Simplifying UniformMap updating
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index cea62ab..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.
 #include <dali/internal/render/renderers/render-renderer.h>
 
 // INTERNAL INCLUDES
+#include <dali/graphics-api/graphics-types.h>
+#include <dali/integration-api/debug.h>
 #include <dali/internal/common/image-sampler.h>
 #include <dali/internal/render/common/render-instruction.h>
 #include <dali/internal/render/data-providers/node-data-provider.h>
 #include <dali/internal/render/data-providers/uniform-map-data-provider.h>
-#include <dali/internal/render/gl-resources/context.h>
+#include <dali/internal/render/renderers/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
 {
-/**
- * Helper to set view and projection matrices once per program
- * @param program to set the matrices to
- * @param modelMatrix to set
- * @param viewMatrix to set
- * @param projectionMatrix to set
- * @param modelViewMatrix to set
- * @param modelViewProjectionMatrix to set
- */
-inline void SetMatrices(Program&      program,
-                        const Matrix& modelMatrix,
-                        const Matrix& viewMatrix,
-                        const Matrix& projectionMatrix,
-                        const Matrix& modelViewMatrix)
-{
-  GLint loc = program.GetUniformLocation(Program::UNIFORM_MODEL_MATRIX);
-  if(Program::UNIFORM_UNKNOWN != loc)
-  {
-    program.SetUniformMatrix4fv(loc, 1, modelMatrix.AsFloat());
-  }
-  loc = program.GetUniformLocation(Program::UNIFORM_VIEW_MATRIX);
-  if(Program::UNIFORM_UNKNOWN != loc)
+// Helper to get the property value getter by type
+typedef const float& (PropertyInputImpl::*FuncGetter)(BufferIndex) const;
+constexpr FuncGetter GetPropertyValueGetter(Property::Type type)
+{
+  switch(type)
   {
-    if(program.GetViewMatrix() != &viewMatrix)
+    case Property::BOOLEAN:
     {
-      program.SetViewMatrix(&viewMatrix);
-      program.SetUniformMatrix4fv(loc, 1, viewMatrix.AsFloat());
+      return FuncGetter(&PropertyInputImpl::GetBoolean);
     }
-  }
-  // set projection matrix if program has not yet received it this frame or if it is dirty
-  loc = program.GetUniformLocation(Program::UNIFORM_PROJECTION_MATRIX);
-  if(Program::UNIFORM_UNKNOWN != loc)
-  {
-    if(program.GetProjectionMatrix() != &projectionMatrix)
+    case Property::INTEGER:
     {
-      program.SetProjectionMatrix(&projectionMatrix);
-      program.SetUniformMatrix4fv(loc, 1, projectionMatrix.AsFloat());
+      return FuncGetter(&PropertyInputImpl::GetInteger);
+    }
+    case Property::FLOAT:
+    {
+      return FuncGetter(&PropertyInputImpl::GetFloat);
+    }
+    case Property::VECTOR2:
+    {
+      return FuncGetter(&PropertyInputImpl::GetVector2);
+    }
+    case Property::VECTOR3:
+    {
+      return FuncGetter(&PropertyInputImpl::GetVector3);
+    }
+    case Property::VECTOR4:
+    {
+      return FuncGetter(&PropertyInputImpl::GetVector4);
+    }
+    case Property::MATRIX3:
+    {
+      return FuncGetter(&PropertyInputImpl::GetMatrix3);
+    }
+    case Property::MATRIX:
+    {
+      return FuncGetter(&PropertyInputImpl::GetMatrix);
+    }
+    default:
+    {
+      return nullptr;
     }
   }
-  loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX);
-  if(Program::UNIFORM_UNKNOWN != loc)
-  {
-    program.SetUniformMatrix4fv(loc, 1, modelViewMatrix.AsFloat());
-  }
+}
 
-  loc = program.GetUniformLocation(Program::UNIFORM_MVP_MATRIX);
-  if(Program::UNIFORM_UNKNOWN != loc)
+/**
+ * Helper function that returns size of uniform datatypes based
+ * on property type.
+ */
+constexpr int GetPropertyValueSizeForUniform(Property::Type type)
+{
+  switch(type)
   {
-    Matrix modelViewProjectionMatrix(false);
-    Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
-    program.SetUniformMatrix4fv(loc, 1, modelViewProjectionMatrix.AsFloat());
-  }
+    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;
+    }
+  };
+}
 
-  loc = program.GetUniformLocation(Program::UNIFORM_NORMAL_MATRIX);
-  if(Program::UNIFORM_UNKNOWN != loc)
-  {
-    Matrix3 normalMatrix;
-    normalMatrix = modelViewMatrix;
-    normalMatrix.Invert();
-    normalMatrix.Transpose();
-    program.SetUniformMatrix3fv(loc, 1, normalMatrix.AsFloat());
-  }
+/**
+ * Helper function to calculate the correct alignment of data for uniform buffers
+ * @param dataSize size of uniform buffer
+ * @return aligned offset of data
+ */
+inline uint32_t GetUniformBufferDataAlignment(uint32_t dataSize)
+{
+  return ((dataSize / 256u) + ((dataSize % 256u) ? 1u : 0u)) * 256u;
 }
 
 } // namespace
@@ -127,12 +171,10 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
                    DepthTestMode::Type             depthTestMode,
                    DepthFunction::Type             depthFunction,
                    StencilParameters&              stencilParameters)
-: mRenderDataProvider(dataProvider),
-  mContext(nullptr),
+: mGraphicsController(nullptr),
+  mRenderDataProvider(dataProvider),
   mGeometry(geometry),
-  mUniformIndexMap(),
-  mAttributesLocation(),
-  mUniformsHash(),
+  mProgramCache(nullptr),
   mStencilParameters(stencilParameters),
   mBlendingOptions(),
   mIndexedDrawFirstElement(0),
@@ -141,8 +183,7 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
   mFaceCullingMode(faceCullingMode),
   mDepthWriteMode(depthWriteMode),
   mDepthTestMode(depthTestMode),
-  mUpdateAttributesLocation(true),
-  mPremultipledAlphaEnabled(preMultipliedAlphaEnabled),
+  mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
   mShaderChanged(false),
   mUpdated(true)
 {
@@ -154,17 +195,21 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
   mBlendingOptions.SetBlendColor(blendColor);
 }
 
-void Renderer::Initialize(Context& context)
+void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager, Render::PipelineCache& pipelineCache)
 {
-  mContext = &context;
+  mGraphicsController   = &graphicsController;
+  mProgramCache         = &programCache;
+  mShaderCache          = &shaderCache;
+  mUniformBufferManager = &uniformBufferManager;
+  mPipelineCache        = &pipelineCache;
 }
 
 Renderer::~Renderer() = default;
 
 void Renderer::SetGeometry(Render::Geometry* geometry)
 {
-  mGeometry                 = geometry;
-  mUpdateAttributesLocation = true;
+  mGeometry = geometry;
+  mUpdate = true;
 }
 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
 {
@@ -172,220 +217,46 @@ void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands,
   mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
 }
 
-void Renderer::SetBlending(Context& context, bool blend)
-{
-  context.SetBlend(blend);
-  if(blend)
-  {
-    // Blend color is optional and rarely used
-    const Vector4* blendColor = mBlendingOptions.GetBlendColor();
-    if(blendColor)
-    {
-      context.SetCustomBlendColor(*blendColor);
-    }
-    else
-    {
-      context.SetDefaultBlendColor();
-    }
-
-    // Set blend source & destination factors
-    context.BlendFuncSeparate(mBlendingOptions.GetBlendSrcFactorRgb(),
-                              mBlendingOptions.GetBlendDestFactorRgb(),
-                              mBlendingOptions.GetBlendSrcFactorAlpha(),
-                              mBlendingOptions.GetBlendDestFactorAlpha());
-
-    // Set blend equations
-    Dali::DevelBlendEquation::Type rgbEquation   = mBlendingOptions.GetBlendEquationRgb();
-    Dali::DevelBlendEquation::Type alphaEquation = mBlendingOptions.GetBlendEquationAlpha();
-
-    if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
-    {
-      if(rgbEquation != alphaEquation)
-      {
-        DALI_LOG_ERROR("Advanced Blend Equation have to be appried by using BlendEquation.\n");
-      }
-      context.BlendEquation(rgbEquation);
-    }
-    else
-    {
-      context.BlendEquationSeparate(rgbEquation, alphaEquation);
-    }
-  }
-
-  mUpdated = true;
-}
-
-void Renderer::GlContextDestroyed()
+void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures)
 {
-  mGeometry->GlContextDestroyed();
-}
-
-void Renderer::GlCleanup()
-{
-}
-
-void Renderer::SetUniforms(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
-{
-  // Check if the map has changed
-  DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available");
-
-  const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
-
-  if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
-     node.GetUniformMapChanged(bufferIndex) ||
-     mUniformIndexMap.Count() == 0 ||
-     mShaderChanged)
-  {
-    // Reset shader pointer
-    mShaderChanged = false;
-
-    const SceneGraph::CollectedUniformMap& uniformMap     = uniformMapDataProvider.GetUniformMap(bufferIndex);
-    const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
-
-    uint32_t maxMaps = static_cast<uint32_t>(uniformMap.Count() + uniformMapNode.Count()); // 4,294,967,295 maps should be enough
-    mUniformIndexMap.Clear();                                                              // Clear contents, but keep memory if we don't change size
-    mUniformIndexMap.Resize(maxMaps);
-
-    uint32_t mapIndex = 0;
-    for(; mapIndex < uniformMap.Count(); ++mapIndex)
-    {
-      mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex].propertyPtr;
-      mUniformIndexMap[mapIndex].uniformIndex  = program.RegisterUniform(uniformMap[mapIndex].uniformName);
-    }
-
-    for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex)
-    {
-      uint32_t uniformIndex = program.RegisterUniform(uniformMapNode[nodeMapIndex].uniformName);
-      bool     found(false);
-      for(uint32_t i = 0; i < uniformMap.Count(); ++i)
-      {
-        if(mUniformIndexMap[i].uniformIndex == uniformIndex)
-        {
-          mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
-          found                             = true;
-          break;
-        }
-      }
+  uint32_t textureUnit = 0;
 
-      if(!found)
-      {
-        mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
-        mUniformIndexMap[mapIndex].uniformIndex  = uniformIndex;
-        ++mapIndex;
-      }
-    }
+  const Dali::Vector<Render::Texture*>* textures(mRenderDataProvider->GetTextures());
+  const Dali::Vector<Render::Sampler*>* samplers(mRenderDataProvider->GetSamplers());
 
-    mUniformIndexMap.Resize(mapIndex);
-  }
+  std::vector<Graphics::TextureBinding> textureBindings;
 
-  // Set uniforms in local map
-  for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
-                                     end  = mUniformIndexMap.End();
-      iter != end;
-      ++iter)
+  if(textures != nullptr)
   {
-    SetUniformFromProperty(bufferIndex, program, *iter);
-  }
+    const std::uint32_t texturesCount(static_cast<std::uint32_t>(textures->Count()));
+    textureBindings.reserve(texturesCount);
 
-  GLint sizeLoc = program.GetUniformLocation(Program::UNIFORM_SIZE);
-  if(-1 != sizeLoc)
-  {
-    program.SetSizeUniform3f(sizeLoc, size.x, size.y, size.z);
-  }
-}
-
-void Renderer::SetUniformFromProperty(BufferIndex bufferIndex, Program& program, UniformIndexMap& map)
-{
-  GLint location = program.GetUniformLocation(map.uniformIndex);
-  if(Program::UNIFORM_UNKNOWN != location)
-  {
-    // switch based on property type to use correct GL uniform setter
-    switch(map.propertyValue->GetType())
+    for(uint32_t i = 0; i < texturesCount; ++i) // not expecting more than uint32_t of textures
     {
-      case Property::INTEGER:
-      {
-        program.SetUniform1i(location, map.propertyValue->GetInteger(bufferIndex));
-        break;
-      }
-      case Property::FLOAT:
+      if((*textures)[i] && (*textures)[i]->GetGraphicsObject())
       {
-        program.SetUniform1f(location, map.propertyValue->GetFloat(bufferIndex));
-        break;
-      }
-      case Property::VECTOR2:
-      {
-        Vector2 value(map.propertyValue->GetVector2(bufferIndex));
-        program.SetUniform2f(location, value.x, value.y);
-        break;
-      }
-
-      case Property::VECTOR3:
-      {
-        Vector3 value(map.propertyValue->GetVector3(bufferIndex));
-        program.SetUniform3f(location, value.x, value.y, value.z);
-        break;
-      }
-
-      case Property::VECTOR4:
-      {
-        Vector4 value(map.propertyValue->GetVector4(bufferIndex));
-        program.SetUniform4f(location, value.x, value.y, value.z, value.w);
-        break;
-      }
+        Graphics::Texture* graphicsTexture = (*textures)[i]->GetGraphicsObject();
+        // if the sampler exists,
+        //   if it's default, delete the graphics object
+        //   otherwise re-initialize it if dirty
 
-      case Property::ROTATION:
-      {
-        Quaternion value(map.propertyValue->GetQuaternion(bufferIndex));
-        program.SetUniform4f(location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w);
-        break;
-      }
-
-      case Property::MATRIX:
-      {
-        const Matrix& value = map.propertyValue->GetMatrix(bufferIndex);
-        program.SetUniformMatrix4fv(location, 1, value.AsFloat());
-        break;
-      }
+        const Graphics::Sampler* graphicsSampler = samplers ? ((*samplers)[i] ? (*samplers)[i]->GetGraphicsObject()
+                                                                              : nullptr)
+                                                            : nullptr;
 
-      case Property::MATRIX3:
-      {
-        const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex);
-        program.SetUniformMatrix3fv(location, 1, value.AsFloat());
-        break;
-      }
+        boundTextures.PushBack(graphicsTexture);
+        const Graphics::TextureBinding textureBinding{graphicsTexture, graphicsSampler, textureUnit};
+        textureBindings.push_back(textureBinding);
 
-      default:
-      {
-        // Other property types are ignored
-        break;
+        ++textureUnit;
       }
     }
   }
-}
-
-bool Renderer::BindTextures(Context& context, Program& program, Vector<GLuint>& boundTextures)
-{
-  uint32_t textureUnit = 0;
-  bool     result      = true;
 
-  GLint                          uniformLocation(-1);
-  std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
-  std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
-  for(uint32_t i = 0; i < static_cast<uint32_t>(textures.size()) && result; ++i) // not expecting more than uint32_t of textures
+  if(!textureBindings.empty())
   {
-    if(textures[i])
-    {
-      result = textures[i]->Bind(context, textureUnit, samplers[i]);
-      boundTextures.PushBack(textures[i]->GetId());
-      if(result && program.GetSamplerUniformLocation(i, uniformLocation))
-      {
-        program.SetUniform1i(uniformLocation, textureUnit);
-        ++textureUnit;
-      }
-    }
+    commandBuffer.BindTextures(textureBindings);
   }
-
-  return result;
 }
 
 void Renderer::SetFaceCullingMode(FaceCullingMode::Type mode)
@@ -420,8 +291,8 @@ void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
 
 void Renderer::EnablePreMultipliedAlpha(bool enable)
 {
-  mPremultipledAlphaEnabled = enable;
-  mUpdated                  = true;
+  mPremultipliedAlphaEnabled = enable;
+  mUpdated                   = true;
 }
 
 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
@@ -545,12 +416,12 @@ StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
   return mStencilParameters.stencilOperationOnZPass;
 }
 
-void Renderer::Upload(Context& context)
+void Renderer::Upload()
 {
-  mGeometry->Upload(context);
+  mGeometry->Upload(*mGraphicsController);
 }
 
-void Renderer::Render(Context&                                             context,
+bool Renderer::Render(Graphics::CommandBuffer&                             commandBuffer,
                       BufferIndex                                          bufferIndex,
                       const SceneGraph::NodeDataProvider&                  node,
                       const Matrix&                                        modelMatrix,
@@ -559,14 +430,33 @@ void Renderer::Render(Context&                                             conte
                       const Matrix&                                        projectionMatrix,
                       const Vector3&                                       size,
                       bool                                                 blend,
-                      Vector<GLuint>&                                      boundTextures,
+                      Vector<Graphics::Texture*>&                          boundTextures,
                       const Dali::Internal::SceneGraph::RenderInstruction& instruction,
                       uint32_t                                             queueIndex)
 {
   // Before doing anything test if the call happens in the right queue
   if(mDrawCommands.empty() && queueIndex > 0)
   {
-    return;
+    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
@@ -582,113 +472,368 @@ void Renderer::Render(Context&                                             conte
   // Have commands but nothing to be drawn - abort
   if(!mDrawCommands.empty() && commands.empty())
   {
-    return;
+    return false;
+  }
+
+  // Set blending mode
+  if(!mDrawCommands.empty())
+  {
+    blend = (commands[0]->queue != DevelRenderer::RENDER_QUEUE_OPAQUE) && blend;
   }
 
-  // Get the program to use:
-  Program* program = mRenderDataProvider->GetShader().GetProgram();
+  // Create Program
+  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()));
-    return;
+    DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<const void*>(&mRenderDataProvider->GetShader()));
+    return false;
   }
 
-  //Set cull face  mode
-  const Dali::Internal::SceneGraph::Camera* cam = instruction.GetCamera();
-  if(cam->GetReflectionUsed())
+  // If program doesn't have Gfx program object assigned yet, prepare it.
+  if(!program->GetGraphicsProgramPtr())
   {
-    auto adjFaceCullingMode = mFaceCullingMode;
-    switch(mFaceCullingMode)
+    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);
+
+  commandBuffer.BindPipeline(pipeline);
+
+  BindTextures(commandBuffer, boundTextures);
+
+  int nodeIndex = BuildUniformIndexMap(bufferIndex, node, size, *program);
+
+  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())
+  {
+    drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+  }
+  else
+  {
+    for(auto& cmd : commands)
     {
-      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
-      }
+      mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
     }
-    context.CullFace(adjFaceCullingMode);
   }
-  else
+
+  mUpdated = false;
+  return drawn;
+}
+
+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->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).
+
+  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())
   {
-    context.CullFace(mFaceCullingMode);
+    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);
 
-  // Take the program into use so we can send uniforms to it
-  program->Use();
+    iter->nodeChangeCounter          = uniformMapNode.GetChangeCounter();
+    iter->renderItemMapChangeCounter = uniformMap.GetChangeCounter();
+  }
 
-  if(DALI_LIKELY(BindTextures(context, *program, boundTextures)))
+  if(updateMaps || mShaderChanged)
   {
-    // Only set up and draw if we have textures and they are all valid
+    // Reset shader pointer
+    mShaderChanged = false;
+
+    const uint32_t mapCount     = uniformMap.Count();
+    const uint32_t mapNodeCount = uniformMapNode.Count();
 
-    // set projection and view matrix if program has not yet received them yet this frame
-    SetMatrices(*program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix);
+    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 < mapCount; ++mapIndex)
+    {
+      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;
+    }
 
-    // set color uniform
-    GLint loc = program->GetUniformLocation(Program::UNIFORM_COLOR);
-    if(Program::UNIFORM_UNKNOWN != loc)
+    for(uint32_t nodeMapIndex = 0; nodeMapIndex < mapNodeCount; ++nodeMapIndex)
     {
-      const Vector4& color = node.GetRenderColor(bufferIndex);
-      if(mPremultipledAlphaEnabled)
+      auto  hash = uniformMapNode[nodeMapIndex].uniformNameHash;
+      auto& name = uniformMapNode[nodeMapIndex].uniformName;
+      bool  found(false);
+      for(uint32_t i = 0; i < mapCount; ++i)
       {
-        float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
-        program->SetUniform4f(loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha);
+        if(mUniformIndexMaps[renderItemMapIndex][i].uniformNameHash == hash &&
+           mUniformIndexMaps[renderItemMapIndex][i].uniformName == name)
+        {
+          mUniformIndexMaps[renderItemMapIndex][i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+          found                                                  = true;
+          break;
+        }
       }
-      else
+
+      if(!found)
       {
-        program->SetUniform4f(loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex));
+        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;
       }
     }
 
-    SetUniforms(bufferIndex, node, size, *program);
+    mUniformIndexMaps[renderItemMapIndex].resize(mapIndex);
+  }
+  return renderItemMapIndex;
+}
+
+void Renderer::WriteUniformBuffer(
+  BufferIndex                          bufferIndex,
+  Graphics::CommandBuffer&             commandBuffer,
+  Program*                             program,
+  const SceneGraph::RenderInstruction& instruction,
+  const SceneGraph::NodeDataProvider&  node,
+  const Matrix&                        modelMatrix,
+  const Matrix&                        modelViewMatrix,
+  const Matrix&                        viewMatrix,
+  const Matrix&                        projectionMatrix,
+  const Vector3&                       size,
+  int                                  nodeIndex)
+{
+  // Create the UBO
+  uint32_t uboOffset{0u};
 
-    if(mUpdateAttributesLocation || mGeometry->AttributesChanged())
+  auto& reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
+
+  uint32_t uniformBlockAllocationBytes = program->GetUniformBlocksMemoryRequirements().totalSizeRequired;
+
+  // Create uniform buffer view from uniform buffer
+  Graphics::UniquePtr<Render::UniformBufferView> uboView{nullptr};
+  if(uniformBlockAllocationBytes)
+  {
+    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
+  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), *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())
     {
-      mGeometry->GetAttributeLocationFromProgram(mAttributesLocation, *program, bufferIndex);
-      mUpdateAttributesLocation = false;
+      Matrix modelViewProjectionMatrix(false);
+      Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
+      WriteDefaultUniform(mvpUniformInfo, *uboView, modelViewProjectionMatrix);
     }
 
-    if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
+    auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX);
+    if(normalUniformInfo && !normalUniformInfo->name.empty())
     {
-      context.BlendBarrier();
+      Matrix3 normalMatrix(modelViewMatrix);
+      normalMatrix.Invert();
+      normalMatrix.Transpose();
+      WriteDefaultUniform(normalUniformInfo, *uboView, normalMatrix);
     }
 
-    if(mDrawCommands.empty())
+    Vector4        finalColor;                               ///< Applied renderer's opacity color
+    const Vector4& color = node.GetRenderColor(bufferIndex); ///< Actor's original color
+    if(mPremultipliedAlphaEnabled)
     {
-      SetBlending(context, blend);
-
-      mGeometry->Draw(context,
-                      bufferIndex,
-                      mAttributesLocation,
-                      mIndexedDrawFirstElement,
-                      mIndexedDrawElementsCount);
+      const float& alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
+      finalColor         = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha);
     }
     else
     {
-      for(auto& cmd : commands)
+      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, nodeIndex);
+
+    // Write uSize in the end, as it shouldn't be overridable by dynamic properties.
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *uboView, size);
+
+    commandBuffer.BindUniformBuffers(*bindings);
+  }
+}
+
+template<class T>
+bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBufferView& ubo, const T& data)
+{
+  if(uniformInfo && !uniformInfo->name.empty())
+  {
+    WriteUniform(ubo, *uniformInfo, data);
+    return true;
+  }
+  return false;
+}
+
+template<class T>
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const T& data)
+{
+  WriteUniform(ubo, uniformInfo, &data, sizeof(T));
+}
+
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size)
+{
+  ubo.Write(data, size, ubo.GetOffset() + uniformInfo.offset);
+}
+
+void Renderer::FillUniformBuffer(Program&                                      program,
+                                 const SceneGraph::RenderInstruction&          instruction,
+                                 Render::UniformBufferView&                    ubo,
+                                 std::vector<Graphics::UniformBufferBinding>*& outBindings,
+                                 uint32_t&                                     offset,
+                                 BufferIndex                                   updateBufferIndex,
+                                 int                                           nodeIndex)
+{
+  auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
+  auto  uboCount   = reflection.GetUniformBlockCount();
+
+  // Setup bindings
+  uint32_t dataOffset = offset;
+  for(auto i = 0u; i < uboCount; ++i)
+  {
+    mUniformBufferBindings[i].dataSize = reflection.GetUniformBlockSize(i);
+    mUniformBufferBindings[i].binding  = reflection.GetUniformBlockBinding(i);
+
+    dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize);
+    mUniformBufferBindings[i].buffer = ubo.GetBuffer(&mUniformBufferBindings[i].offset);
+
+    for(auto iter = mUniformIndexMaps[nodeIndex].begin(),
+             end  = mUniformIndexMaps[nodeIndex].end();
+        iter != end;
+        ++iter)
+    {
+      auto& uniform    = *iter;
+      int   arrayIndex = uniform.arrayIndex;
+
+      if(!uniform.uniformFunc)
       {
-        if(cmd->queue == queueIndex)
+        auto uniformInfo  = Graphics::UniformInfo{};
+        auto uniformFound = program.GetUniform(uniform.uniformName.GetStringView(),
+                                               uniform.uniformNameHash,
+                                               uniform.uniformNameHashNoArray,
+                                               uniformInfo);
+
+        uniform.uniformOffset   = uniformInfo.offset;
+        uniform.uniformLocation = uniformInfo.location;
+
+        if(uniformFound)
         {
-          //Set blending mode
-          SetBlending(context, cmd->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend);
-          mGeometry->Draw(context, bufferIndex, mAttributesLocation, cmd->firstIndex, cmd->elementCount);
+          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);
+      }
     }
-    mUpdated = false;
   }
+  // write output bindings
+  outBindings = &mUniformBufferBindings;
+
+  // Update offset
+  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;
@@ -707,31 +852,37 @@ bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvid
     return true;
   }
 
-  if(mShaderChanged || mUpdateAttributesLocation || 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)
@@ -743,8 +894,38 @@ bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvid
   return false;
 }
 
-} // namespace Render
+Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
+  Program&                                             program,
+  const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+  const SceneGraph::NodeDataProvider&                  node,
+  bool                                                 blend)
+{
+  if(mGeometry->AttributesChanged())
+  {
+    mUpdated = true;
+  }
 
-} // namespace Internal
+  // 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();
+
+  auto pipelineResult = mPipelineCache->GetPipeline(queryInfo, true);
+
+  // should be never null?
+  return *pipelineResult.pipeline;
+}
+
+void Renderer::SetRenderCallback(RenderCallback* callback)
+{
+  mRenderCallback = callback;
+}
+
+} // namespace Render
 
-} // namespace Dali
+} // namespace Dali::Internal