[Tizen] Fix ReuseRenderer issue when renderer is nullptr
[platform/core/uifw/dali-core.git] / dali / internal / update / manager / render-instruction-processor.cpp
index 3e71956..9f9bdd3 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include <dali/internal/update/manager/render-instruction-processor.h>
 
 // INTERNAL INCLUDES
-#include <dali/public-api/actors/layer.h>
 #include <dali/integration-api/debug.h>
 #include <dali/internal/event/actors/layer-impl.h> // for the default sorting function
-#include <dali/internal/update/manager/sorted-layers.h>
-#include <dali/internal/update/render-tasks/scene-graph-render-task.h>
-#include <dali/internal/update/rendering/scene-graph-texture-set.h>
+#include <dali/internal/render/common/render-instruction-container.h>
+#include <dali/internal/render/common/render-instruction.h>
 #include <dali/internal/render/common/render-item.h>
 #include <dali/internal/render/common/render-tracker.h>
-#include <dali/internal/render/common/render-instruction.h>
-#include <dali/internal/render/common/render-instruction-container.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>
 #include <dali/internal/render/renderers/render-renderer.h>
-#include <dali/internal/render/renderers/render-property-buffer.h>
+#include <dali/internal/render/shaders/render-shader.h>
+#include <dali/internal/update/manager/sorted-layers.h>
 #include <dali/internal/update/nodes/scene-graph-layer.h>
+#include <dali/internal/update/render-tasks/scene-graph-render-task.h>
+#include <dali/internal/update/rendering/scene-graph-texture-set.h>
+#include <dali/public-api/actors/layer.h>
 
 namespace
 {
 #if defined(DEBUG_ENABLED)
 Debug::Filter* gRenderListLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_LISTS");
 #endif
-}
+} // namespace
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace SceneGraph
 {
-
 namespace
 {
-
 /**
  * Function which compares render items by shader/textureSet/geometry
  * @param[in] lhs Left hand side item
  * @param[in] rhs Right hand side item
  * @return True if left item is greater than right
  */
-inline bool PartialCompareItems( const RenderInstructionProcessor::SortAttributes& lhs,
-                                 const RenderInstructionProcessor::SortAttributes& rhs )
+inline bool PartialCompareItems(const RenderInstructionProcessor::SortAttributes& lhs,
+                                const RenderInstructionProcessor::SortAttributes& rhs)
 {
-  if( lhs.shader == rhs.shader )
+  if(lhs.shader == rhs.shader)
   {
-    if( lhs.textureSet == rhs.textureSet )
+    if(lhs.textureSet == rhs.textureSet)
     {
       return lhs.geometry < rhs.geometry;
     }
@@ -80,13 +75,13 @@ inline bool PartialCompareItems( const RenderInstructionProcessor::SortAttribute
  * @param[in] rhs Right hand side item
  * @return True if left item is greater than right
  */
-bool CompareItems( const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs )
+bool CompareItems(const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs)
 {
   // @todo Consider replacing all these sortAttributes with a single long int that
   // encapsulates the same data (e.g. the middle-order bits of the ptrs).
-  if( lhs.renderItem->mDepthIndex == rhs.renderItem->mDepthIndex )
+  if(lhs.renderItem->mDepthIndex == rhs.renderItem->mDepthIndex)
   {
-    return PartialCompareItems( lhs, rhs );
+    return PartialCompareItems(lhs, rhs);
   }
   return lhs.renderItem->mDepthIndex < rhs.renderItem->mDepthIndex;
 }
@@ -98,22 +93,22 @@ bool CompareItems( const RenderInstructionProcessor::SortAttributes& lhs, const
  * @param[in] rhs Right hand side item
  * @return True if left item is greater than right
  */
-bool CompareItems3D( const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs )
+bool CompareItems3D(const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs)
 {
   const bool lhsIsOpaque = lhs.renderItem->mIsOpaque;
-  if( lhsIsOpaque == rhs.renderItem->mIsOpaque )
+  if(lhsIsOpaque == rhs.renderItem->mIsOpaque)
   {
-    if( lhsIsOpaque )
+    if(lhsIsOpaque)
     {
       // If both RenderItems are opaque, sort using shader, then material then geometry.
-      return PartialCompareItems( lhs, rhs );
+      return PartialCompareItems(lhs, rhs);
     }
     else
     {
       // If both RenderItems are transparent, sort using Z, then shader, then material, then geometry.
-      if( Equals( lhs.zValue, rhs.zValue ) )
+      if(Equals(lhs.zValue, rhs.zValue))
       {
-        return PartialCompareItems( lhs, rhs );
+        return PartialCompareItems(lhs, rhs);
       }
       return lhs.zValue > rhs.zValue;
     }
@@ -130,18 +125,45 @@ bool CompareItems3D( const RenderInstructionProcessor::SortAttributes& lhs, cons
  * @param[in] rhs Right hand side item
  * @return True if left item is greater than right
  */
-bool CompareItems3DWithClipping( const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs )
+bool CompareItems3DWithClipping(const RenderInstructionProcessor::SortAttributes& lhs, const RenderInstructionProcessor::SortAttributes& rhs)
 {
   // Items must be sorted in order of clipping first, otherwise incorrect clipping regions could be used.
-  if( lhs.renderItem->mNode->mClippingSortModifier == rhs.renderItem->mNode->mClippingSortModifier )
+  if(lhs.renderItem->mNode->mClippingSortModifier == rhs.renderItem->mNode->mClippingSortModifier)
   {
-    return CompareItems3D( lhs, rhs );
+    return CompareItems3D(lhs, rhs);
   }
 
   return lhs.renderItem->mNode->mClippingSortModifier < rhs.renderItem->mNode->mClippingSortModifier;
 }
 
 /**
+ * Set the update size of the node
+ * @param[in] node The node of the renderer
+ * @param[in] isLayer3d Whether we are processing a 3D layer or not
+ * @param[in,out] nodeWorldMatrix The world matrix of the node
+ * @param[in,out] nodeSize The size of the node
+ * @param[in,out] nodeUpdateSize The update size of the node
+ */
+inline void SetNodeUpdateSize(Node* node, bool isLayer3d, Matrix& nodeWorldMatrix, Vector3& nodeSize, Vector3& nodeUpdateSize)
+{
+  node->GetWorldMatrixAndSize(nodeWorldMatrix, nodeSize);
+
+  if(node->GetUpdateSizeHint() == Vector3::ZERO)
+  {
+    // RenderItem::CalculateViewportSpaceAABB cannot cope with z transform
+    // I don't use item.mModelMatrix.GetTransformComponents() for z transform, would be too slow
+    if(!isLayer3d && nodeWorldMatrix.GetZAxis() == Vector3(0.0f, 0.0f, 1.0f))
+    {
+      nodeUpdateSize = nodeSize;
+    }
+  }
+  else
+  {
+    nodeUpdateSize = node->GetUpdateSizeHint();
+  }
+}
+
+/**
  * Add a renderer to the list
  * @param updateBufferIndex to read the model matrix from
  * @param renderList to add the item to
@@ -149,59 +171,96 @@ bool CompareItems3DWithClipping( const RenderInstructionProcessor::SortAttribute
  * @param viewMatrix used to calculate modelview matrix for the item
  * @param camera The camera used to render
  * @param isLayer3d Whether we are processing a 3D layer or not
+ * @param viewportSet Whether the viewport is set or not
+ * @param viewport The viewport
  * @param cull Whether frustum culling is enabled or not
  */
-inline void AddRendererToRenderList(BufferIndex updateBufferIndex,
-                                    RenderList& renderList,
-                                    Renderable& renderable,
-                                    const Matrix& viewMatrix,
+inline void AddRendererToRenderList(BufferIndex         updateBufferIndex,
+                                    RenderList&         renderList,
+                                    Renderable&         renderable,
+                                    const Matrix&       viewMatrix,
                                     SceneGraph::Camera& camera,
-                                    bool isLayer3d,
-                                    bool cull)
+                                    bool                isLayer3d,
+                                    bool                viewportSet,
+                                    const Viewport&     viewport,
+                                    bool                cull)
 {
-  bool inside(true);
-  Node* node = renderable.mNode;
-
-  if (cull && renderable.mRenderer && !renderable.mRenderer->GetShader().HintEnabled(Dali::Shader::Hint::MODIFIES_GEOMETRY))
+  bool    inside(true);
+  Node*   node = renderable.mNode;
+  Matrix  nodeWorldMatrix(false);
+  Vector3 nodeSize;
+  Vector3 nodeUpdateSize;
+  bool    nodeUpdateSizeSet(false);
+  Matrix  nodeModelViewMatrix(false);
+  bool    nodeModelViewMatrixSet(false);
+
+  if(cull && renderable.mRenderer && !renderable.mRenderer->GetShader().HintEnabled(Dali::Shader::Hint::MODIFIES_GEOMETRY) && node->GetClippingMode() == ClippingMode::DISABLED)
   {
     const Vector4& boundingSphere = node->GetBoundingSphere();
-    inside = (boundingSphere.w > Math::MACHINE_EPSILON_1000) &&
+    inside                        = (boundingSphere.w > Math::MACHINE_EPSILON_1000) &&
              (camera.CheckSphereInFrustum(updateBufferIndex, Vector3(boundingSphere), boundingSphere.w));
+
+    if(inside && !isLayer3d && viewportSet)
+    {
+      SetNodeUpdateSize(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateSize);
+      nodeUpdateSizeSet = true;
+
+      const Vector3& scale    = node->GetWorldScale(updateBufferIndex);
+      const Vector3& halfSize = nodeUpdateSize * scale * 0.5f;
+      float          radius(halfSize.Length());
+
+      if(radius > Math::MACHINE_EPSILON_1000)
+      {
+        Matrix::Multiply(nodeModelViewMatrix, nodeWorldMatrix, viewMatrix);
+        nodeModelViewMatrixSet = true;
+
+        ClippingBox clippingBox = RenderItem::CalculateViewportSpaceAABB(nodeModelViewMatrix, nodeUpdateSize, viewport.width, viewport.height);
+        inside                  = clippingBox.Intersects(viewport);
+      }
+    }
   }
 
-  if (inside)
+  if(inside)
   {
-    Renderer::OpacityType opacityType = renderable.mRenderer ? renderable.mRenderer->GetOpacityType( updateBufferIndex, *renderable.mNode ) : Renderer::OPAQUE;
-    if (opacityType != Renderer::TRANSPARENT || node->GetClippingMode() == ClippingMode::CLIP_CHILDREN)
+    Renderer::OpacityType opacityType = renderable.mRenderer ? renderable.mRenderer->GetOpacityType(updateBufferIndex, *node) : Renderer::OPAQUE;
+
+    // We can skip render when node is not clipping and transparent
+    const bool skipRender(opacityType == Renderer::TRANSPARENT && node->GetClippingMode() == ClippingMode::DISABLED);
+    if(!skipRender)
     {
       // Get the next free RenderItem.
       RenderItem& item = renderList.GetNextFreeItem();
 
-      item.mIsUpdated = (item.mNode != renderable.mNode);
-      item.mNode = renderable.mNode;
+      // Get cached values
+      auto& partialRenderingData = node->GetPartialRenderingData();
 
-      bool prevIsOpaque = item.mIsOpaque;
-      item.mIsOpaque = (opacityType == Renderer::OPAQUE);
-      item.mIsUpdated |= (prevIsOpaque != item.mIsOpaque);
+      auto& partialRenderingCacheInfo = node->GetPartialRenderingData().GetCurrentCacheInfo();
 
-      Vector4 prevColor = item.mColor;
-      item.mColor = renderable.mNode->GetColor(updateBufferIndex);
-      item.mIsUpdated |= (prevColor != item.mColor);
+      partialRenderingCacheInfo.node       = node;
+      partialRenderingCacheInfo.isOpaque   = (opacityType == Renderer::OPAQUE);
+      partialRenderingCacheInfo.renderer   = renderable.mRenderer;
+      partialRenderingCacheInfo.color      = node->GetColor(updateBufferIndex);
+      partialRenderingCacheInfo.depthIndex = node->GetDepthIndex();
+
+      if(DALI_LIKELY(renderable.mRenderer))
+      {
+        partialRenderingCacheInfo.textureSet = renderable.mRenderer->GetTextureSet();
+      }
+
+      item.mNode     = node;
+      item.mIsOpaque = (opacityType == Renderer::OPAQUE);
+      item.mColor    = node->GetColor(updateBufferIndex);
 
-      int prevDepthIndex = item.mDepthIndex;
       item.mDepthIndex = 0;
-      if (!isLayer3d)
+      if(!isLayer3d)
       {
-        item.mDepthIndex = renderable.mNode->GetDepthIndex();
+        item.mDepthIndex = node->GetDepthIndex();
       }
 
-      Render::Renderer* prevRenderer = item.mRenderer;
-      if (DALI_LIKELY(renderable.mRenderer))
+      if(DALI_LIKELY(renderable.mRenderer))
       {
-        item.mRenderer = &renderable.mRenderer->GetRenderer();
-        const void* prevTextureSet = item.mTextureSet;
-        item.mTextureSet = renderable.mRenderer->GetTextures();
-        item.mIsUpdated |= (prevTextureSet != item.mTextureSet);
+        item.mRenderer   = &renderable.mRenderer->GetRenderer();
+        item.mTextureSet = renderable.mRenderer->GetTextureSet();
         item.mDepthIndex += renderable.mRenderer->GetDepthIndex();
       }
       else
@@ -209,45 +268,42 @@ inline void AddRendererToRenderList(BufferIndex updateBufferIndex,
         item.mRenderer = nullptr;
       }
 
-      item.mIsUpdated |= (prevDepthIndex != item.mDepthIndex);
-      item.mIsUpdated |= (prevRenderer != item.mRenderer);
       item.mIsUpdated |= isLayer3d;
 
-      if (!item.mIsUpdated)
+      if(!nodeUpdateSizeSet)
       {
-        Matrix prevModelViewMatrix = item.mModelViewMatrix;
-        Vector3 prevSize = item.mSize;
+        SetNodeUpdateSize(node, isLayer3d, nodeWorldMatrix, nodeSize, nodeUpdateSize);
+      }
 
-        // Save ModelView matrix onto the item.
-        node->GetWorldMatrixAndSize( item.mModelMatrix, item.mSize );
-        Matrix::Multiply( item.mModelViewMatrix, item.mModelMatrix, viewMatrix );
+      item.mSize        = nodeSize;
+      item.mUpdateSize  = nodeUpdateSize;
+      item.mModelMatrix = nodeWorldMatrix;
 
-        item.mIsUpdated = ((prevSize != item.mSize) || (item.mModelViewMatrix != prevModelViewMatrix));
-      }
-      else
+      if(!nodeModelViewMatrixSet)
       {
-        // Save ModelView matrix onto the item.
-        node->GetWorldMatrixAndSize( item.mModelMatrix, item.mSize );
-        Matrix::Multiply( item.mModelViewMatrix, item.mModelMatrix, viewMatrix );
+        Matrix::Multiply(nodeModelViewMatrix, nodeWorldMatrix, viewMatrix);
       }
+      item.mModelViewMatrix = nodeModelViewMatrix;
 
-      item.mUpdateSize = node->GetUpdateSizeHint();
-      if (item.mUpdateSize == Vector3::ZERO)
-      {
-        // RenderItem::CalculateViewportSpaceAABB cannot cope with z transform
-        // I don't use item.mModelMatrix.GetTransformComponents() for z transform, would be to slow
-        if (!isLayer3d && item.mModelMatrix.GetZAxis() == Vector3(0.0f, 0.0f, 1.0f))
-        {
-          item.mUpdateSize = item.mSize;
-        }
-      }
+      partialRenderingCacheInfo.matrix      = item.mModelViewMatrix;
+      partialRenderingCacheInfo.size        = item.mSize;
+      partialRenderingCacheInfo.updatedSize = item.mUpdateSize;
+
+      item.mIsUpdated = partialRenderingData.IsUpdated() || item.mIsUpdated;
+      partialRenderingData.SwapBuffers();
+    }
+    else
+    {
+      // Mark as invisible
+      auto& partialRenderingData    = node->GetPartialRenderingData();
+      partialRenderingData.mVisible = false;
     }
 
-    node->SetCulled( updateBufferIndex, false );
+    node->SetCulled(updateBufferIndex, false);
   }
   else
   {
-    node->SetCulled( updateBufferIndex, true );
+    node->SetCulled(updateBufferIndex, true);
   }
 }
 
@@ -262,25 +318,29 @@ inline void AddRendererToRenderList(BufferIndex updateBufferIndex,
  * @param isLayer3d Whether we are processing a 3D layer or not
  * @param cull Whether frustum culling is enabled or not
  */
-inline void AddRenderersToRenderList( BufferIndex updateBufferIndex,
-                                      RenderList& renderList,
-                                      RenderableContainer& renderers,
-                                      const Matrix& viewMatrix,
-                                      SceneGraph::Camera& camera,
-                                      bool isLayer3d,
-                                      bool cull )
+inline void AddRenderersToRenderList(BufferIndex          updateBufferIndex,
+                                     RenderList&          renderList,
+                                     RenderableContainer& renderers,
+                                     const Matrix&        viewMatrix,
+                                     SceneGraph::Camera&  camera,
+                                     bool                 isLayer3d,
+                                     bool                 viewportSet,
+                                     const Viewport&      viewport,
+                                     bool                 cull)
 {
-  DALI_LOG_INFO( gRenderListLogFilter, Debug::Verbose, "AddRenderersToRenderList()\n");
+  DALI_LOG_INFO(gRenderListLogFilter, Debug::Verbose, "AddRenderersToRenderList()\n");
 
-  for( auto&& renderer : renderers )
+  for(auto&& renderer : renderers)
   {
-    AddRendererToRenderList( updateBufferIndex,
-                             renderList,
-                             renderer,
-                             viewMatrix,
-                             camera,
-                             isLayer3d,
-                             cull);
+    AddRendererToRenderList(updateBufferIndex,
+                            renderList,
+                            renderer,
+                            viewMatrix,
+                            camera,
+                            isLayer3d,
+                            viewportSet,
+                            viewport,
+                            cull);
   }
 }
 
@@ -292,28 +352,34 @@ inline void AddRenderersToRenderList( BufferIndex updateBufferIndex,
  * @param renderList that is cached from frame N-1
  * @param renderables list of renderables
  */
-inline bool TryReuseCachedRenderers( Layer& layer,
-                                     RenderList& renderList,
-                                     RenderableContainer& renderables )
+inline bool TryReuseCachedRenderers(Layer&               layer,
+                                    RenderList&          renderList,
+                                    RenderableContainer& renderables)
 {
-  bool retValue = false;
-  uint32_t renderableCount = static_cast<uint32_t>( renderables.Size() );
+  bool     retValue        = false;
+  uint32_t renderableCount = static_cast<uint32_t>(renderables.Size());
   // Check that the cached list originates from this layer and that the counts match
-  if( ( renderList.GetSourceLayer() == &layer )&&
-      ( renderList.GetCachedItemCount() == renderableCount ) )
+  if((renderList.GetSourceLayer() == &layer) &&
+     (renderList.GetCachedItemCount() == renderableCount))
   {
     // Check that all the same renderers are there. This gives us additional security in avoiding rendering the wrong things.
     // Render list is sorted so at this stage renderers may be in different order.
     // Therefore we check a combined sum of all renderer addresses.
     size_t checkSumNew = 0;
     size_t checkSumOld = 0;
-    for( uint32_t index = 0; index < renderableCount; ++index )
+    for(uint32_t index = 0; index < renderableCount; ++index)
     {
-      const Render::Renderer& renderer = renderables[index].mRenderer->GetRenderer();
-      checkSumNew += reinterpret_cast<std::size_t>( &renderer );
-      checkSumOld += reinterpret_cast<std::size_t>( &renderList.GetRenderer( index ) );
+      if(DALI_LIKELY(renderables[index].mRenderer))
+      {
+        const Render::Renderer& renderer = renderables[index].mRenderer->GetRenderer();
+        checkSumNew += reinterpret_cast<std::size_t>(&renderer);
+      }
+      if(DALI_LIKELY(renderList.GetItem(index).mRenderer))
+      {
+        checkSumOld += reinterpret_cast<std::size_t>(&renderList.GetRenderer(index));
+      }
     }
-    if( checkSumNew == checkSumOld )
+    if(checkSumNew == checkSumOld)
     {
       // tell list to reuse its existing items
       renderList.ReuseCachedItems();
@@ -324,97 +390,96 @@ inline bool TryReuseCachedRenderers( Layer& layer,
   return retValue;
 }
 
-inline bool SetupRenderList( RenderableContainer& renderables,
-                             Layer& layer,
-                             RenderInstruction& instruction,
-                             bool tryReuseRenderList,
-                             RenderList** renderList )
+inline bool SetupRenderList(RenderableContainer& renderables,
+                            Layer&               layer,
+                            RenderInstruction&   instruction,
+                            bool                 tryReuseRenderList,
+                            RenderList**         renderList)
 {
-  *renderList = &( instruction.GetNextFreeRenderList( renderables.Size() ) );
-  ( *renderList )->SetClipping( layer.IsClipping(), layer.GetClippingBox() );
-  ( *renderList )->SetSourceLayer( &layer );
+  *renderList = &(instruction.GetNextFreeRenderList(renderables.Size()));
+  (*renderList)->SetClipping(layer.IsClipping(), layer.GetClippingBox());
+  (*renderList)->SetSourceLayer(&layer);
 
   // Try to reuse cached RenderItems from last time around.
-  return ( tryReuseRenderList && TryReuseCachedRenderers( layer, **renderList, renderables ) );
+  return (tryReuseRenderList && TryReuseCachedRenderers(layer, **renderList, renderables));
 }
 
 } // Anonymous namespace.
 
-
 RenderInstructionProcessor::RenderInstructionProcessor()
 : mSortingHelper()
 {
   // Set up a container of comparators for fast run-time selection.
-  mSortComparitors.Reserve( 3u );
+  mSortComparitors.Reserve(3u);
 
-  mSortComparitors.PushBack( CompareItems );
-  mSortComparitors.PushBack( CompareItems3D );
-  mSortComparitors.PushBack( CompareItems3DWithClipping );
+  mSortComparitors.PushBack(CompareItems);
+  mSortComparitors.PushBack(CompareItems3D);
+  mSortComparitors.PushBack(CompareItems3DWithClipping);
 }
 
-RenderInstructionProcessor::~RenderInstructionProcessor()
-{
-}
+RenderInstructionProcessor::~RenderInstructionProcessor() = default;
 
-inline void RenderInstructionProcessor::SortRenderItems( BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder )
+inline void RenderInstructionProcessor::SortRenderItems(BufferIndex bufferIndex, RenderList& renderList, Layer& layer, bool respectClippingOrder)
 {
-  const uint32_t renderableCount = static_cast<uint32_t>( renderList.Count() );
+  const uint32_t renderableCount = static_cast<uint32_t>(renderList.Count());
   // Reserve space if needed.
-  const uint32_t oldcapacity = static_cast<uint32_t>( mSortingHelper.size() );
-  if( oldcapacity < renderableCount )
+  const uint32_t oldcapacity = static_cast<uint32_t>(mSortingHelper.size());
+  if(oldcapacity < renderableCount)
   {
-    mSortingHelper.reserve( renderableCount );
+    mSortingHelper.reserve(renderableCount);
     // Add real objects (reserve does not construct objects).
-    mSortingHelper.insert( mSortingHelper.begin() + oldcapacity,
+    mSortingHelper.insert(mSortingHelper.begin() + oldcapacity,
                           (renderableCount - oldcapacity),
-                          RenderInstructionProcessor::SortAttributes() );
+                          RenderInstructionProcessor::SortAttributes());
   }
   else
   {
     // Clear extra elements from helper, does not decrease capability.
-    mSortingHelper.resize( renderableCount );
+    mSortingHelper.resize(renderableCount);
   }
 
   // Calculate the sorting value, once per item by calling the layers sort function.
   // Using an if and two for-loops rather than if inside for as its better for branch prediction.
-  if( layer.UsesDefaultSortFunction() )
+  if(layer.UsesDefaultSortFunction())
   {
-    for( uint32_t index = 0; index < renderableCount; ++index )
+    for(uint32_t index = 0; index < renderableCount; ++index)
     {
-      RenderItem& item = renderList.GetItem( index );
+      RenderItem& item = renderList.GetItem(index);
 
-      if( item.mRenderer )
+      if(DALI_LIKELY(item.mRenderer))
       {
-        item.mRenderer->SetSortAttributes( bufferIndex, mSortingHelper[ index ] );
+        item.mRenderer->SetSortAttributes(mSortingHelper[index]);
       }
 
       // texture set
-      mSortingHelper[ index ].textureSet = item.mTextureSet;
+      mSortingHelper[index].textureSet = item.mTextureSet;
 
       // The default sorting function should get inlined here.
-      mSortingHelper[ index ].zValue = Internal::Layer::ZValue( item.mModelViewMatrix.GetTranslation3() ) - static_cast<float>( item.mDepthIndex );
+      mSortingHelper[index].zValue = Internal::Layer::ZValue(item.mModelViewMatrix.GetTranslation3()) - static_cast<float>(item.mDepthIndex);
 
       // Keep the renderitem pointer in the helper so we can quickly reorder items after sort.
-      mSortingHelper[ index ].renderItem = &item;
+      mSortingHelper[index].renderItem = &item;
     }
   }
   else
   {
     const Dali::Layer::SortFunctionType sortFunction = layer.GetSortFunction();
-    for( uint32_t index = 0; index < renderableCount; ++index )
+    for(uint32_t index = 0; index < renderableCount; ++index)
     {
-      RenderItem& item = renderList.GetItem( index );
+      RenderItem& item = renderList.GetItem(index);
 
-      item.mRenderer->SetSortAttributes( bufferIndex, mSortingHelper[ index ] );
+      if(DALI_LIKELY(item.mRenderer))
+      {
+        item.mRenderer->SetSortAttributes(mSortingHelper[index]);
+      }
 
       // texture set
-      mSortingHelper[ index ].textureSet = item.mTextureSet;
+      mSortingHelper[index].textureSet = item.mTextureSet;
 
-
-      mSortingHelper[ index ].zValue = (*sortFunction)( item.mModelViewMatrix.GetTranslation3() ) - static_cast<float>( item.mDepthIndex );
+      mSortingHelper[index].zValue = (*sortFunction)(item.mModelViewMatrix.GetTranslation3()) - static_cast<float>(item.mDepthIndex);
 
       // Keep the RenderItem pointer in the helper so we can quickly reorder items after sort.
-      mSortingHelper[ index ].renderItem = &item;
+      mSortingHelper[index].renderItem = &item;
     }
   }
 
@@ -424,88 +489,95 @@ inline void RenderInstructionProcessor::SortRenderItems( BufferIndex bufferIndex
   //   2 is LAYER_3D + Clipping
   const unsigned int comparitorIndex = layer.GetBehavior() == Dali::Layer::LAYER_3D ? respectClippingOrder ? 2u : 1u : 0u;
 
-  std::stable_sort( mSortingHelper.begin(), mSortingHelper.end(), mSortComparitors[ comparitorIndex ] );
+  std::stable_sort(mSortingHelper.begin(), mSortingHelper.end(), mSortComparitors[comparitorIndex]);
 
   // Reorder / re-populate the RenderItems in the RenderList to correct order based on the sortinghelper.
-  DALI_LOG_INFO( gRenderListLogFilter, Debug::Verbose, "Sorted Transparent List:\n");
+  DALI_LOG_INFO(gRenderListLogFilter, Debug::Verbose, "Sorted Transparent List:\n");
   RenderItemContainer::Iterator renderListIter = renderList.GetContainer().Begin();
-  for( uint32_t index = 0; index < renderableCount; ++index, ++renderListIter )
+  for(uint32_t index = 0; index < renderableCount; ++index, ++renderListIter)
   {
-    *renderListIter = mSortingHelper[ index ].renderItem;
-    DALI_LOG_INFO( gRenderListLogFilter, Debug::Verbose, "  sortedList[%d] = %p\n", index, mSortingHelper[ index ].renderItem->mRenderer);
+    *renderListIter = mSortingHelper[index].renderItem;
+    DALI_LOG_INFO(gRenderListLogFilter, Debug::Verbose, "  sortedList[%d] = %p\n", index, mSortingHelper[index].renderItem->mRenderer);
   }
 }
 
-void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
-                                          SortedLayerPointers& sortedLayers,
-                                          RenderTask& renderTask,
-                                          bool cull,
-                                          bool hasClippingNodes,
-                                          RenderInstructionContainer& instructions )
+void RenderInstructionProcessor::Prepare(BufferIndex                 updateBufferIndex,
+                                         SortedLayerPointers&        sortedLayers,
+                                         RenderTask&                 renderTask,
+                                         bool                        cull,
+                                         bool                        hasClippingNodes,
+                                         RenderInstructionContainer& instructions)
 {
   // Retrieve the RenderInstruction buffer from the RenderInstructionContainer
   // then populate with instructions.
-  RenderInstruction& instruction = renderTask.PrepareRenderInstruction( updateBufferIndex );
-  bool viewMatrixHasNotChanged = !renderTask.ViewMatrixUpdated();
-  bool isRenderListAdded = false;
-  bool isRootLayerDirty = false;
+  RenderInstruction& instruction             = renderTask.PrepareRenderInstruction(updateBufferIndex);
+  bool               viewMatrixHasNotChanged = !renderTask.ViewMatrixUpdated();
+  bool               isRenderListAdded       = false;
+  bool               isRootLayerDirty        = false;
+
+  const Matrix&       viewMatrix = renderTask.GetViewMatrix(updateBufferIndex);
+  SceneGraph::Camera& camera     = renderTask.GetCamera();
 
-  const Matrix& viewMatrix = renderTask.GetViewMatrix( updateBufferIndex );
-  SceneGraph::Camera& camera = renderTask.GetCamera();
+  Viewport viewport;
+  bool     viewportSet = renderTask.QueryViewport(updateBufferIndex, viewport);
 
   const SortedLayersIter endIter = sortedLayers.end();
-  for( SortedLayersIter iter = sortedLayers.begin(); iter != endIter; ++iter )
+  for(SortedLayersIter iter = sortedLayers.begin(); iter != endIter; ++iter)
   {
-    Layer& layer = **iter;
-    const bool tryReuseRenderList( viewMatrixHasNotChanged && layer.CanReuseRenderers( &renderTask.GetCamera() ) );
-    const bool isLayer3D = layer.GetBehavior() == Dali::Layer::LAYER_3D;
-    RenderList* renderList = NULL;
+    Layer&      layer = **iter;
+    const bool  tryReuseRenderList(viewMatrixHasNotChanged && layer.CanReuseRenderers(&renderTask.GetCamera()));
+    const bool  isLayer3D  = layer.GetBehavior() == Dali::Layer::LAYER_3D;
+    RenderList* renderList = nullptr;
 
-    if( layer.IsRoot() && ( layer.GetDirtyFlags() != NodePropertyFlags::NOTHING ) )
+    if(layer.IsRoot() && (layer.GetDirtyFlags() != NodePropertyFlags::NOTHING))
     {
       // If root-layer & dirty, i.e. a property has changed or a child has been deleted, then we need to ensure we render once more
       isRootLayerDirty = true;
     }
 
-    if( !layer.colorRenderables.Empty() )
+    if(!layer.colorRenderables.Empty())
     {
       RenderableContainer& renderables = layer.colorRenderables;
 
-      if( !SetupRenderList( renderables, layer, instruction, tryReuseRenderList, &renderList ) )
+      if(!SetupRenderList(renderables, layer, instruction, tryReuseRenderList, &renderList))
       {
-        renderList->SetHasColorRenderItems( true );
-        AddRenderersToRenderList( updateBufferIndex,
-                                  *renderList,
-                                  renderables,
-                                  viewMatrix,
-                                  camera,
-                                  isLayer3D,
-                                  cull );
+        renderList->SetHasColorRenderItems(true);
+        AddRenderersToRenderList(updateBufferIndex,
+                                 *renderList,
+                                 renderables,
+                                 viewMatrix,
+                                 camera,
+                                 isLayer3D,
+                                 viewportSet,
+                                 viewport,
+                                 cull);
 
         // We only use the clipping version of the sort comparitor if any clipping nodes exist within the RenderList.
-        SortRenderItems( updateBufferIndex, *renderList, layer, hasClippingNodes );
+        SortRenderItems(updateBufferIndex, *renderList, layer, hasClippingNodes);
       }
 
       isRenderListAdded = true;
     }
 
-    if( !layer.overlayRenderables.Empty() )
+    if(!layer.overlayRenderables.Empty())
     {
       RenderableContainer& renderables = layer.overlayRenderables;
 
-      if( !SetupRenderList( renderables, layer, instruction, tryReuseRenderList, &renderList ) )
+      if(!SetupRenderList(renderables, layer, instruction, tryReuseRenderList, &renderList))
       {
-        renderList->SetHasColorRenderItems( false );
-        AddRenderersToRenderList( updateBufferIndex,
-                                  *renderList,
-                                  renderables,
-                                  viewMatrix,
-                                  camera,
-                                  isLayer3D,
-                                  cull );
+        renderList->SetHasColorRenderItems(false);
+        AddRenderersToRenderList(updateBufferIndex,
+                                 *renderList,
+                                 renderables,
+                                 viewMatrix,
+                                 camera,
+                                 isLayer3D,
+                                 viewportSet,
+                                 viewport,
+                                 cull);
 
         // Clipping hierarchy is irrelevant when sorting overlay items, so we specify using the non-clipping version of the sort comparitor.
-        SortRenderItems( updateBufferIndex, *renderList, layer, false );
+        SortRenderItems(updateBufferIndex, *renderList, layer, false);
       }
 
       isRenderListAdded = true;
@@ -515,14 +587,14 @@ void RenderInstructionProcessor::Prepare( BufferIndex updateBufferIndex,
   // Inform the render instruction that all renderers have been added and this frame is complete.
   instruction.UpdateCompleted();
 
-  if( isRenderListAdded || instruction.mIsClearColorSet || isRootLayerDirty )
+  if(isRenderListAdded || instruction.mIsClearColorSet || isRootLayerDirty)
   {
-    instructions.PushBack( updateBufferIndex, &instruction );
+    instructions.PushBack(updateBufferIndex, &instruction);
   }
 }
 
-} // SceneGraph
+} // namespace SceneGraph
 
-} // Internal
+} // namespace Internal
 
-} // Dali
+} // namespace Dali