Simplifying UniformMap updating
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index 5eb8289..dd6c207 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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.
@@ -25,6 +25,7 @@
 #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/shaders/program.h>
 #include <dali/internal/render/shaders/render-shader.h>
 #include <dali/internal/update/common/uniform-map.h>
-#include <dali/internal/render/renderers/pipeline-cache.h>
+#include <dali/public-api/signals/render-callback.h>
 
 namespace Dali::Internal
 {
 namespace
 {
 // Helper to get the property value getter by type
-typedef const float&(PropertyInputImpl::*FuncGetter )(BufferIndex) const;
+typedef const float& (PropertyInputImpl::*FuncGetter)(BufferIndex) const;
 constexpr FuncGetter GetPropertyValueGetter(Property::Type type)
 {
   switch(type)
@@ -89,18 +90,42 @@ constexpr FuncGetter GetPropertyValueGetter(Property::Type type)
  * Helper function that returns size of uniform datatypes based
  * on property type.
  */
-constexpr int GetPropertyValueSizeForUniform( Property::Type type )
+constexpr int GetPropertyValueSizeForUniform(Property::Type type)
 {
   switch(type)
   {
-    case Property::Type::BOOLEAN:{ return sizeof(bool);}
-    case Property::Type::FLOAT:{ return sizeof(float);}
-    case Property::Type::INTEGER:{ return sizeof(int);}
-    case Property::Type::VECTOR2:{ return sizeof(Vector2);}
-    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);}
+    case Property::Type::BOOLEAN:
+    {
+      return sizeof(bool);
+    }
+    case Property::Type::FLOAT:
+    {
+      return sizeof(float);
+    }
+    case Property::Type::INTEGER:
+    {
+      return sizeof(int);
+    }
+    case Property::Type::VECTOR2:
+    {
+      return sizeof(Vector2);
+    }
+    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;
@@ -150,8 +175,6 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
   mRenderDataProvider(dataProvider),
   mGeometry(geometry),
   mProgramCache(nullptr),
-  mUniformIndexMap(),
-  mUniformsHash(),
   mStencilParameters(stencilParameters),
   mBlendingOptions(),
   mIndexedDrawFirstElement(0),
@@ -185,8 +208,8 @@ Renderer::~Renderer() = default;
 
 void Renderer::SetGeometry(Render::Geometry* geometry)
 {
-  mGeometry  = geometry;
-  mUpdated   = true;
+  mGeometry = geometry;
+  mUpdated  = true;
 }
 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
 {
@@ -198,26 +221,35 @@ 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());
+  const Dali::Vector<Render::Texture*>* textures(mRenderDataProvider->GetTextures());
+  const Dali::Vector<Render::Sampler*>* 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;
+      }
     }
   }
 
@@ -408,6 +440,25 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
     return false;
   }
 
+  // Check if there is render callback
+  if(mRenderCallback)
+  {
+    Graphics::DrawNativeInfo info{};
+    info.api      = Graphics::DrawNativeAPI::GLES;
+    info.callback = &static_cast<Dali::CallbackBase&>(*mRenderCallback);
+    info.userData = &mRenderCallbackInput;
+    info.reserved = nullptr;
+
+    // pass render callback input
+    mRenderCallbackInput.size       = size;
+    mRenderCallbackInput.projection = projectionMatrix;
+    Matrix::Multiply(mRenderCallbackInput.mvp, modelViewMatrix, projectionMatrix);
+
+    // submit draw
+    commandBuffer.DrawNative(&info);
+    return true;
+  }
+
   // Prepare commands
   std::vector<DevelRenderer::DrawCommand*> commands;
   for(auto& cmd : mDrawCommands)
@@ -431,28 +482,28 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
   }
 
   // Create Program
-  ShaderDataPtr            shaderData   = mRenderDataProvider->GetShader().GetShaderData();
+  ShaderDataPtr shaderData = mRenderDataProvider->GetShader().GetShaderData();
 
-  Program* program         = Program::New(*mProgramCache,
+  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(
+    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(
+    Dali::Graphics::ShaderfragmentShader = mShaderCache->GetShader(
       fragShader,
       Graphics::PipelineStage::FRAGMENT_SHADER,
       shaderData->GetSourceMode());
@@ -478,9 +529,9 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
 
   BindTextures(commandBuffer, boundTextures);
 
-  BuildUniformIndexMap(bufferIndex, node, size, *program);
+  int 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
@@ -501,68 +552,101 @@ bool Renderer::Render(Graphics::CommandBuffer&                             comma
   return drawn;
 }
 
-void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
+int 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();
 
-  if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
-     node.GetUniformMapChanged(bufferIndex) ||
-     mUniformIndexMap.Count() == 0 ||
-     mShaderChanged)
+  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).
+
+  const void* nodePtr = static_cast<const void*>(&node);
+  auto        iter    = std::find_if(mNodeIndexMap.begin(), mNodeIndexMap.end(), [nodePtr](RenderItemLookup& element) { return element.node == nodePtr; });
+
+  int renderItemMapIndex;
+  if(iter == mNodeIndexMap.end())
+  {
+    renderItemMapIndex = mUniformIndexMaps.size();
+    RenderItemLookup renderItemLookup;
+    renderItemLookup.node                       = &node;
+    renderItemLookup.index                      = renderItemMapIndex;
+    renderItemLookup.nodeChangeCounter          = uniformMapNode.GetChangeCounter();
+    renderItemLookup.renderItemMapChangeCounter = uniformMap.GetChangeCounter();
+    mNodeIndexMap.emplace_back(renderItemLookup);
+
+    updateMaps = true;
+    mUniformIndexMaps.resize(mUniformIndexMaps.size() + 1);
+  }
+  else
+  {
+    renderItemMapIndex = iter->index;
+
+    updateMaps = (uniformMapNode.GetChangeCounter() != iter->nodeChangeCounter) ||
+                 (uniformMap.GetChangeCounter() != iter->renderItemMapChangeCounter) ||
+                 (mUniformIndexMaps[renderItemMapIndex].size() == 0);
+
+    iter->nodeChangeCounter          = uniformMapNode.GetChangeCounter();
+    iter->renderItemMapChangeCounter = uniformMap.GetChangeCounter();
+  }
+
+  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(
@@ -575,12 +659,13 @@ void Renderer::WriteUniformBuffer(
   const Matrix&                        modelViewMatrix,
   const Matrix&                        viewMatrix,
   const Matrix&                        projectionMatrix,
-  const Vector3&                       size)
+  const Vector3&                       size,
+  int                                  nodeIndex)
 {
   // Create the UBO
   uint32_t uboOffset{0u};
 
-  auto &reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
+  autoreflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
 
   uint32_t uniformBlockAllocationBytes = program->GetUniformBlocksMemoryRequirements().totalSizeRequired;
 
@@ -589,8 +674,7 @@ void Renderer::WriteUniformBuffer(
   if(uniformBlockAllocationBytes)
   {
     auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex);
-
-    uboView = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
+    uboView          = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
   }
 
   // update the uniform buffer
@@ -628,21 +712,22 @@ void Renderer::WriteUniformBuffer(
       WriteDefaultUniform(normalUniformInfo, *uboView, normalMatrix);
     }
 
-    Vector4        finalColor;
-    const Vector4& color = node.GetRenderColor(bufferIndex);
+    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), *uboView, finalColor);
+    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);
@@ -678,7 +763,8 @@ void Renderer::FillUniformBuffer(Program&                                      p
                                  Render::UniformBufferView&                    ubo,
                                  std::vector<Graphics::UniformBufferBinding>*& outBindings,
                                  uint32_t&                                     offset,
-                                 BufferIndex                                   updateBufferIndex)
+                                 BufferIndex                                   updateBufferIndex,
+                                 int                                           nodeIndex)
 {
   auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
   auto  uboCount   = reflection.GetUniformBlockCount();
@@ -693,26 +779,47 @@ 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)
     {
-      // @todo This means parsing the uniform string every frame. Instead, store the array index if present.
-      int arrayIndex = (*iter).arrayIndex;
+      auto& uniform    = *iter;
+      int   arrayIndex = uniform.arrayIndex;
 
-      auto uniformInfo  = Graphics::UniformInfo{};
-      auto uniformFound = program.GetUniform((*iter).uniformName.GetCString(),
-                                             (*iter).uniformNameHashNoArray ? (*iter).uniformNameHashNoArray
-                                                                            : (*iter).uniformNameHash,
-                                             uniformInfo);
+      if(!uniform.uniformFunc)
+      {
+        auto uniformInfo  = Graphics::UniformInfo{};
+        auto uniformFound = program.GetUniform(uniform.uniformName.GetStringView(),
+                                               uniform.uniformNameHash,
+                                               uniform.uniformNameHashNoArray,
+                                               uniformInfo);
 
-      if(uniformFound)
+        uniform.uniformOffset   = uniformInfo.offset;
+        uniform.uniformLocation = uniformInfo.location;
+
+        if(uniformFound)
+        {
+          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() + 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());
+        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);
@@ -745,31 +852,37 @@ bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvid
     return true;
   }
 
-  if(mShaderChanged || mGeometry->AttributesChanged())
+  if(mRenderCallback || mShaderChanged || mGeometry->AttributesChanged())
   {
     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->IsNativeImage())
+      {
+        return true;
+      }
     }
   }
 
-  uint64_t                               hash           = 0xc70f6907UL;
-  const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap(bufferIndex);
-  for(const auto& uniformProperty : uniformMapNode)
+  // Hash the property values. If the values are different, then rendering is required.
+  uint64_t                      hash           = 0xc70f6907UL;
+  const SceneGraph::UniformMap& uniformMapNode = node->GetNodeUniformMap();
+  for(uint32_t i = 0u, count = uniformMapNode.Count(); i < count; ++i)
   {
-    hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+    hash = uniformMapNode[i].propertyPtr->Hash(bufferIndex, hash);
   }
 
-  const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
-  const SceneGraph::CollectedUniformMap&    uniformMap             = uniformMapDataProvider.GetUniformMap(bufferIndex);
-  for(const auto& uniformProperty : uniformMap)
+  const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMapDataProvider();
+  const SceneGraph::CollectedUniformMap&    collectedUniformMap    = uniformMapDataProvider.GetCollectedUniformMap();
+  for(uint32_t i = 0u, count = collectedUniformMap.Count(); i < count; ++i)
   {
-    hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+    hash = collectedUniformMap.mUniformMap[i].propertyPtr->Hash(bufferIndex, hash);
   }
 
   if(mUniformsHash != hash)
@@ -794,20 +907,25 @@ Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
 
   // Prepare query info
   PipelineCacheQueryInfo queryInfo{};
-  queryInfo.program = &program;
-  queryInfo.renderer = this;
-  queryInfo.geometry = mGeometry;
-  queryInfo.blendingEnabled = blend;
-  queryInfo.blendingOptions = &mBlendingOptions;
-  queryInfo.alphaPremultiplied = mPremultipliedAlphaEnabled;
+  queryInfo.program               = &program;
+  queryInfo.renderer              = this;
+  queryInfo.geometry              = mGeometry;
+  queryInfo.blendingEnabled       = blend;
+  queryInfo.blendingOptions       = &mBlendingOptions;
+  queryInfo.alphaPremultiplied    = mPremultipliedAlphaEnabled;
   queryInfo.cameraUsingReflection = instruction.GetCamera()->GetReflectionUsed();
 
-  auto pipelineResult = mPipelineCache->GetPipeline( queryInfo, true );
+  auto pipelineResult = mPipelineCache->GetPipeline(queryInfo, true);
 
   // should be never null?
   return *pipelineResult.pipeline;
 }
 
+void Renderer::SetRenderCallback(RenderCallback* callback)
+{
+  mRenderCallback = callback;
+}
+
 } // namespace Render
 
 } // namespace Dali::Internal