Implemented Draw and basic pipeline for vertex format and topology
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index 6b4f25c..69f6b20 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.
 
 // 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/renderers/render-vertex-buffer.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>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace
 {
-
-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
-
 /**
  * Helper to set view and projection matrices once per program
  * @param program to set the matrices to
@@ -49,161 +45,208 @@ static Matrix3 gNormalMatrix; ///< a shared matrix to calculate normal matrix, d
  * @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::Multiply( gModelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
-    program.SetUniformMatrix4fv( loc, 1, gModelViewProjectionMatrix.AsFloat() );
+    Matrix modelViewProjectionMatrix(false);
+    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)
   {
-    gNormalMatrix = modelViewMatrix;
-    gNormalMatrix.Invert();
-    gNormalMatrix.Transpose();
-    program.SetUniformMatrix3fv( loc, 1, gNormalMatrix.AsFloat() );
+    Matrix3 normalMatrix;
+    normalMatrix = modelViewMatrix;
+    normalMatrix.Invert();
+    normalMatrix.Transpose();
+    program.SetUniformMatrix3fv(loc, 1, normalMatrix.AsFloat());
   }
 }
 
+// Helper to get the vertex input format
+Dali::Graphics::VertexInputFormat GetPropertyVertexFormat(Property::Type propertyType)
+{
+  Dali::Graphics::VertexInputFormat type{};
+
+  switch(propertyType)
+  {
+    case Property::NONE:
+    case Property::STRING:
+    case Property::ARRAY:
+    case Property::MAP:
+    case Property::EXTENTS:   // i4?
+    case Property::RECTANGLE: // i4/f4?
+    case Property::ROTATION:
+    {
+      type = Dali::Graphics::VertexInputFormat::UNDEFINED;
+      break;
+    }
+    case Property::BOOLEAN:
+    {
+      type = Dali::Graphics::VertexInputFormat::UNDEFINED; // type = GL_BYTE; @todo new type for this?
+      break;
+    }
+    case Property::INTEGER:
+    {
+      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;
+    }
+  }
+
+  return type;
 }
 
+} // namespace
+
 namespace Render
 {
-
-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::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),
   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 )
-{
-  if(  blendingBitmask != 0u )
+  mIndexedDrawFirstElement(0),
+  mIndexedDrawElementsCount(0),
+  mDepthFunction(depthFunction),
+  mFaceCullingMode(faceCullingMode),
+  mDepthWriteMode(depthWriteMode),
+  mDepthTestMode(depthTestMode),
+  mUpdateAttributeLocations(true),
+  mPremultipledAlphaEnabled(preMultipliedAlphaEnabled),
+  mShaderChanged(false),
+  mUpdated(true)
+{
+  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)
 {
-  mContext = &context;
-  mTextureCache = &textureCache;
+  mContext            = &context;
+  mGraphicsController = &graphicsController;
 }
 
-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->GetTextures().size() + 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;
+  mDrawCommands.clear();
+  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
     {
@@ -211,15 +254,30 @@ 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;
 }
 
 void Renderer::GlContextDestroyed()
@@ -231,128 +289,133 @@ 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))
+  if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
+     node.GetUniformMapChanged(bufferIndex) ||
+     mUniformIndexMap.Count() == 0 ||
+     mShaderChanged)
   {
-    const SceneGraph::CollectedUniformMap& uniformMap = uniformMapDataProvider.GetUniformMap( bufferIndex );
-    const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap( bufferIndex );
+    // Reset shader pointer
+    mShaderChanged = false;
+
+    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 );
+    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);
 
-    unsigned int mapIndex(0);
-    for(; mapIndex < uniformMap.Count() ; ++mapIndex )
+    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].propertyValue = uniformMap[mapIndex].propertyPtr;
+      mUniformIndexMap[mapIndex].uniformIndex  = program.RegisterUniform(uniformMap[mapIndex].uniformName);
     }
 
-    for( unsigned int nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
+    for(uint32_t 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 )
+      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;
       }
 
@@ -365,103 +428,93 @@ void Renderer::SetUniformFromProperty( BufferIndex bufferIndex, Program& program
   }
 }
 
-bool Renderer::BindTextures( Context& context, SceneGraph::TextureCache& textureCache, Program& program )
+bool Renderer::BindTextures(Context& context, Program& program, Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures)
 {
-  unsigned int textureUnit = 0;
-  bool result = true;
+  uint32_t textureUnit = 0;
+  bool     result      = true;
 
-  std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
+  GLint                          uniformLocation(-1);
+  std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
+  std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
 
-  std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
-  GLint uniformLocation(-1);
-  for( size_t i(0); result && i<textures.size(); ++i )
+  std::vector<Graphics::TextureBinding> textureBindings;
+  for(uint32_t i = 0; i < static_cast<uint32_t>(textures.size()) && result; ++i) // not expecting more than uint32_t of textures
   {
-    ResourceId textureId = textures[i].GetTextureId();
-    Internal::Texture* texture = textureCache.GetTexture( textureId );
-    if( texture )
+    if(textures[i])
     {
-      result = textureCache.BindTexture( texture, textureId, GL_TEXTURE_2D, (TextureUnit)textureUnit );
-
-      if( result )
+      if(program.GetSamplerUniformLocation(i, uniformLocation))
       {
-        GLint uniformLocation;
+        // if the sampler exists,
+        //   if it's default, delete the graphics object
+        //   otherwise re-initialize it if dirty
 
-        //TODO : This is a bug, result variable is being shadowed. Fix it!
-        bool result = program.GetSamplerUniformLocation( i, uniformLocation );
-        if( result && Program::UNIFORM_UNKNOWN != uniformLocation )
-        {
-          program.SetUniform1i( uniformLocation, textureUnit );
+        const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject()
+                                                                : nullptr);
 
-          unsigned int samplerBitfield(ImageSampler::DEFAULT_BITFIELD);
-          const Render::Sampler* sampler(  samplers[i] );
-          if( sampler )
-          {
-            samplerBitfield = sampler->mBitfield;
-          }
+        boundTextures.PushBack(textures[i]->GetGraphicsObject());
+        const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
+        textureBindings.push_back(textureBinding);
 
-          texture->ApplySampler( (TextureUnit)textureUnit, samplerBitfield );
-
-          ++textureUnit;
-        }
+        program.SetUniform1i(uniformLocation, textureUnit); // Get through shader reflection
+        ++textureUnit;
       }
     }
   }
 
-  std::vector<Render::NewTexture*>& newTextures( mRenderDataProvider->GetNewTextures() );
-  for( size_t i(0); i<newTextures.size() && result; ++i )
+  if(textureBindings.size() > 0)
   {
-    if( newTextures[i] )
-    {
-      result = newTextures[i]->Bind(context, textureUnit, samplers[i] );
-      if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
-      {
-        program.SetUniform1i( uniformLocation, textureUnit );
-        ++textureUnit;
-      }
-    }
+    commandBuffer.BindTextures(textureBindings);
   }
 
   return result;
 }
 
-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
@@ -474,9 +527,10 @@ 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
@@ -484,9 +538,10 @@ 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
@@ -494,9 +549,10 @@ 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
@@ -504,9 +560,10 @@ 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
@@ -514,9 +571,10 @@ 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
@@ -524,9 +582,10 @@ 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
@@ -534,9 +593,10 @@ 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
@@ -544,9 +604,10 @@ 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
@@ -554,9 +615,10 @@ 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
@@ -564,99 +626,273 @@ 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)
+  {
+    return;
+  }
+
+  // Prepare commands
+  std::vector<DevelRenderer::DrawCommand*> commands;
+  for(auto& cmd : mDrawCommands)
   {
-    // 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 )
+    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);
     }
   }
 
+  // Have commands but nothing to be drawn - abort
+  if(!mDrawCommands.empty() && commands.empty())
+  {
+    return;
+  }
+
+  // Get the program to use:
+  Program* program = mRenderDataProvider->GetShader().GetProgram();
+  if(!program)
+  {
+    DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<void*>(&mRenderDataProvider->GetShader()));
+    return;
+  }
+
+  Graphics::UniquePtr<Graphics::CommandBuffer> commandBuffer = mGraphicsController->CreateCommandBuffer(
+    Graphics::CommandBufferCreateInfo()
+      .SetLevel(Graphics::CommandBufferLevel::SECONDARY),
+    nullptr);
+
   //Set cull face  mode
-  context.CullFace( mFaceCullingMode );
+  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
+      }
+    }
+    context.CullFace(adjFaceCullingMode);
+  }
+  else
+  {
+    context.CullFace(mFaceCullingMode);
+  }
 
-  //Set blending mode
-  SetBlending( context, blend );
+  // Temporarily create a pipeline here - this will be used for transporting
+  // topology and vertex format for now.
+  Graphics::UniquePtr<Graphics::Pipeline> pipeline = PrepareGraphicsPipeline(*program);
+  commandBuffer->BindPipeline(*pipeline.get());
 
   // Take the program into use so we can send uniforms to it
   program->Use();
 
-  if( DALI_LIKELY( BindTextures( context, textureCache, *program ) ) )
+  if(DALI_LIKELY(BindTextures(context, *program, *commandBuffer.get(), 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)
       {
-        program->SetUniform4f( loc, color.r*color.a, color.g*color.a, color.b*color.a, color.a );
+        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 );
+        program->SetUniform4f(loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex));
       }
     }
 
-    SetUniforms( bufferIndex, node, size, *program );
-    Render::Geometry* geometry = externalGeometry ? externalGeometry : mGeometry;
+    SetUniforms(bufferIndex, node, size, *program);
+
+    if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
+    {
+      context.BlendBarrier();
+    }
+
+    //@todo manage mDrawCommands in the same way as above command buffer?!
+    if(mDrawCommands.empty())
+    {
+      SetBlending(context, blend);
 
-    if( mUpdateAttributesLocation || geometry->AttributesChanged() )
+      mGeometry->Draw(*mGraphicsController, *commandBuffer.get(), mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+    }
+    else
     {
-      geometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
-      mUpdateAttributesLocation = false;
+      for(auto& cmd : commands)
+      {
+        if(cmd->queue == queueIndex)
+        {
+          //Set blending mode
+          SetBlending(context, cmd->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend);
+
+          // @todo This should generate a command buffer per cmd
+          // Tests WILL fail.
+          mGeometry->Draw(*mGraphicsController, *commandBuffer.get(), cmd->firstIndex, cmd->elementCount);
+        }
+      }
     }
 
-    geometry->UploadAndDraw( context, bufferIndex, mAttributesLocation, mIndexedDrawFirstElement, mIndexedDrawElementsCount );
+    // Command buffer contains Texture bindings, vertex bindings, index buffer binding, pipeline(vertex format)
+    Graphics::SubmitInfo submitInfo{{}, 0 | Graphics::SubmitFlagBits::FLUSH};
+    submitInfo.cmdBuffer.push_back(commandBuffer.get());
+    mGraphicsController->SubmitCommandBuffers(submitInfo);
+
+    mUpdated = false;
   }
 }
 
-void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
+void Renderer::SetSortAttributes(BufferIndex                                             bufferIndex,
+                                 SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
 {
-  sortAttributes.shader = &( mRenderDataProvider->GetShader() );
-  const std::vector<Render::Texture>& textures( mRenderDataProvider->GetTextures() );
-  if( !textures.empty() )
+  sortAttributes.shader   = &(mRenderDataProvider->GetShader());
+  sortAttributes.geometry = mGeometry;
+}
+
+void Renderer::SetShaderChanged(bool value)
+{
+  mShaderChanged = value;
+}
+
+bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
+{
+  if(mUpdated)
   {
-    sortAttributes.textureResourceId = textures[0].GetTextureId();
+    mUpdated = false;
+    return true;
   }
-  else
+
+  if(mShaderChanged || mUpdateAttributeLocations || mGeometry->AttributesChanged())
   {
-    sortAttributes.textureResourceId = Integration::InvalidResourceId;
+    return true;
   }
 
-  sortAttributes.geometry = mGeometry;
+  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)
+{
+  Graphics::InputAssemblyState inputAssemblyState{};
+  Graphics::VertexInputState   vertexInputState{};
+  uint32_t                     bindingIndex{0u};
+
+  if(mUpdateAttributeLocations || mGeometry->AttributesChanged())
+  {
+    mAttributeLocations.Clear();
+    mUpdateAttributeLocations = true;
+  }
+
+  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);
+        uint32_t index         = program.RegisterCustomAttribute(attributeName);
+        int32_t  pLocation     = program.GetCustomAttributeLocation(index);
+        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());
+
+  // Create a new pipeline
+  return mGraphicsController->CreatePipeline(
+    Graphics::PipelineCreateInfo()
+      .SetInputAssemblyState(&inputAssemblyState) // Passed as pointers - shallow copy will break. TOO C LIKE
+      .SetVertexInputState(&vertexInputState),
+    nullptr);
 }
 
-} // namespace SceneGraph
+} // namespace Render
 
 } // namespace Internal