*>& newTextures( mRenderDataProvider->GetNewTextures() );
-  for( size_t i(0); i<newTextures.size() && result; ++i )
+  std::vector<Graphics::TextureBinding> textureBindings;
+  for(uint32_t i = 0; i < static_cast<uint32_t>(textures.size()); ++i) // not expecting more than uint32_t of textures
   {
-    if( newTextures[i] )
+    if(textures[i] && textures[i]->GetGraphicsObject())
     {
-      result = newTextures[i]->Bind(context, textureUnit, samplers[i] );
-      if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
+      if(program.GetSamplerUniformLocation(i, uniformLocation))
       {
-        program.SetUniform1i( uniformLocation, textureUnit );
+        // if the sampler exists,
+        //   if it's default, delete the graphics object
+        //   otherwise re-initialize it if dirty
+
+        const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject()
+                                                                : nullptr);
+
+        boundTextures.PushBack(textures[i]->GetGraphicsObject());
+        const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
+        textureBindings.push_back(textureBinding);
+
+        program.SetUniform1i(uniformLocation, textureUnit); // Get through shader reflection
         ++textureUnit;
       }
     }
   }
 
-  return result;
+  if(textureBindings.size() > 0)
+  {
+    commandBuffer.BindTextures(textureBindings);
+  }
 }
 
-void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
+void Renderer::SetFaceCullingMode(FaceCullingMode::Type mode)
 {
-  mFaceCullingMode =  mode;
+  mFaceCullingMode = mode;
+  mUpdated         = true;
 }
 
-void Renderer::SetBlendingBitMask( unsigned int 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( size_t firstElement )
+void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
 {
   mIndexedDrawFirstElement = firstElement;
+  mUpdated                 = true;
 }
 
-void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
+void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
 {
   mIndexedDrawElementsCount = elementsCount;
+  mUpdated                  = true;
 }
 
-void Renderer::EnablePreMultipliedAlpha( bool enable )
+void Renderer::EnablePreMultipliedAlpha(bool enable)
 {
   mPremultipledAlphaEnabled = enable;
+  mUpdated                  = true;
 }
 
-void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
+void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
 {
   mDepthWriteMode = depthWriteMode;
+  mUpdated        = true;
 }
 
-void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
 {
   mDepthTestMode = depthTestMode;
+  mUpdated       = true;
 }
 
 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
@@ -439,9 +466,10 @@ DepthTestMode::Type Renderer::GetDepthTestMode() const
   return mDepthTestMode;
 }
 
-void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
 {
   mDepthFunction = depthFunction;
+  mUpdated       = true;
 }
 
 DepthFunction::Type Renderer::GetDepthFunction() const
@@ -449,9 +477,10 @@ DepthFunction::Type Renderer::GetDepthFunction() const
   return mDepthFunction;
 }
 
-void Renderer::SetRenderMode( RenderMode::Type renderMode )
+void Renderer::SetRenderMode(RenderMode::Type renderMode)
 {
   mStencilParameters.renderMode = renderMode;
+  mUpdated                      = true;
 }
 
 RenderMode::Type Renderer::GetRenderMode() const
@@ -459,9 +488,10 @@ 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;
 }
 
 StencilFunction::Type Renderer::GetStencilFunction() const
@@ -469,9 +499,10 @@ StencilFunction::Type Renderer::GetStencilFunction() const
   return mStencilParameters.stencilFunction;
 }
 
-void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
 {
   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+  mUpdated                               = true;
 }
 
 int Renderer::GetStencilFunctionMask() const
@@ -479,9 +510,10 @@ int Renderer::GetStencilFunctionMask() const
   return mStencilParameters.stencilFunctionMask;
 }
 
-void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
 {
   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+  mUpdated                                    = true;
 }
 
 int Renderer::GetStencilFunctionReference() const
@@ -489,9 +521,10 @@ int Renderer::GetStencilFunctionReference() const
   return mStencilParameters.stencilFunctionReference;
 }
 
-void Renderer::SetStencilMask( int stencilMask )
+void Renderer::SetStencilMask(int stencilMask)
 {
   mStencilParameters.stencilMask = stencilMask;
+  mUpdated                       = true;
 }
 
 int Renderer::GetStencilMask() const
@@ -499,9 +532,10 @@ int Renderer::GetStencilMask() const
   return mStencilParameters.stencilMask;
 }
 
-void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
 {
   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+  mUpdated                                  = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnFail() const
@@ -509,9 +543,10 @@ 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;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
@@ -519,9 +554,10 @@ 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;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
@@ -529,90 +565,702 @@ StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
   return mStencilParameters.stencilOperationOnZPass;
 }
 
-void Renderer::SetBatchingEnabled( bool batchingEnabled )
+void Renderer::Upload()
 {
-  mBatchingEnabled = batchingEnabled;
+  mGeometry->Upload(*mGraphicsController);
 }
 
-void Renderer::Render( Context& context,
-                       SceneGraph::TextureCache& textureCache,
-                       BufferIndex bufferIndex,
-                       const SceneGraph::NodeDataProvider& node,
-                       SceneGraph::Shader& defaultShader,
-                       const Matrix& modelMatrix,
-                       const Matrix& modelViewMatrix,
-                       const Matrix& viewMatrix,
-                       const Matrix& projectionMatrix,
-                       const Vector3& size,
-                       Render::Geometry* externalGeometry,
-                       bool blend )
+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<Graphics::Texture*>&                          boundTextures,
+                      const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+                      uint32_t                                             queueIndex)
 {
-  // Get the program to use:
-  Program* program = mRenderDataProvider->GetShader().GetProgram();
-  if( !program )
+  // Before doing anything test if the call happens in the right queue
+  if(mDrawCommands.empty() && queueIndex > 0)
   {
-    // if program is NULL it means this is a custom shader with non matching geometry type so we need to use default shaders program
-    program = defaultShader.GetProgram();
-    DALI_ASSERT_DEBUG( program && "Default shader should always have a program available." );
-    if( !program )
+    return;
+  }
+
+  // Prepare commands
+  std::vector<DevelRenderer::DrawCommand*> commands;
+  for(auto& cmd : mDrawCommands)
+  {
+    if(cmd.queue == queueIndex)
     {
-      DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", (void*)&mRenderDataProvider->GetShader() );
-      return;
+      commands.emplace_back(&cmd);
     }
   }
 
-  //Set cull face  mode
-  context.CullFace( mFaceCullingMode );
+  // Have commands but nothing to be drawn - abort
+  if(!mDrawCommands.empty() && commands.empty())
+  {
+    return;
+  }
+
+  // Create command buffer if not present
+  if(!mGraphicsCommandBuffer)
+  {
+    mGraphicsCommandBuffer = mGraphicsController->CreateCommandBuffer(
+      Graphics::CommandBufferCreateInfo()
+        .SetLevel(Graphics::CommandBufferLevel::SECONDARY),
+      nullptr);
+  }
+  else
+  {
+    mGraphicsCommandBuffer->Reset();
+  }
 
-  //Set blending mode
-  SetBlending( context, blend );
+  auto& commandBuffer = mGraphicsCommandBuffer;
 
-  // Take the program into use so we can send uniforms to it
-  program->Use();
+  // Set blending mode
+  if(!mDrawCommands.empty())
+  {
+    blend = (commands[0]->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend);
+  }
 
-  if( DALI_LIKELY( BindTextures( context, textureCache, *program ) ) )
+  // Create Program
+  ShaderDataPtr            shaderData   = mRenderDataProvider->GetShader().GetShaderData();
+  const std::vector<char>& vertShader   = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::VERTEX_SHADER);
+  const std::vector<char>& fragShader   = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER);
+  Dali::Graphics::Shader&  vertexShader = mShaderCache->GetShader(
+    vertShader,
+    Graphics::PipelineStage::VERTEX_SHADER,
+    shaderData->GetSourceMode());
+
+  Dali::Graphics::Shader& fragmentShader = mShaderCache->GetShader(
+    fragShader,
+    Graphics::PipelineStage::FRAGMENT_SHADER,
+    shaderData->GetSourceMode());
+
+  std::vector<Graphics::ShaderState> shaderStates{
+    Graphics::ShaderState()
+      .SetShader(vertexShader)
+      .SetPipelineStage(Graphics::PipelineStage::VERTEX_SHADER),
+    Graphics::ShaderState()
+      .SetShader(fragmentShader)
+      .SetPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER)};
+
+  auto createInfo = Graphics::ProgramCreateInfo();
+  createInfo.SetShaderState(shaderStates);
+
+  auto     graphicsProgram = mGraphicsController->CreateProgram(createInfo, nullptr);
+  Program* program         = Program::New(*mProgramCache,
+                                  shaderData,
+                                  *mGraphicsController,
+                                  std::move(graphicsProgram),
+                                  (shaderData->GetHints() & Dali::Shader::Hint::MODIFIES_GEOMETRY) != 0x0);
+
+  if(!program)
   {
-    // Only set up and draw if we have textures and they are all valid
+    DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<void*>(&mRenderDataProvider->GetShader()));
+    return;
+  }
+
+  // Temporarily create a pipeline here - this will be used for transporting
+  // topology, vertex format, attrs, rasterization state
+  mGraphicsPipeline = PrepareGraphicsPipeline(*program, instruction, blend, std::move(mGraphicsPipeline));
+
+  commandBuffer->BindPipeline(*mGraphicsPipeline.get());
+
+  BindTextures(*program, *commandBuffer.get(), boundTextures);
+
+  BuildUniformIndexMap(bufferIndex, node, size, *program);
 
-    // set projection and view matrix if program has not yet received them yet this frame
-    SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
+  WriteUniformBuffer(bufferIndex, *commandBuffer.get(), program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size);
 
-    // set color uniform
-    GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
-    if( Program::UNIFORM_UNKNOWN != loc )
+  bool drawn = false; // Draw can fail if there are no vertex buffers or they haven't been uploaded yet
+                      // @todo We should detect this case much earlier to prevent unnecessary work
+
+  //@todo manage mDrawCommands in the same way as above command buffer?!
+  if(mDrawCommands.empty())
+  {
+    drawn = mGeometry->Draw(*mGraphicsController, *commandBuffer.get(), mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+  }
+  else
+  {
+    for(auto& cmd : commands)
     {
-      const Vector4& color = node.GetRenderColor( bufferIndex );
-      if( mPremultipledAlphaEnabled )
+      // @todo This should generate a command buffer per cmd
+      // Tests WILL fail. (Temporarily commented out)
+      mGeometry->Draw(*mGraphicsController, *commandBuffer.get(), cmd->firstIndex, cmd->elementCount);
+    }
+  }
+
+  // Command buffer contains Texture bindings, vertex bindings, index buffer binding, pipeline(vertex format)
+  // @todo We should return the command buffer(s) and let the calling method submit
+  // If not drawn, then don't add command buffer to submit info, and if empty, don't
+  // submit.
+  if(drawn)
+  {
+    Graphics::SubmitInfo submitInfo{{}, 0 | Graphics::SubmitFlagBits::FLUSH};
+    submitInfo.cmdBuffer.push_back(commandBuffer.get());
+    mGraphicsController->SubmitCommandBuffers(submitInfo);
+  }
+
+  mUpdated = false;
+}
+
+void Renderer::BuildUniformIndexMap(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");
+
+  const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
+
+  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);
+
+    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)
+    {
+      mUniformIndexMap[mapIndex].propertyValue          = uniformMap[mapIndex].propertyPtr;
+      mUniformIndexMap[mapIndex].uniformIndex           = program.RegisterUniform(uniformMap[mapIndex].uniformName);
+      mUniformIndexMap[mapIndex].uniformName            = uniformMap[mapIndex].uniformName;
+      mUniformIndexMap[mapIndex].uniformNameHash        = uniformMap[mapIndex].uniformNameHash;
+      mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMap[mapIndex].uniformNameHashNoArray;
+      mUniformIndexMap[mapIndex].arrayIndex             = uniformMap[mapIndex].arrayIndex;
+    }
+
+    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)
       {
-        program->SetUniform4f( loc, color.r*color.a, color.g*color.a, color.b*color.a, color.a );
+        if(mUniformIndexMap[i].uniformIndex == uniformIndex)
+        {
+          mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+          found                             = true;
+          break;
+        }
       }
-      else
+
+      if(!found)
       {
-        program->SetUniform4f( loc, color.r, color.g, color.b, color.a );
+        mUniformIndexMap[mapIndex].propertyValue          = uniformMapNode[nodeMapIndex].propertyPtr;
+        mUniformIndexMap[mapIndex].uniformName            = uniformMapNode[nodeMapIndex].uniformName;
+        mUniformIndexMap[mapIndex].uniformIndex           = uniformIndex;
+        mUniformIndexMap[mapIndex].uniformNameHash        = uniformMapNode[nodeMapIndex].uniformNameHash;
+        mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray;
+        mUniformIndexMap[mapIndex].arrayIndex             = uniformMapNode[nodeMapIndex].arrayIndex;
+        ++mapIndex;
       }
     }
 
-    SetUniforms( bufferIndex, node, size, *program );
-    Render::Geometry* geometry = externalGeometry ? externalGeometry : mGeometry;
+    mUniformIndexMap.Resize(mapIndex);
+  }
+}
+
+void Renderer::WriteUniformBuffer(
+  BufferIndex                          bufferIndex,
+  Graphics::CommandBuffer&             commandBuffer,
+  Program*                             program,
+  const SceneGraph::RenderInstruction& instruction,
+  const SceneGraph::NodeDataProvider&  node,
+  const Matrix&                        modelMatrix,
+  const Matrix&                        modelViewMatrix,
+  const Matrix&                        viewMatrix,
+  const Matrix&                        projectionMatrix,
+  const Vector3&                       size)
+{
+  // Create the UBO
+  uint32_t uniformBlockAllocationBytes{0u};
+  uint32_t uniformBlockMaxSize{0u};
+  uint32_t uboOffset{0u};
 
-    if( mUpdateAttributesLocation || geometry->AttributesChanged() )
+  auto& reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
+  for(auto i = 0u; i < reflection.GetUniformBlockCount(); ++i)
+  {
+    auto blockSize = GetUniformBufferDataAlignment(reflection.GetUniformBlockSize(i));
+    if(uniformBlockMaxSize < blockSize)
     {
-      geometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
-      mUpdateAttributesLocation = false;
+      uniformBlockMaxSize = blockSize;
     }
+    uniformBlockAllocationBytes += blockSize;
+  }
+
+  auto pagedAllocation = ((uniformBlockAllocationBytes / UBO_PAGE_SIZE + 1u)) * UBO_PAGE_SIZE;
+
+  // Allocate twice memory as required by the uniform buffers
+  // todo: memory usage backlog to use optimal allocation
+  if(uniformBlockAllocationBytes && !mUniformBuffer[bufferIndex])
+  {
+    mUniformBuffer[bufferIndex] = mUniformBufferManager->AllocateUniformBuffer(pagedAllocation);
+  }
+  else if(uniformBlockAllocationBytes && (mUniformBuffer[bufferIndex]->GetSize() < pagedAllocation ||
+                                          (pagedAllocation < uint32_t(float(mUniformBuffer[bufferIndex]->GetSize()) * UBO_SHRINK_THRESHOLD))))
+  {
+    mUniformBuffer[bufferIndex]->Reserve(pagedAllocation);
+  }
+
+  // Clear UBO
+  if(mUniformBuffer[bufferIndex])
+  {
+    mUniformBuffer[bufferIndex]->Fill(0, 0u, 0u);
+  }
+
+  // update the uniform buffer
+  // pass shared UBO and offset, return new offset for next item to be used
+  // don't process bindings if there are no uniform buffers allocated
+  auto ubo = mUniformBuffer[bufferIndex].get();
+  if(ubo)
+  {
+    auto uboCount = reflection.GetUniformBlockCount();
+    mUniformBufferBindings.resize(uboCount);
+
+    std::vector<Graphics::UniformBufferBinding>* bindings{&mUniformBufferBindings};
+
+    // Write default uniforms
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_MATRIX), *ubo, *bindings, modelMatrix);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::VIEW_MATRIX), *ubo, *bindings, viewMatrix);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::PROJECTION_MATRIX), *ubo, *bindings, projectionMatrix);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_VIEW_MATRIX), *ubo, *bindings, modelViewMatrix);
+
+    auto mvpUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::MVP_MATRIX);
+    if(mvpUniformInfo && !mvpUniformInfo->name.empty())
+    {
+      Matrix modelViewProjectionMatrix(false);
+      Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
+      WriteDefaultUniform(mvpUniformInfo, *ubo, *bindings, modelViewProjectionMatrix);
+    }
+
+    auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX);
+    if(normalUniformInfo && !normalUniformInfo->name.empty())
+    {
+      Matrix3 normalMatrix(modelViewMatrix);
+      normalMatrix.Invert();
+      normalMatrix.Transpose();
+      WriteDefaultUniform(normalUniformInfo, *ubo, *bindings, normalMatrix);
+    }
+
+    Vector4        finalColor;
+    const Vector4& color = node.GetRenderColor(bufferIndex);
+    if(mPremultipledAlphaEnabled)
+    {
+      float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
+      finalColor  = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha);
+    }
+    else
+    {
+      finalColor = Vector4(color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex));
+    }
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *ubo, *bindings, finalColor);
+
+    // Write uniforms from the uniform map
+    FillUniformBuffer(*program, instruction, *ubo, bindings, uboOffset, bufferIndex);
+
+    // Write uSize in the end, as it shouldn't be overridable by dynamic properties.
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *ubo, *bindings, size);
+
+    commandBuffer.BindUniformBuffers(*bindings);
+  }
+}
+
+template<class T>
+bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBuffer& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const T& data)
+{
+  if(uniformInfo && !uniformInfo->name.empty())
+  {
+    WriteUniform(ubo, bindings, *uniformInfo, data);
+    return true;
+  }
+  return false;
+}
+
+template<class T>
+void Renderer::WriteUniform(Render::UniformBuffer& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const Graphics::UniformInfo& uniformInfo, const T& data)
+{
+  WriteUniform(ubo, bindings, uniformInfo, &data, sizeof(T));
+}
+
+void Renderer::WriteUniform(Render::UniformBuffer& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size)
+{
+  ubo.Write(data, size, bindings[uniformInfo.bufferIndex].offset + uniformInfo.offset);
+}
+
+void Renderer::FillUniformBuffer(Program&                                      program,
+                                 const SceneGraph::RenderInstruction&          instruction,
+                                 Render::UniformBuffer&                        ubo,
+                                 std::vector<Graphics::UniformBufferBinding>*& outBindings,
+                                 uint32_t&                                     offset,
+                                 BufferIndex                                   updateBufferIndex)
+{
+  auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
+  auto  uboCount   = reflection.GetUniformBlockCount();
+
+  // Setup bindings
+  uint32_t dataOffset = offset;
+  for(auto i = 0u; i < uboCount; ++i)
+  {
+    mUniformBufferBindings[i].dataSize = reflection.GetUniformBlockSize(i);
+    mUniformBufferBindings[i].binding  = reflection.GetUniformBlockBinding(i);
+    mUniformBufferBindings[i].offset   = dataOffset;
+
+    dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize);
+    mUniformBufferBindings[i].buffer = ubo.GetBuffer();
+
+    for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
+                                       end  = mUniformIndexMap.End();
+        iter != end;
+        ++iter)
+    {
+      // @todo This means parsing the uniform string every frame. Instead, store the array index if present.
+      int arrayIndex = (*iter).arrayIndex;
+
+      auto uniformInfo  = Graphics::UniformInfo{};
+      auto uniformFound = program.GetUniform((*iter).uniformName.GetCString(),
+                                             (*iter).uniformNameHashNoArray ? (*iter).uniformNameHashNoArray
+                                                                            : (*iter).uniformNameHash,
+                                             uniformInfo);
 
-    geometry->UploadAndDraw( context, bufferIndex, mAttributesLocation, mIndexedDrawFirstElement, mIndexedDrawElementsCount );
+      if(uniformFound)
+      {
+        auto dst = mUniformBufferBindings[uniformInfo.bufferIndex].offset + uniformInfo.offset;
+
+        switch((*iter).propertyValue->GetType())
+        {
+          case Property::Type::BOOLEAN:
+          {
+            ubo.Write(&(*iter).propertyValue->GetBoolean(updateBufferIndex),
+                      sizeof(bool),
+                      dst + static_cast<uint32_t>(sizeof(bool)) * arrayIndex);
+            break;
+          }
+          case Property::Type::INTEGER:
+          {
+            ubo.Write(&(*iter).propertyValue->GetInteger(updateBufferIndex),
+                      sizeof(int32_t),
+                      dst + static_cast<int32_t>(sizeof(int32_t)) * arrayIndex);
+            break;
+          }
+          case Property::Type::FLOAT:
+          {
+            ubo.Write(&(*iter).propertyValue->GetFloat(updateBufferIndex),
+                      sizeof(float),
+                      dst + static_cast<uint32_t>(sizeof(float)) * arrayIndex);
+            break;
+          }
+          case Property::Type::VECTOR2:
+          {
+            ubo.Write(&(*iter).propertyValue->GetVector2(updateBufferIndex),
+                      sizeof(Vector2),
+                      dst + static_cast<uint32_t>(sizeof(Vector2)) * arrayIndex);
+            break;
+          }
+          case Property::Type::VECTOR3:
+          {
+            ubo.Write(&(*iter).propertyValue->GetVector3(updateBufferIndex),
+                      sizeof(Vector3),
+                      dst + static_cast<uint32_t>(sizeof(Vector3)) * arrayIndex);
+            break;
+          }
+          case Property::Type::VECTOR4:
+          {
+            ubo.Write(&(*iter).propertyValue->GetVector4(updateBufferIndex),
+                      sizeof(Vector4),
+                      dst + static_cast<uint32_t>(sizeof(Vector4)) * arrayIndex);
+            break;
+          }
+          case Property::Type::MATRIX:
+          {
+            ubo.Write(&(*iter).propertyValue->GetMatrix(updateBufferIndex),
+                      sizeof(Matrix),
+                      dst + static_cast<uint32_t>(sizeof(Matrix)) * arrayIndex);
+            break;
+          }
+          case Property::Type::MATRIX3:
+          {
+            // todo: handle data padding properly
+            // Vulkan:
+            //
+            //const auto& matrix = &(*iter).propertyValue->GetMatrix3(updateBufferIndex);
+            //for(int i = 0; i < 3; ++i)
+            //{
+            //ubo.Write(&matrix->AsFloat()[i * 3],
+            //          sizeof(float) * 3,
+            //          dst + (i * static_cast<uint32_t>(sizeof(Vector4))));
+            //}
+            // GL:
+            ubo.Write(&(*iter).propertyValue->GetMatrix3(updateBufferIndex),
+                      sizeof(Matrix3),
+                      dst + static_cast<uint32_t>(sizeof(Matrix3)) * arrayIndex);
+            break;
+          }
+          default:
+          {
+          }
+        }
+      }
+    }
   }
+  // write output bindings
+  outBindings = &mUniformBufferBindings;
+
+  // Update offset
+  offset = dataOffset;
 }
 
-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;
 }
 
-} // namespace SceneGraph
+void Renderer::SetShaderChanged(bool value)
+{
+  mShaderChanged = value;
+}
+
+bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
+{
+  if(mUpdated)
+  {
+    mUpdated = false;
+    return true;
+  }
+
+  if(mShaderChanged || mUpdateAttributeLocations || mGeometry->AttributesChanged())
+  {
+    return true;
+  }
+
+  for(const auto& texture : mRenderDataProvider->GetTextures())
+  {
+    if(texture && texture->IsNativeImage())
+    {
+      return true;
+    }
+  }
+
+  uint64_t                               hash           = 0xc70f6907UL;
+  const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap(bufferIndex);
+  for(const auto& uniformProperty : uniformMapNode)
+  {
+    hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+  }
+
+  const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
+  const SceneGraph::CollectedUniformMap&    uniformMap             = uniformMapDataProvider.GetUniformMap(bufferIndex);
+  for(const auto& uniformProperty : uniformMap)
+  {
+    hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+  }
+
+  if(mUniformsHash != hash)
+  {
+    mUniformsHash = hash;
+    return true;
+  }
+
+  return false;
+}
+
+Graphics::UniquePtr<Graphics::Pipeline> Renderer::PrepareGraphicsPipeline(
+  Program&                                             program,
+  const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+  bool                                                 blend,
+  Graphics::UniquePtr<Graphics::Pipeline>&&            oldPipeline)
+{
+  Graphics::InputAssemblyState inputAssemblyState{};
+  Graphics::VertexInputState   vertexInputState{};
+  Graphics::ProgramState       programState{};
+  uint32_t                     bindingIndex{0u};
+
+  if(mUpdateAttributeLocations || mGeometry->AttributesChanged())
+  {
+    mAttributeLocations.Clear();
+    mUpdateAttributeLocations = true;
+  }
+
+  auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
+
+  /**
+   * Bind Attributes
+   */
+  uint32_t base = 0;
+  for(auto&& vertexBuffer : mGeometry->GetVertexBuffers())
+  {
+    const VertexBuffer::Format& vertexFormat = *vertexBuffer->GetFormat();
+
+    vertexInputState.bufferBindings.emplace_back(vertexFormat.size, // stride
+                                                 Graphics::VertexInputRate::PER_VERTEX);
+
+    const uint32_t attributeCount = vertexBuffer->GetAttributeCount();
+    for(uint32_t i = 0; i < attributeCount; ++i)
+    {
+      if(mUpdateAttributeLocations)
+      {
+        auto    attributeName = vertexBuffer->GetAttributeName(i);
+        int32_t pLocation     = reflection.GetVertexAttributeLocation(std::string(attributeName.GetStringView()));
+        if(-1 == pLocation)
+        {
+          DALI_LOG_WARNING("Attribute not found in the shader: %s\n", attributeName.GetCString());
+        }
+        mAttributeLocations.PushBack(pLocation);
+      }
+
+      uint32_t location = static_cast<uint32_t>(mAttributeLocations[base + i]);
+
+      vertexInputState.attributes.emplace_back(location,
+                                               bindingIndex,
+                                               vertexFormat.components[i].offset,
+                                               GetPropertyVertexFormat(vertexFormat.components[i].type));
+    }
+    base += attributeCount;
+    ++bindingIndex;
+  }
+  mUpdateAttributeLocations = false;
+
+  // Get the topology
+  inputAssemblyState.SetTopology(mGeometry->GetTopology());
+
+  // Get the program
+  programState.SetProgram(program.GetGraphicsProgram());
+
+  Graphics::RasterizationState rasterizationState{};
+
+  //Set cull face  mode
+  const Dali::Internal::SceneGraph::Camera* cam = instruction.GetCamera();
+  if(cam->GetReflectionUsed())
+  {
+    auto adjFaceCullingMode = mFaceCullingMode;
+    switch(mFaceCullingMode)
+    {
+      case FaceCullingMode::Type::FRONT:
+      {
+        adjFaceCullingMode = FaceCullingMode::Type::BACK;
+        break;
+      }
+      case FaceCullingMode::Type::BACK:
+      {
+        adjFaceCullingMode = FaceCullingMode::Type::FRONT;
+        break;
+      }
+      default:
+      {
+        // nothing to do, leave culling as it is
+      }
+    }
+    rasterizationState.SetCullMode(ConvertCullFace(adjFaceCullingMode));
+  }
+  else
+  {
+    rasterizationState.SetCullMode(ConvertCullFace(mFaceCullingMode));
+  }
+
+  rasterizationState.SetFrontFace(Graphics::FrontFace::COUNTER_CLOCKWISE);
+
+  /**
+   * Set Polygon mode
+   */
+  switch(mGeometry->GetTopology())
+  {
+    case Graphics::PrimitiveTopology::TRIANGLE_LIST:
+    case Graphics::PrimitiveTopology::TRIANGLE_STRIP:
+    case Graphics::PrimitiveTopology::TRIANGLE_FAN:
+      rasterizationState.SetPolygonMode(Graphics::PolygonMode::FILL);
+      break;
+    case Graphics::PrimitiveTopology::LINE_LIST:
+    case Graphics::PrimitiveTopology::LINE_LOOP:
+    case Graphics::PrimitiveTopology::LINE_STRIP:
+      rasterizationState.SetPolygonMode(Graphics::PolygonMode::LINE);
+      break;
+    case Graphics::PrimitiveTopology::POINT_LIST:
+      rasterizationState.SetPolygonMode(Graphics::PolygonMode::POINT);
+      break;
+  }
+
+  // @todo How to signal a blend barrier is needed?
+  //if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
+  //{
+  //  context.BlendBarrier();
+  //}
+
+  Graphics::ColorBlendState colorBlendState{};
+  colorBlendState.SetBlendEnable(false);
+
+  if(blend)
+  {
+    colorBlendState.SetBlendEnable(true);
+
+    Graphics::BlendOp rgbOp   = ConvertBlendEquation(mBlendingOptions.GetBlendEquationRgb());
+    Graphics::BlendOp alphaOp = ConvertBlendEquation(mBlendingOptions.GetBlendEquationRgb());
+    if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
+    {
+      if(rgbOp != alphaOp)
+      {
+        DALI_LOG_ERROR("Advanced Blend Equation MUST be applied by using BlendEquation.\n");
+        alphaOp = rgbOp;
+      }
+    }
+
+    colorBlendState
+      .SetSrcColorBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendSrcFactorRgb()))
+      .SetSrcAlphaBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendSrcFactorAlpha()))
+      .SetDstColorBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendDestFactorRgb()))
+      .SetDstAlphaBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendDestFactorAlpha()))
+      .SetColorBlendOp(rgbOp)
+      .SetAlphaBlendOp(alphaOp);
+
+    // Blend color is optional and rarely used
+    Vector4* blendColor = const_cast<Vector4*>(mBlendingOptions.GetBlendColor());
+    if(blendColor)
+    {
+      colorBlendState.SetBlendConstants(blendColor->AsFloat());
+    }
+  }
+
+  // Take the program into use so we can send uniforms to it
+  // @todo Remove this call entirely!
+  program.Use();
+
+  mUpdated = true;
+
+  // @todo Should instead set framebuffer once through Renderpass, rather than modifying
+  // pipeline repeatedly.
+  Graphics::FramebufferState framebufferState{};
+  if(instruction.mFrameBuffer)
+  {
+    instruction.mFrameBuffer->Bind(); // Ensure graphics object is created.
+    framebufferState.SetFramebuffer(*instruction.mFrameBuffer->GetGraphicsObject());
+  }
+
+  // Create a new pipeline
+  // @todo Passed as pointers - shallow copy will break. Implementation MUST deep copy.
+  return mGraphicsController->CreatePipeline(
+    Graphics::PipelineCreateInfo()
+      .SetInputAssemblyState(&inputAssemblyState)
+      .SetVertexInputState(&vertexInputState)
+      .SetRasterizationState(&rasterizationState)
+      .SetColorBlendState(&colorBlendState)
+      .SetFramebufferState(&framebufferState)
+      .SetProgramState(&programState)
+      .SetNextExtension(&mLegacyProgram),
+    std::move(oldPipeline));
+}
+
+} // namespace Render
 
 } // namespace Internal