Reuse latest pipeline if possible
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index 3a84873..7a19c6b 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -22,6 +22,9 @@
 #include <dali/graphics-api/graphics-types.h>
 #include <dali/integration-api/debug.h>
 #include <dali/internal/common/image-sampler.h>
+#include <dali/internal/common/matrix-utils.h>
+#include <dali/internal/common/memory-pool-object-allocator.h>
+#include <dali/internal/event/rendering/texture-impl.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>
@@ -143,22 +146,57 @@ inline uint32_t GetUniformBufferDataAlignment(uint32_t dataSize)
   return ((dataSize / 256u) + ((dataSize % 256u) ? 1u : 0u)) * 256u;
 }
 
+/**
+ * @brief Store latest bound RenderGeometry, and help that we can skip duplicated vertex attributes bind.
+ *
+ * @param[in] geometry Current geometry to be used, or nullptr if render finished
+ * @return True if we can reuse latest bound vertex attributes. False otherwise.
+ */
+inline bool ReuseLatestBoundVertexAttributes(const Render::Geometry* geometry)
+{
+  static const Render::Geometry* gLatestVertexBoundGeometry = nullptr;
+  if(gLatestVertexBoundGeometry == geometry)
+  {
+    return true;
+  }
+  gLatestVertexBoundGeometry = geometry;
+  return false;
+}
+
 } // 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)
+namespace
+{
+MemoryPoolObjectAllocator<Renderer> gRenderRendererMemoryPool;
+}
+
+void Renderer::PrepareCommandBuffer()
 {
-  return new Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters);
+  // Reset latest geometry informations, So we can bind the first of geometry.
+  ReuseLatestBoundVertexAttributes(nullptr);
+
+  // todo : Fill here as many caches as we can store for reduce the number of command buffers
+}
+
+RendererKey Renderer::NewKey(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)
+{
+  void* ptr = gRenderRendererMemoryPool.AllocateRawThreadSafe();
+  auto  key = gRenderRendererMemoryPool.GetKeyFromPtr(static_cast<Renderer*>(ptr));
+
+  // Use placement new to construct renderer.
+  new(ptr) Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters);
+  return RendererKey(key);
 }
 
 Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
@@ -175,8 +213,6 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
   mRenderDataProvider(dataProvider),
   mGeometry(geometry),
   mProgramCache(nullptr),
-  mUniformIndexMap(),
-  mUniformsHash(),
   mStencilParameters(stencilParameters),
   mBlendingOptions(),
   mIndexedDrawFirstElement(0),
@@ -186,8 +222,7 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
   mDepthWriteMode(depthWriteMode),
   mDepthTestMode(depthTestMode),
   mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
-  mShaderChanged(false),
-  mUpdated(true)
+  mShaderChanged(false)
 {
   if(blendingBitmask != 0u)
   {
@@ -208,11 +243,21 @@ void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache
 
 Renderer::~Renderer() = default;
 
+void Renderer::operator delete(void* ptr)
+{
+  gRenderRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
+}
+
+Renderer* Renderer::Get(RendererKey::KeyType rendererKey)
+{
+  return gRenderRendererMemoryPool.GetPtrFromKey(rendererKey);
+}
+
 void Renderer::SetGeometry(Render::Geometry* geometry)
 {
   mGeometry = geometry;
-  mUpdated  = true;
 }
+
 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
 {
   mDrawCommands.clear();
@@ -223,8 +268,8 @@ void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graph
 {
   uint32_t textureUnit = 0;
 
-  const Dali::Vector<Render::Texture*>* textures(mRenderDataProvider->GetTextures());
-  const Dali::Vector<Render::Sampler*>* samplers(mRenderDataProvider->GetSamplers());
+  auto textures(mRenderDataProvider->GetTextures());
+  auto samplers(mRenderDataProvider->GetSamplers());
 
   std::vector<Graphics::TextureBinding> textureBindings;
 
@@ -264,49 +309,41 @@ void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graph
 void Renderer::SetFaceCullingMode(FaceCullingMode::Type mode)
 {
   mFaceCullingMode = mode;
-  mUpdated         = true;
 }
 
 void Renderer::SetBlendingBitMask(uint32_t bitmask)
 {
   mBlendingOptions.SetBitmask(bitmask);
-  mUpdated = true;
 }
 
 void Renderer::SetBlendColor(const Vector4& color)
 {
   mBlendingOptions.SetBlendColor(color);
-  mUpdated = true;
 }
 
 void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
 {
   mIndexedDrawFirstElement = firstElement;
-  mUpdated                 = true;
 }
 
 void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
 {
   mIndexedDrawElementsCount = elementsCount;
-  mUpdated                  = true;
 }
 
 void Renderer::EnablePreMultipliedAlpha(bool enable)
 {
   mPremultipliedAlphaEnabled = enable;
-  mUpdated                   = true;
 }
 
 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
 {
   mDepthWriteMode = depthWriteMode;
-  mUpdated        = true;
 }
 
 void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
 {
   mDepthTestMode = depthTestMode;
-  mUpdated       = true;
 }
 
 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
@@ -322,7 +359,6 @@ DepthTestMode::Type Renderer::GetDepthTestMode() const
 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
 {
   mDepthFunction = depthFunction;
-  mUpdated       = true;
 }
 
 DepthFunction::Type Renderer::GetDepthFunction() const
@@ -333,7 +369,6 @@ DepthFunction::Type Renderer::GetDepthFunction() const
 void Renderer::SetRenderMode(RenderMode::Type renderMode)
 {
   mStencilParameters.renderMode = renderMode;
-  mUpdated                      = true;
 }
 
 RenderMode::Type Renderer::GetRenderMode() const
@@ -344,7 +379,6 @@ RenderMode::Type Renderer::GetRenderMode() const
 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
 {
   mStencilParameters.stencilFunction = stencilFunction;
-  mUpdated                           = true;
 }
 
 StencilFunction::Type Renderer::GetStencilFunction() const
@@ -355,7 +389,6 @@ StencilFunction::Type Renderer::GetStencilFunction() const
 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
 {
   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
-  mUpdated                               = true;
 }
 
 int Renderer::GetStencilFunctionMask() const
@@ -366,7 +399,6 @@ int Renderer::GetStencilFunctionMask() const
 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
 {
   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
-  mUpdated                                    = true;
 }
 
 int Renderer::GetStencilFunctionReference() const
@@ -377,7 +409,6 @@ int Renderer::GetStencilFunctionReference() const
 void Renderer::SetStencilMask(int stencilMask)
 {
   mStencilParameters.stencilMask = stencilMask;
-  mUpdated                       = true;
 }
 
 int Renderer::GetStencilMask() const
@@ -388,7 +419,6 @@ int Renderer::GetStencilMask() const
 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
 {
   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
-  mUpdated                                  = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnFail() const
@@ -399,7 +429,6 @@ StencilOperation::Type Renderer::GetStencilOperationOnFail() const
 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
 {
   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
-  mUpdated                                   = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
@@ -410,7 +439,6 @@ StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
 {
   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
-  mUpdated                                   = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
@@ -445,16 +473,46 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
   // Check if there is render callback
   if(mRenderCallback)
   {
+    if(!mRenderCallbackInput)
+    {
+      mRenderCallbackInput = std::unique_ptr<RenderCallbackInput>(new RenderCallbackInput);
+    }
+
     Graphics::DrawNativeInfo info{};
     info.api      = Graphics::DrawNativeAPI::GLES;
     info.callback = &static_cast<Dali::CallbackBase&>(*mRenderCallback);
-    info.userData = &mRenderCallbackInput;
-    info.reserved = nullptr;
+    info.userData = mRenderCallbackInput.get();
+
+    // Set storage for the context to be used
+    info.glesNativeInfo.eglSharedContextStoragePointer = &mRenderCallbackInput->eglContext;
+    info.reserved                                      = nullptr;
+
+    auto& textureResources = mRenderCallback->GetTextureResources();
+
+    if(!textureResources.empty())
+    {
+      mRenderCallbackTextureBindings.clear();
+      mRenderCallbackInput->textureBindings.resize(textureResources.size());
+      auto i = 0u;
+      for(auto& texture : textureResources)
+      {
+        auto& textureImpl     = GetImplementation(texture);
+        auto  graphicsTexture = textureImpl.GetRenderTextureKey()->GetGraphicsObject();
+
+        auto properties = mGraphicsController->GetTextureProperties(*graphicsTexture);
+
+        mRenderCallbackTextureBindings.emplace_back(graphicsTexture);
+        mRenderCallbackInput->textureBindings[i++] = properties.nativeHandle;
+      }
+      info.textureCount = mRenderCallbackTextureBindings.size();
+      info.textureList  = mRenderCallbackTextureBindings.data();
+    }
 
     // pass render callback input
-    mRenderCallbackInput.size       = size;
-    mRenderCallbackInput.projection = projectionMatrix;
-    Matrix::Multiply(mRenderCallbackInput.mvp, modelViewMatrix, projectionMatrix);
+    mRenderCallbackInput->size       = size;
+    mRenderCallbackInput->projection = projectionMatrix;
+
+    MatrixUtils::MultiplyProjectionMatrix(mRenderCallbackInput->mvp, modelViewMatrix, projectionMatrix);
 
     // submit draw
     commandBuffer.DrawNative(&info);
@@ -531,91 +589,138 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
 
   BindTextures(commandBuffer, boundTextures);
 
-  BuildUniformIndexMap(bufferIndex, node, size, *program);
+  std::size_t nodeIndex = BuildUniformIndexMap(bufferIndex, node, size, *program);
 
-  WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size);
+  WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size, nodeIndex);
 
   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
 
-  if(mDrawCommands.empty())
+  // Reuse latest bound vertex attributes location, or Bind buffers to attribute locations.
+  if(ReuseLatestBoundVertexAttributes(mGeometry) || mGeometry->BindVertexAttributes(commandBuffer))
   {
-    drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+    if(mDrawCommands.empty())
+    {
+      drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+    }
+    else
+    {
+      for(auto& cmd : commands)
+      {
+        drawn |= mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
+      }
+    }
   }
   else
   {
-    for(auto& cmd : commands)
-    {
-      mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
-    }
+    // BindVertexAttributes failed. Reset cached geometry.
+    ReuseLatestBoundVertexAttributes(nullptr);
   }
 
-  mUpdated = false;
   return drawn;
 }
 
-void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
+std::size_t 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->GetUniformMapDataProvider();
+  const SceneGraph::CollectedUniformMap&    uniformMap             = uniformMapDataProvider.GetCollectedUniformMap();
+  const SceneGraph::UniformMap&             uniformMapNode         = node.GetNodeUniformMap();
+
+  bool updateMaps;
 
-  if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
-     node.GetUniformMapChanged(bufferIndex) ||
-     mUniformIndexMap.Count() == 0 ||
-     mShaderChanged)
+  // Usual case is to only have 1 node, however we do allow multiple nodes to reuse the same
+  // renderer, so we have to cache uniform map per render item (node / renderer pair).
+
+  // Specially, if node don't have uniformMap, we mark nodePtr as nullptr.
+  // So, all nodes without uniformMap will share same UniformIndexMap, contains only render data providers.
+  const auto nodePtr = uniformMapNode.Count() ? &node : nullptr;
+
+  const auto nodeChangeCounter          = nodePtr ? uniformMapNode.GetChangeCounter() : 0;
+  const auto renderItemMapChangeCounter = uniformMap.GetChangeCounter();
+
+  auto iter = std::find_if(mNodeIndexMap.begin(), mNodeIndexMap.end(), [nodePtr](RenderItemLookup& element) { return element.node == nodePtr; });
+
+  std::size_t renderItemMapIndex;
+  if(iter == mNodeIndexMap.end())
+  {
+    renderItemMapIndex = mUniformIndexMaps.size();
+    RenderItemLookup renderItemLookup;
+    renderItemLookup.node                       = nodePtr;
+    renderItemLookup.index                      = renderItemMapIndex;
+    renderItemLookup.nodeChangeCounter          = nodeChangeCounter;
+    renderItemLookup.renderItemMapChangeCounter = renderItemMapChangeCounter;
+    mNodeIndexMap.emplace_back(renderItemLookup);
+
+    updateMaps = true;
+    mUniformIndexMaps.resize(mUniformIndexMaps.size() + 1);
+  }
+  else
+  {
+    renderItemMapIndex = iter->index;
+
+    updateMaps = (nodeChangeCounter != iter->nodeChangeCounter) ||
+                 (renderItemMapChangeCounter != iter->renderItemMapChangeCounter) ||
+                 (mUniformIndexMaps[renderItemMapIndex].size() == 0);
+
+    iter->nodeChangeCounter          = nodeChangeCounter;
+    iter->renderItemMapChangeCounter = renderItemMapChangeCounter;
+  }
+
+  if(updateMaps || mShaderChanged)
   {
     // Reset shader pointer
     mShaderChanged = false;
 
-    const SceneGraph::CollectedUniformMap& uniformMap     = uniformMapDataProvider.GetUniformMap(bufferIndex);
-    const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
+    const uint32_t mapCount     = uniformMap.Count();
+    const uint32_t mapNodeCount = uniformMapNode.Count();
 
-    auto 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);
+    mUniformIndexMaps[renderItemMapIndex].clear(); // Clear contents, but keep memory if we don't change size
+    mUniformIndexMaps[renderItemMapIndex].resize(mapCount + mapNodeCount);
 
     // Copy uniform map into mUniformIndexMap
     uint32_t mapIndex = 0;
-    for(; mapIndex < uniformMap.Count(); ++mapIndex)
+    for(; mapIndex < mapCount; ++mapIndex)
     {
-      mUniformIndexMap[mapIndex].propertyValue          = uniformMap[mapIndex].propertyPtr;
-      mUniformIndexMap[mapIndex].uniformName            = uniformMap[mapIndex].uniformName;
-      mUniformIndexMap[mapIndex].uniformNameHash        = uniformMap[mapIndex].uniformNameHash;
-      mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMap[mapIndex].uniformNameHashNoArray;
-      mUniformIndexMap[mapIndex].arrayIndex             = uniformMap[mapIndex].arrayIndex;
+      mUniformIndexMaps[renderItemMapIndex][mapIndex].propertyValue          = uniformMap.mUniformMap[mapIndex].propertyPtr;
+      mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformName            = uniformMap.mUniformMap[mapIndex].uniformName;
+      mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHash        = uniformMap.mUniformMap[mapIndex].uniformNameHash;
+      mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHashNoArray = uniformMap.mUniformMap[mapIndex].uniformNameHashNoArray;
+      mUniformIndexMaps[renderItemMapIndex][mapIndex].arrayIndex             = uniformMap.mUniformMap[mapIndex].arrayIndex;
     }
 
-    for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex)
+    for(uint32_t nodeMapIndex = 0; nodeMapIndex < mapNodeCount; ++nodeMapIndex)
     {
       auto  hash = uniformMapNode[nodeMapIndex].uniformNameHash;
       auto& name = uniformMapNode[nodeMapIndex].uniformName;
       bool  found(false);
-      for(uint32_t i = 0; i < uniformMap.Count(); ++i)
+      for(uint32_t i = 0; i < mapCount; ++i)
       {
-        if(mUniformIndexMap[i].uniformNameHash == hash &&
-           mUniformIndexMap[i].uniformName == name)
+        if(mUniformIndexMaps[renderItemMapIndex][i].uniformNameHash == hash &&
+           mUniformIndexMaps[renderItemMapIndex][i].uniformName == name)
         {
-          mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
-          found                             = true;
+          mUniformIndexMaps[renderItemMapIndex][i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+          found                                                  = true;
           break;
         }
       }
 
       if(!found)
       {
-        mUniformIndexMap[mapIndex].propertyValue          = uniformMapNode[nodeMapIndex].propertyPtr;
-        mUniformIndexMap[mapIndex].uniformName            = uniformMapNode[nodeMapIndex].uniformName;
-        mUniformIndexMap[mapIndex].uniformNameHash        = uniformMapNode[nodeMapIndex].uniformNameHash;
-        mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray;
-        mUniformIndexMap[mapIndex].arrayIndex             = uniformMapNode[nodeMapIndex].arrayIndex;
+        mUniformIndexMaps[renderItemMapIndex][mapIndex].propertyValue          = uniformMapNode[nodeMapIndex].propertyPtr;
+        mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformName            = uniformMapNode[nodeMapIndex].uniformName;
+        mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHash        = uniformMapNode[nodeMapIndex].uniformNameHash;
+        mUniformIndexMaps[renderItemMapIndex][mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray;
+        mUniformIndexMaps[renderItemMapIndex][mapIndex].arrayIndex             = uniformMapNode[nodeMapIndex].arrayIndex;
         ++mapIndex;
       }
     }
 
-    mUniformIndexMap.Resize(mapIndex);
+    mUniformIndexMaps[renderItemMapIndex].resize(mapIndex);
   }
+  return renderItemMapIndex;
 }
 
 void Renderer::WriteUniformBuffer(
@@ -628,7 +733,8 @@ void Renderer::WriteUniformBuffer(
   const Matrix&                        modelViewMatrix,
   const Matrix&                        viewMatrix,
   const Matrix&                        projectionMatrix,
-  const Vector3&                       size)
+  const Vector3&                       size,
+  std::size_t                          nodeIndex)
 {
   // Create the UBO
   uint32_t uboOffset{0u};
@@ -642,8 +748,7 @@ void Renderer::WriteUniformBuffer(
   if(uniformBlockAllocationBytes)
   {
     auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex);
-
-    uboView = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
+    uboView          = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
   }
 
   // update the uniform buffer
@@ -668,7 +773,7 @@ void Renderer::WriteUniformBuffer(
     if(mvpUniformInfo && !mvpUniformInfo->name.empty())
     {
       Matrix modelViewProjectionMatrix(false);
-      Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
+      MatrixUtils::MultiplyProjectionMatrix(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
       WriteDefaultUniform(mvpUniformInfo, *uboView, modelViewProjectionMatrix);
     }
 
@@ -696,7 +801,7 @@ void Renderer::WriteUniformBuffer(
     WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::ACTOR_COLOR), *uboView, color);
 
     // Write uniforms from the uniform map
-    FillUniformBuffer(*program, instruction, *uboView, bindings, uboOffset, bufferIndex);
+    FillUniformBuffer(*program, instruction, *uboView, bindings, uboOffset, bufferIndex, nodeIndex);
 
     // Write uSize in the end, as it shouldn't be overridable by dynamic properties.
     WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *uboView, size);
@@ -732,7 +837,8 @@ void Renderer::FillUniformBuffer(Program&                                      p
                                  Render::UniformBufferView&                    ubo,
                                  std::vector<Graphics::UniformBufferBinding>*& outBindings,
                                  uint32_t&                                     offset,
-                                 BufferIndex                                   updateBufferIndex)
+                                 BufferIndex                                   updateBufferIndex,
+                                 std::size_t                                   nodeIndex)
 {
   auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
   auto  uboCount   = reflection.GetUniformBlockCount();
@@ -747,8 +853,8 @@ void Renderer::FillUniformBuffer(Program&                                      p
     dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize);
     mUniformBufferBindings[i].buffer = ubo.GetBuffer(&mUniformBufferBindings[i].offset);
 
-    for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
-                                       end  = mUniformIndexMap.End();
+    for(auto iter = mUniformIndexMaps[nodeIndex].begin(),
+             end  = mUniformIndexMaps[nodeIndex].end();
         iter != end;
         ++iter)
     {
@@ -758,9 +864,9 @@ void Renderer::FillUniformBuffer(Program&                                      p
       if(!uniform.uniformFunc)
       {
         auto uniformInfo  = Graphics::UniformInfo{};
-        auto uniformFound = program.GetUniform(uniform.uniformName.GetCString(),
-                                               uniform.uniformNameHashNoArray ? uniform.uniformNameHashNoArray
-                                                                              : uniform.uniformNameHash,
+        auto uniformFound = program.GetUniform(uniform.uniformName.GetStringView(),
+                                               uniform.uniformNameHash,
+                                               uniform.uniformNameHashNoArray,
                                                uniformInfo);
 
         uniform.uniformOffset   = uniformInfo.offset;
@@ -812,15 +918,9 @@ void Renderer::SetShaderChanged(bool value)
   mShaderChanged = value;
 }
 
-bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
+bool Renderer::Updated(BufferIndex bufferIndex)
 {
-  if(mUpdated)
-  {
-    mUpdated = false;
-    return true;
-  }
-
-  if(mRenderCallback || mShaderChanged || mGeometry->AttributesChanged())
+  if(mRenderCallback || mShaderChanged || mGeometry->AttributesChanged() || mRenderDataProvider->IsUpdated())
   {
     return true;
   }
@@ -831,47 +931,26 @@ bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvid
     for(auto iter = textures->Begin(), end = textures->End(); iter < end; ++iter)
     {
       auto texture = *iter;
-      if(texture && texture->IsNativeImage())
+      if(texture && texture->Updated())
       {
         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->GetUniformMapDataProvider();
-  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;
 }
 
+Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex bufferIndex, const Vector4& originalUpdateArea) const noexcept
+{
+  return mRenderDataProvider->GetVisualTransformedUpdateArea(bufferIndex, originalUpdateArea);
+}
+
 Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
   Program&                                             program,
   const Dali::Internal::SceneGraph::RenderInstruction& instruction,
   const SceneGraph::NodeDataProvider&                  node,
   bool                                                 blend)
 {
-  if(mGeometry->AttributesChanged())
-  {
-    mUpdated = true;
-  }
-
   // Prepare query info
   PipelineCacheQueryInfo queryInfo{};
   queryInfo.program               = &program;
@@ -882,6 +961,9 @@ Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
   queryInfo.alphaPremultiplied    = mPremultipliedAlphaEnabled;
   queryInfo.cameraUsingReflection = instruction.GetCamera()->GetReflectionUsed();
 
+  queryInfo.GenerateHash();
+
+  // Find or generate new pipeline.
   auto pipelineResult = mPipelineCache->GetPipeline(queryInfo, true);
 
   // should be never null?