Reuse latest pipeline if possible
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index ec314d2..7a19c6b 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2021 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.
 #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/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>
+#include <dali/internal/render/renderers/pipeline-cache.h>
 #include <dali/internal/render/renderers/render-sampler.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/renderers/uniform-buffer-view-pool.h>
+#include <dali/internal/render/renderers/uniform-buffer-view.h>
 #include <dali/internal/render/shaders/program.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>
+#include <dali/internal/render/shaders/render-shader.h>
 #include <dali/internal/update/common/uniform-map.h>
+#include <dali/public-api/signals/render-callback.h>
 
-namespace Dali
-{
-namespace Internal
+namespace Dali::Internal
 {
 namespace
 {
-// Size of uniform buffer page used when resizing
-constexpr uint32_t UBO_PAGE_SIZE = 8192u;
-
-// UBO allocation threshold below which the UBO will shrink
-constexpr auto UBO_SHRINK_THRESHOLD = 0.75f;
-
-// Helper to get the vertex input format
-Dali::Graphics::VertexInputFormat GetPropertyVertexFormat(Property::Type propertyType)
+// Helper to get the property value getter by type
+typedef const float& (PropertyInputImpl::*FuncGetter)(BufferIndex) const;
+constexpr FuncGetter GetPropertyValueGetter(Property::Type type)
 {
-  Dali::Graphics::VertexInputFormat type{};
-
-  switch(propertyType)
+  switch(type)
   {
-    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;
+      return FuncGetter(&PropertyInputImpl::GetBoolean);
     }
     case Property::INTEGER:
     {
-      type = Dali::Graphics::VertexInputFormat::INTEGER; // (short)
-      break;
+      return FuncGetter(&PropertyInputImpl::GetInteger);
     }
     case Property::FLOAT:
     {
-      type = Dali::Graphics::VertexInputFormat::FLOAT;
-      break;
+      return FuncGetter(&PropertyInputImpl::GetFloat);
     }
     case Property::VECTOR2:
     {
-      type = Dali::Graphics::VertexInputFormat::FVECTOR2;
-      break;
+      return FuncGetter(&PropertyInputImpl::GetVector2);
     }
     case Property::VECTOR3:
     {
-      type = Dali::Graphics::VertexInputFormat::FVECTOR3;
-      break;
+      return FuncGetter(&PropertyInputImpl::GetVector3);
     }
     case Property::VECTOR4:
     {
-      type = Dali::Graphics::VertexInputFormat::FVECTOR4;
-      break;
+      return FuncGetter(&PropertyInputImpl::GetVector4);
     }
     case Property::MATRIX3:
     {
-      type = Dali::Graphics::VertexInputFormat::FLOAT;
-      break;
+      return FuncGetter(&PropertyInputImpl::GetMatrix3);
     }
     case Property::MATRIX:
     {
-      type = Dali::Graphics::VertexInputFormat::FLOAT;
-      break;
+      return FuncGetter(&PropertyInputImpl::GetMatrix);
+    }
+    default:
+    {
+      return nullptr;
     }
   }
-
-  return type;
 }
 
-constexpr Graphics::CullMode ConvertCullFace(Dali::FaceCullingMode::Type mode)
+/**
+ * Helper function that returns size of uniform datatypes based
+ * on property type.
+ */
+constexpr int GetPropertyValueSizeForUniform(Property::Type type)
 {
-  switch(mode)
+  switch(type)
   {
-    case Dali::FaceCullingMode::NONE:
+    case Property::Type::BOOLEAN:
     {
-      return Graphics::CullMode::NONE;
+      return sizeof(bool);
     }
-    case Dali::FaceCullingMode::FRONT:
+    case Property::Type::FLOAT:
     {
-      return Graphics::CullMode::FRONT;
+      return sizeof(float);
     }
-    case Dali::FaceCullingMode::BACK:
+    case Property::Type::INTEGER:
     {
-      return Graphics::CullMode::BACK;
+      return sizeof(int);
     }
-    case Dali::FaceCullingMode::FRONT_AND_BACK:
+    case Property::Type::VECTOR2:
     {
-      return Graphics::CullMode::FRONT_AND_BACK;
+      return sizeof(Vector2);
     }
-  }
-  return Graphics::CullMode::NONE;
-}
-
-constexpr Graphics::BlendFactor ConvertBlendFactor(BlendFactor::Type blendFactor)
-{
-  switch(blendFactor)
-  {
-    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{};
-}
-
-constexpr Graphics::BlendOp ConvertBlendEquation(DevelBlendEquation::Type blendEquation)
-{
-  switch(blendEquation)
-  {
-    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{};
+    case Property::Type::VECTOR3:
+    {
+      return sizeof(Vector3);
+    }
+    case Property::Type::VECTOR4:
+    {
+      return sizeof(Vector4);
+    }
+    case Property::Type::MATRIX3:
+    {
+      return sizeof(Matrix3);
+    }
+    case Property::Type::MATRIX:
+    {
+      return sizeof(Matrix);
+    }
+    default:
+    {
+      return 0;
+    }
+  };
 }
 
 /**
@@ -213,22 +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
 {
-  return new Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters);
+MemoryPoolObjectAllocator<Renderer> gRenderRendererMemoryPool;
+}
+
+void Renderer::PrepareCommandBuffer()
+{
+  // 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,
@@ -245,9 +213,6 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
   mRenderDataProvider(dataProvider),
   mGeometry(geometry),
   mProgramCache(nullptr),
-  mUniformIndexMap(),
-  mAttributeLocations(),
-  mUniformsHash(),
   mStencilParameters(stencilParameters),
   mBlendingOptions(),
   mIndexedDrawFirstElement(0),
@@ -256,10 +221,8 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
   mFaceCullingMode(faceCullingMode),
   mDepthWriteMode(depthWriteMode),
   mDepthTestMode(depthTestMode),
-  mUpdateAttributeLocations(true),
-  mPremultipledAlphaEnabled(preMultipliedAlphaEnabled),
-  mShaderChanged(false),
-  mUpdated(true)
+  mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
+  mShaderChanged(false)
 {
   if(blendingBitmask != 0u)
   {
@@ -269,21 +232,32 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
   mBlendingOptions.SetBlendColor(blendColor);
 }
 
-void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager)
+void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager, Render::PipelineCache& pipelineCache)
 {
   mGraphicsController   = &graphicsController;
   mProgramCache         = &programCache;
   mShaderCache          = &shaderCache;
   mUniformBufferManager = &uniformBufferManager;
+  mPipelineCache        = &pipelineCache;
 }
 
 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;
-  mUpdateAttributeLocations = true;
+  mGeometry = geometry;
 }
+
 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
 {
   mDrawCommands.clear();
@@ -294,30 +268,39 @@ void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graph
 {
   uint32_t textureUnit = 0;
 
-  std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
-  std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
+  auto textures(mRenderDataProvider->GetTextures());
+  auto samplers(mRenderDataProvider->GetSamplers());
 
   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(textures != nullptr)
   {
-    if(textures[i] && textures[i]->GetGraphicsObject())
+    const std::uint32_t texturesCount(static_cast<std::uint32_t>(textures->Count()));
+    textureBindings.reserve(texturesCount);
+
+    for(uint32_t i = 0; i < texturesCount; ++i) // not expecting more than uint32_t of textures
     {
-      // if the sampler exists,
-      //   if it's default, delete the graphics object
-      //   otherwise re-initialize it if dirty
+      if((*textures)[i] && (*textures)[i]->GetGraphicsObject())
+      {
+        Graphics::Texture* graphicsTexture = (*textures)[i]->GetGraphicsObject();
+        // 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);
+        const Graphics::Sampler* graphicsSampler = samplers ? ((*samplers)[i] ? (*samplers)[i]->GetGraphicsObject()
+                                                                              : nullptr)
+                                                            : nullptr;
 
-      boundTextures.PushBack(textures[i]->GetGraphicsObject());
-      const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
-      textureBindings.push_back(textureBinding);
+        boundTextures.PushBack(graphicsTexture);
+        const Graphics::TextureBinding textureBinding{graphicsTexture, graphicsSampler, textureUnit};
+        textureBindings.push_back(textureBinding);
 
-      ++textureUnit;
+        ++textureUnit;
+      }
     }
   }
 
-  if(textureBindings.size() > 0)
+  if(!textureBindings.empty())
   {
     commandBuffer.BindTextures(textureBindings);
   }
@@ -326,49 +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)
 {
-  mPremultipledAlphaEnabled = enable;
-  mUpdated                  = true;
+  mPremultipliedAlphaEnabled = enable;
 }
 
 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
@@ -384,7 +359,6 @@ DepthTestMode::Type Renderer::GetDepthTestMode() const
 void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
 {
   mDepthFunction = depthFunction;
-  mUpdated       = true;
 }
 
 DepthFunction::Type Renderer::GetDepthFunction() const
@@ -395,7 +369,6 @@ DepthFunction::Type Renderer::GetDepthFunction() const
 void Renderer::SetRenderMode(RenderMode::Type renderMode)
 {
   mStencilParameters.renderMode = renderMode;
-  mUpdated                      = true;
 }
 
 RenderMode::Type Renderer::GetRenderMode() const
@@ -406,7 +379,6 @@ RenderMode::Type Renderer::GetRenderMode() const
 void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
 {
   mStencilParameters.stencilFunction = stencilFunction;
-  mUpdated                           = true;
 }
 
 StencilFunction::Type Renderer::GetStencilFunction() const
@@ -417,7 +389,6 @@ StencilFunction::Type Renderer::GetStencilFunction() const
 void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
 {
   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
-  mUpdated                               = true;
 }
 
 int Renderer::GetStencilFunctionMask() const
@@ -428,7 +399,6 @@ int Renderer::GetStencilFunctionMask() const
 void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
 {
   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
-  mUpdated                                    = true;
 }
 
 int Renderer::GetStencilFunctionReference() const
@@ -439,7 +409,6 @@ int Renderer::GetStencilFunctionReference() const
 void Renderer::SetStencilMask(int stencilMask)
 {
   mStencilParameters.stencilMask = stencilMask;
-  mUpdated                       = true;
 }
 
 int Renderer::GetStencilMask() const
@@ -450,7 +419,6 @@ int Renderer::GetStencilMask() const
 void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
 {
   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
-  mUpdated                                  = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnFail() const
@@ -461,7 +429,6 @@ StencilOperation::Type Renderer::GetStencilOperationOnFail() const
 void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
 {
   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
-  mUpdated                                   = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
@@ -472,7 +439,6 @@ StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
 void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
 {
   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
-  mUpdated                                   = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
@@ -504,6 +470,55 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
     return false;
   }
 
+  // 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.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;
+
+    MatrixUtils::MultiplyProjectionMatrix(mRenderCallbackInput->mvp, modelViewMatrix, projectionMatrix);
+
+    // submit draw
+    commandBuffer.DrawNative(&info);
+    return true;
+  }
+
   // Prepare commands
   std::vector<DevelRenderer::DrawCommand*> commands;
   for(auto& cmd : mDrawCommands)
@@ -523,47 +538,50 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
   // Set blending mode
   if(!mDrawCommands.empty())
   {
-    blend = (commands[0]->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend);
+    blend = (commands[0]->queue != DevelRenderer::RENDER_QUEUE_OPAQUE) && blend;
   }
 
   // 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);
+  ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData();
 
+  Program* program = Program::New(*mProgramCache,
+                                  shaderData,
+                                  *mGraphicsController);
   if(!program)
   {
-    DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<void*>(&mRenderDataProvider->GetShader()));
+    DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<const void*>(&mRenderDataProvider->GetShader()));
     return false;
   }
 
+  // If program doesn't have Gfx program object assigned yet, prepare it.
+  if(!program->GetGraphicsProgramPtr())
+  {
+    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->SetGraphicsProgram(std::move(graphicsProgram));
+  }
+
   // Prepare the graphics pipeline. This may either re-use an existing pipeline or create a new one.
   auto& pipeline = PrepareGraphicsPipeline(*program, instruction, node, blend);
 
@@ -571,90 +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->GetUniformMap();
+  const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider();
+  const SceneGraph::CollectedUniformMap&    uniformMap             = uniformMapDataProvider.GetCollectedUniformMap();
+  const SceneGraph::UniformMap&             uniformMapNode         = node.GetNodeUniformMap();
+
+  bool updateMaps;
+
+  // 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(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
-     node.GetUniformMapChanged(bufferIndex) ||
-     mUniformIndexMap.Count() == 0 ||
-     mShaderChanged)
+  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();
 
-    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);
+    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].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;
+      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)
     {
-      uint32_t uniformIndex = program.RegisterUniform(uniformMapNode[nodeMapIndex].uniformName);
-      bool     found(false);
-      for(uint32_t i = 0; i < uniformMap.Count(); ++i)
+      auto  hash = uniformMapNode[nodeMapIndex].uniformNameHash;
+      auto& name = uniformMapNode[nodeMapIndex].uniformName;
+      bool  found(false);
+      for(uint32_t i = 0; i < mapCount; ++i)
       {
-        if(mUniformIndexMap[i].uniformIndex == uniformIndex)
+        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].uniformIndex           = uniformIndex;
-        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(
@@ -667,67 +733,48 @@ 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 uniformBlockAllocationBytes{0u};
-  uint32_t uniformBlockMaxSize{0u};
   uint32_t uboOffset{0u};
 
   auto& reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
-  for(auto i = 0u; i < reflection.GetUniformBlockCount(); ++i)
-  {
-    auto blockSize = GetUniformBufferDataAlignment(reflection.GetUniformBlockSize(i));
-    if(uniformBlockMaxSize < blockSize)
-    {
-      uniformBlockMaxSize = blockSize;
-    }
-    uniformBlockAllocationBytes += blockSize;
-  }
 
-  auto pagedAllocation = ((uniformBlockAllocationBytes / UBO_PAGE_SIZE + 1u)) * UBO_PAGE_SIZE;
+  uint32_t uniformBlockAllocationBytes = program->GetUniformBlocksMemoryRequirements().totalSizeRequired;
 
-  // Allocate twice memory as required by the uniform buffers
-  // todo: memory usage backlog to use optimal allocation
-  if(uniformBlockAllocationBytes && !mUniformBuffer[bufferIndex])
+  // Create uniform buffer view from uniform buffer
+  Graphics::UniquePtr<Render::UniformBufferView> uboView{nullptr};
+  if(uniformBlockAllocationBytes)
   {
-    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);
+    auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex);
+    uboView          = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
   }
 
   // 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)
+  if(uboView)
   {
     auto uboCount = reflection.GetUniformBlockCount();
     mUniformBufferBindings.resize(uboCount);
 
     std::vector<Graphics::UniformBufferBinding>* bindings{&mUniformBufferBindings};
 
+    mUniformBufferBindings[0].buffer = uboView->GetBuffer(&mUniformBufferBindings[0].offset);
+
     // 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);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_MATRIX), *uboView, modelMatrix);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::VIEW_MATRIX), *uboView, viewMatrix);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::PROJECTION_MATRIX), *uboView, projectionMatrix);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_VIEW_MATRIX), *uboView, 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);
+      MatrixUtils::MultiplyProjectionMatrix(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
+      WriteDefaultUniform(mvpUniformInfo, *uboView, modelViewProjectionMatrix);
     }
 
     auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX);
@@ -736,60 +783,62 @@ void Renderer::WriteUniformBuffer(
       Matrix3 normalMatrix(modelViewMatrix);
       normalMatrix.Invert();
       normalMatrix.Transpose();
-      WriteDefaultUniform(normalUniformInfo, *ubo, *bindings, normalMatrix);
+      WriteDefaultUniform(normalUniformInfo, *uboView, normalMatrix);
     }
 
-    Vector4        finalColor;
-    const Vector4& color = node.GetRenderColor(bufferIndex);
-    if(mPremultipledAlphaEnabled)
+    Vector4        finalColor;                               ///< Applied renderer's opacity color
+    const Vector4& color = node.GetRenderColor(bufferIndex); ///< Actor's original color
+    if(mPremultipliedAlphaEnabled)
     {
-      float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
-      finalColor  = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha);
+      const 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);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *uboView, finalColor);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::ACTOR_COLOR), *uboView, color);
 
     // Write uniforms from the uniform map
-    FillUniformBuffer(*program, instruction, *ubo, 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), *ubo, *bindings, size);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *uboView, 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)
+bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBufferView& ubo, const T& data)
 {
   if(uniformInfo && !uniformInfo->name.empty())
   {
-    WriteUniform(ubo, bindings, *uniformInfo, data);
+    WriteUniform(ubo, *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)
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const T& data)
 {
-  WriteUniform(ubo, bindings, uniformInfo, &data, sizeof(T));
+  WriteUniform(ubo, 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)
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size)
 {
-  ubo.Write(data, size, bindings[uniformInfo.bufferIndex].offset + uniformInfo.offset);
+  ubo.Write(data, size, ubo.GetOffset() + uniformInfo.offset);
 }
 
 void Renderer::FillUniformBuffer(Program&                                      program,
                                  const SceneGraph::RenderInstruction&          instruction,
-                                 Render::UniformBuffer&                        ubo,
+                                 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();
@@ -800,103 +849,55 @@ void Renderer::FillUniformBuffer(Program&                                      p
   {
     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();
+    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)
     {
-      // @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);
+      auto& uniform    = *iter;
+      int   arrayIndex = uniform.arrayIndex;
 
-      if(uniformFound)
+      if(!uniform.uniformFunc)
       {
-        auto dst = mUniformBufferBindings[uniformInfo.bufferIndex].offset + uniformInfo.offset;
+        auto uniformInfo  = Graphics::UniformInfo{};
+        auto uniformFound = program.GetUniform(uniform.uniformName.GetStringView(),
+                                               uniform.uniformNameHash,
+                                               uniform.uniformNameHashNoArray,
+                                               uniformInfo);
 
-        switch((*iter).propertyValue->GetType())
+        uniform.uniformOffset   = uniformInfo.offset;
+        uniform.uniformLocation = uniformInfo.location;
+
+        if(uniformFound)
         {
-          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:
-          {
-          }
+          auto       dst      = ubo.GetOffset() + uniformInfo.offset;
+          const auto typeSize = GetPropertyValueSizeForUniform((*iter).propertyValue->GetType());
+          const auto dest     = dst + static_cast<uint32_t>(typeSize) * arrayIndex;
+          const auto func     = GetPropertyValueGetter((*iter).propertyValue->GetType());
+
+          ubo.Write(&((*iter).propertyValue->*func)(updateBufferIndex),
+                    typeSize,
+                    dest);
+
+          uniform.uniformSize = typeSize;
+          uniform.uniformFunc = func;
         }
       }
+      else
+      {
+        auto       dst      = ubo.GetOffset() + uniform.uniformOffset;
+        const auto typeSize = uniform.uniformSize;
+        const auto dest     = dst + static_cast<uint32_t>(typeSize) * arrayIndex;
+        const auto func     = uniform.uniformFunc;
+
+        ubo.Write(&((*iter).propertyValue->*func)(updateBufferIndex),
+                  typeSize,
+                  dest);
+      }
     }
   }
   // write output bindings
@@ -906,8 +907,7 @@ void Renderer::FillUniformBuffer(Program&                                      p
   offset = dataOffset;
 }
 
-void Renderer::SetSortAttributes(BufferIndex                                             bufferIndex,
-                                 SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
+void Renderer::SetSortAttributes(SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
 {
   sortAttributes.shader   = &(mRenderDataProvider->GetShader());
   sortAttributes.geometry = mGeometry;
@@ -918,251 +918,63 @@ 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(mShaderChanged || mUpdateAttributeLocations || mGeometry->AttributesChanged())
+  if(mRenderCallback || mShaderChanged || mGeometry->AttributesChanged() || mRenderDataProvider->IsUpdated())
   {
     return true;
   }
 
-  for(const auto& texture : mRenderDataProvider->GetTextures())
+  auto* textures = mRenderDataProvider->GetTextures();
+  if(textures)
   {
-    if(texture && texture->IsNativeImage())
+    for(auto iter = textures->Begin(), end = textures->End(); iter < end; ++iter)
     {
-      return true;
+      auto texture = *iter;
+      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->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;
 }
 
+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)
 {
-  Graphics::InputAssemblyState inputAssemblyState{};
-  Graphics::VertexInputState   vertexInputState{};
-  Graphics::ProgramState       programState{};
-  uint32_t                     bindingIndex{0u};
+  // Prepare query info
+  PipelineCacheQueryInfo queryInfo{};
+  queryInfo.program               = &program;
+  queryInfo.renderer              = this;
+  queryInfo.geometry              = mGeometry;
+  queryInfo.blendingEnabled       = blend;
+  queryInfo.blendingOptions       = &mBlendingOptions;
+  queryInfo.alphaPremultiplied    = mPremultipliedAlphaEnabled;
+  queryInfo.cameraUsingReflection = instruction.GetCamera()->GetReflectionUsed();
 
-  if(mUpdateAttributeLocations || mGeometry->AttributesChanged())
-  {
-    mAttributeLocations.Clear();
-    mUpdateAttributeLocations = true;
-  }
+  queryInfo.GenerateHash();
 
-  auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
+  // Find or generate new pipeline.
+  auto pipelineResult = mPipelineCache->GetPipeline(queryInfo, true);
 
-  /**
-   * 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());
-    }
-  }
-
-  mUpdated = true;
-
-  // Create the pipeline
-  Graphics::PipelineCreateInfo createInfo;
-  createInfo
-    .SetInputAssemblyState(&inputAssemblyState)
-    .SetVertexInputState(&vertexInputState)
-    .SetRasterizationState(&rasterizationState)
-    .SetColorBlendState(&colorBlendState)
-    .SetProgramState(&programState)
-    .SetNextExtension(&mLegacyProgram);
-
-  // Store a pipeline per renderer per render (renderer can be owned by multiple nodes,
-  // and re-drawn in multiple instructions).
-  // @todo This is only needed because ColorBlend state can change. Fixme!
-  // This is ameliorated by the fact that implementation caches pipelines, and we're only storing
-  // handles.
-  auto            hash           = HashedPipeline::GetHash(&node, &instruction, blend);
-  HashedPipeline* hashedPipeline = nullptr;
-  for(auto& element : mGraphicsPipelines)
-  {
-    if(element.mHash == hash)
-    {
-      hashedPipeline = &element;
-      break;
-    }
-  }
+  // should be never null?
+  return *pipelineResult.pipeline;
+}
 
-  if(hashedPipeline != nullptr)
-  {
-    hashedPipeline->mGraphicsPipeline = mGraphicsController->CreatePipeline(
-      createInfo,
-      std::move(hashedPipeline->mGraphicsPipeline));
-  }
-  else
-  {
-    mGraphicsPipelines.emplace_back();
-    mGraphicsPipelines.back().mHash             = hash;
-    mGraphicsPipelines.back().mGraphicsPipeline = mGraphicsController->CreatePipeline(createInfo, nullptr);
-    hashedPipeline                              = &mGraphicsPipelines.back();
-  }
-  return *hashedPipeline->mGraphicsPipeline.get();
+void Renderer::SetRenderCallback(RenderCallback* callback)
+{
+  mRenderCallback = callback;
 }
 
 } // namespace Render
 
-} // namespace Internal
-
-} // namespace Dali
+} // namespace Dali::Internal