Revert "[Tizen] Print logs if dali skip rendering"
[platform/core/uifw/dali-core.git] / dali / internal / update / manager / update-manager.cpp
index d47185a..d7771cc 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 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.
@@ -42,6 +42,7 @@
 
 #include <dali/internal/render/common/render-manager.h>
 #include <dali/internal/render/queue/render-queue.h>
+#include <dali/internal/render/renderers/render-vertex-buffer.h>
 
 // Un-comment to enable node tree debug logging
 //#define NODE_TREE_LOGGING 1
@@ -184,7 +185,6 @@ struct UpdateManager::Impl
     panGestureProcessor(nullptr),
     messageQueue(renderController, sceneGraphBuffers),
     frameCallbackProcessor(nullptr),
-    keepRenderingSeconds(0.0f),
     nodeDirtyFlags(NodePropertyFlags::TRANSFORM), // set to TransformFlag to ensure full update the first time through Update()
     frameCounter(0),
     renderingBehavior(DevelStage::Rendering::IF_REQUIRED),
@@ -224,6 +224,7 @@ struct UpdateManager::Impl
       (*iter)->OnDestroy();
       Node::Delete(*iter);
     }
+    nodeIdMap.clear();
 
     for(auto&& scene : scenes)
     {
@@ -275,12 +276,15 @@ struct UpdateManager::Impl
 
   Vector<Node*> nodes; ///< A container of all instantiated nodes
 
+  std::unordered_map<uint32_t, Node*> nodeIdMap; ///< A container of nodes map by id.
+
   Vector<Camera*> cameras; ///< A container of cameras. Note : these cameras are owned by Impl::nodes.
 
   OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
 
   ResetterContainer<PropertyResetterBase> propertyResetters; ///< A container of property resetters
   ResetterContainer<NodeResetter>         nodeResetters;     ///< A container of node resetters
+  ResetterContainer<RendererResetter>     rendererResetters; ///< A container of renderer resetters
 
   OwnerContainer<Animation*>            animations;            ///< A container of owned animations
   OwnerContainer<PropertyNotification*> propertyNotifications; ///< A container of owner property notifications.
@@ -293,6 +297,8 @@ struct UpdateManager::Impl
   DiscardQueue<MemoryPoolKey<Renderer>, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
   DiscardQueue<Scene*, OwnerContainer<Scene*>>                       sceneDiscardQueue;
 
+  CompleteNotificationInterface::ParameterList notifyRequiredAnimations; ///< A temperal container of complete notify required animations, like animation finished, stopped, or loop completed.
+
   OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
 
   MessageQueue                         messageQueue;          ///< The messages queued from the event-thread
@@ -303,10 +309,9 @@ struct UpdateManager::Impl
   OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
 
   std::atomic<std::size_t> renderInstructionCapacity{0u};
-  float                    keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
-  NodePropertyFlags        nodeDirtyFlags;       ///< cumulative node dirty flags from previous frame
-  uint32_t                 frameCounter;         ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
-  DevelStage::Rendering    renderingBehavior;    ///< Set via DevelStage::SetRenderingBehavior
+  NodePropertyFlags        nodeDirtyFlags;    ///< cumulative node dirty flags from previous frame
+  uint32_t                 frameCounter;      ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
+  DevelStage::Rendering    renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
 
   bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
   bool previousUpdateScene;           ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
@@ -356,7 +361,11 @@ void UpdateManager::InstallRoot(OwnerPointer<Layer>& layer)
   rootLayer->CreateTransform(&mImpl->transformManager);
   rootLayer->SetRoot(true);
 
-  AddNodeResetter(*rootLayer);
+  rootLayer->AddInitializeResetter(*this);
+
+  // Do not allow to insert duplicated nodes.
+  // It could be happened if node id is overflowed.
+  DALI_ASSERT_ALWAYS(mImpl->nodeIdMap.insert({rootLayer->GetId(), rootLayer}).second);
 
   mImpl->scenes.emplace_back(new Impl::SceneInfo(rootLayer));
 }
@@ -375,6 +384,8 @@ void UpdateManager::UninstallRoot(Layer* layer)
     }
   }
 
+  mImpl->nodeIdMap.erase(layer->GetId());
+
   mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), layer);
 
   // Notify the layer about impending destruction
@@ -394,7 +405,12 @@ void UpdateManager::AddNode(OwnerPointer<Node>& node)
     AddCamera(static_cast<Camera*>(rawNode));
   }
 
+  // Do not allow to insert duplicated nodes.
+  // It could be happened if node id is overflowed.
+  DALI_ASSERT_ALWAYS(mImpl->nodeIdMap.insert({rawNode->GetId(), rawNode}).second);
+
   mImpl->nodes.PushBack(rawNode);
+
   rawNode->CreateTransform(&mImpl->transformManager);
 }
 
@@ -406,9 +422,10 @@ void UpdateManager::ConnectNode(Node* parent, Node* node)
 
   DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] ConnectNode\n", node);
 
+  parent->SetDirtyFlag(NodePropertyFlags::DESCENDENT_HIERARCHY_CHANGED); // make parent dirty so that render items dont get reused
   parent->ConnectChild(node);
 
-  AddNodeResetter(*node);
+  node->AddInitializeResetter(*this);
 
   // Inform the frame-callback-processor, if set, about the node-hierarchy changing
   if(mImpl->frameCallbackProcessor)
@@ -423,7 +440,7 @@ void UpdateManager::DisconnectNode(Node* node)
 
   Node* parent = node->GetParent();
   DALI_ASSERT_ALWAYS(nullptr != parent);
-  parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED); // make parent dirty so that render items dont get reused
+  parent->SetDirtyFlag(NodePropertyFlags::CHILD_DELETED | NodePropertyFlags::DESCENDENT_HIERARCHY_CHANGED); // make parent dirty so that render items dont get reused
 
   parent->DisconnectChild(mSceneGraphBuffers.GetUpdateBufferIndex(), *node);
 
@@ -458,6 +475,8 @@ void UpdateManager::DestroyNode(Node* node)
     RemoveCamera(static_cast<Camera*>(node));
   }
 
+  mImpl->nodeIdMap.erase(node->GetId());
+
   mImpl->nodeDiscardQueue.Add(mSceneGraphBuffers.GetUpdateBufferIndex(), node);
 
   // Notify the Node about impending destruction
@@ -501,7 +520,7 @@ void UpdateManager::RemoveObject(PropertyOwner* object)
 void UpdateManager::AddRenderTaskList(OwnerPointer<RenderTaskList>& taskList)
 {
   RenderTaskList* taskListPointer = taskList.Release();
-  taskListPointer->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
+  taskListPointer->Initialize(*this, mImpl->renderMessageDispatcher);
 
   mImpl->scenes.back()->taskList = taskListPointer;
 }
@@ -571,9 +590,23 @@ void UpdateManager::StopAnimation(Animation* animation)
 
   bool animationFinished = animation->Stop(mSceneGraphBuffers.GetUpdateBufferIndex());
 
+  // Queue this animation into notify required animations. Since we need to send Finished signal
+  mImpl->notifyRequiredAnimations.PushBack(animation->GetNotifyId());
+
   mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || animationFinished;
 }
 
+void UpdateManager::ClearAnimation(Animation* animation)
+{
+  DALI_ASSERT_DEBUG(animation && "NULL animation called to clear");
+
+  animation->Clear(mSceneGraphBuffers.GetUpdateBufferIndex());
+
+  // We should remove all notify lists what we requests before clear.
+  // TODO : Could we do this more faster?
+  Dali::EraseIf(mImpl->notifyRequiredAnimations, [&animation](const NotifierInterface::NotifyId& key) { return key == animation->GetNotifyId(); });
+}
+
 void UpdateManager::RemoveAnimation(Animation* animation)
 {
   DALI_ASSERT_DEBUG(animation && "NULL animation called to remove");
@@ -581,6 +614,8 @@ void UpdateManager::RemoveAnimation(Animation* animation)
   animation->OnDestroy(mSceneGraphBuffers.GetUpdateBufferIndex());
 
   DALI_ASSERT_DEBUG(animation->GetState() == Animation::Destroyed);
+
+  // Do not remove from container now. Destroyed animation will be removed at Animate.
 }
 
 bool UpdateManager::IsAnimationRunning() const
@@ -613,6 +648,13 @@ void UpdateManager::AddNodeResetter(const Node& node)
   mImpl->nodeResetters.PushBack(nodeResetter.Release());
 }
 
+void UpdateManager::AddRendererResetter(const Renderer& renderer)
+{
+  OwnerPointer<SceneGraph::RendererResetter> rendererResetter = SceneGraph::RendererResetter::New(renderer);
+  rendererResetter->Initialize();
+  mImpl->rendererResetters.PushBack(rendererResetter.Release());
+}
+
 void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>& propertyNotification)
 {
   mImpl->propertyNotifications.PushBack(propertyNotification.Release());
@@ -620,7 +662,11 @@ void UpdateManager::AddPropertyNotification(OwnerPointer<PropertyNotification>&
 
 void UpdateManager::RemovePropertyNotification(PropertyNotification* propertyNotification)
 {
-  mImpl->propertyNotifications.EraseObject(propertyNotification);
+  auto iter = std::find(mImpl->propertyNotifications.Begin(), mImpl->propertyNotifications.End(), propertyNotification);
+  if(iter != mImpl->propertyNotifications.End())
+  {
+    mImpl->propertyNotifications.Erase(iter);
+  }
 }
 
 void UpdateManager::PropertyNotificationSetNotify(PropertyNotification* propertyNotification, PropertyNotification::NotifyMode notifyMode)
@@ -663,6 +709,8 @@ void UpdateManager::AddRenderer(const RendererKey& rendererKey)
   DALI_LOG_INFO(gLogFilter, Debug::General, "[%x] AddRenderer\n", renderer);
 
   renderer->ConnectToSceneGraph(*mImpl->sceneController, mSceneGraphBuffers.GetUpdateBufferIndex());
+  renderer->AddInitializeResetter(*this);
+
   mImpl->renderers.PushBack(rendererKey);
 }
 
@@ -691,6 +739,7 @@ void UpdateManager::SetPanGestureProcessor(PanGesture* panGestureProcessor)
 
 void UpdateManager::AddTextureSet(OwnerPointer<TextureSet>& textureSet)
 {
+  textureSet->SetRenderMessageDispatcher(&mImpl->renderMessageDispatcher);
   mImpl->textureSets.PushBack(textureSet.Release());
 }
 
@@ -724,6 +773,11 @@ void UpdateManager::EventProcessingStarted()
   mImpl->messageQueue.EventProcessingStarted();
 }
 
+void UpdateManager::EventProcessingFinished()
+{
+  mImpl->messageQueue.EventProcessingFinished();
+}
+
 bool UpdateManager::FlushQueue()
 {
   return mImpl->messageQueue.FlushQueue();
@@ -737,6 +791,9 @@ void UpdateManager::ResetProperties(BufferIndex bufferIndex)
   // Reset node properties
   mImpl->nodeResetters.ResetToBaseValues(bufferIndex);
 
+  // Reset renderer properties
+  mImpl->rendererResetters.ResetToBaseValues(bufferIndex);
+
   // Reset all animating / constrained properties
   mImpl->propertyResetters.ResetToBaseValues(bufferIndex);
 
@@ -773,9 +830,9 @@ bool UpdateManager::ProcessGestures(BufferIndex bufferIndex, uint32_t lastVSyncT
 bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
 {
   bool animationActive = false;
+  bool animationLooped = false;
 
-  auto&& iter            = mImpl->animations.Begin();
-  bool   animationLooped = false;
+  auto&& iter = mImpl->animations.Begin();
 
   while(iter != mImpl->animations.End())
   {
@@ -789,12 +846,18 @@ bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
 
     if(progressMarkerReached)
     {
-      mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation));
+      mImpl->notificationManager.QueueMessage(Internal::NotifyProgressReachedMessage(mImpl->animationPlaylist, animation->GetNotifyId()));
     }
 
     mImpl->animationFinishedDuringUpdate = mImpl->animationFinishedDuringUpdate || finished;
     animationLooped                      = animationLooped || looped;
 
+    // queue the notification on finished or stoped
+    if(finished)
+    {
+      mImpl->notifyRequiredAnimations.PushBack(animation->GetNotifyId());
+    }
+
     // Remove animations that had been destroyed but were still waiting for an update
     if(animation->GetState() == Animation::Destroyed)
     {
@@ -806,26 +869,29 @@ bool UpdateManager::Animate(BufferIndex bufferIndex, float elapsedSeconds)
     }
   }
 
-  // queue the notification on finished or looped (to update loop count)
-  if(mImpl->animationFinishedDuringUpdate || animationLooped)
+  // The application should be notified by NotificationManager, in another thread
+  if(!mImpl->notifyRequiredAnimations.Empty())
   {
-    // The application should be notified by NotificationManager, in another thread
-    mImpl->notificationManager.QueueCompleteNotification(&mImpl->animationPlaylist);
+    mImpl->notificationManager.QueueNotification(&mImpl->animationPlaylist, std::move(mImpl->notifyRequiredAnimations));
   }
 
   return animationActive;
 }
 
-void UpdateManager::ConstrainCustomObjects(BufferIndex bufferIndex)
+void UpdateManager::ConstrainCustomObjects(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
 {
   // Constrain custom objects (in construction order)
   for(auto&& object : mImpl->customObjects)
   {
     ConstrainPropertyOwner(*object, bufferIndex);
+    if(!object->GetPostConstraints().Empty())
+    {
+      postPropertyOwners.PushBack(object);
+    }
   }
 }
 
-void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
+void UpdateManager::ConstrainRenderTasks(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
 {
   // Constrain render-tasks
   for(auto&& scene : mImpl->scenes)
@@ -836,17 +902,25 @@ void UpdateManager::ConstrainRenderTasks(BufferIndex bufferIndex)
       for(auto&& task : tasks)
       {
         ConstrainPropertyOwner(*task, bufferIndex);
+        if(!task->GetPostConstraints().Empty())
+        {
+          postPropertyOwners.PushBack(task);
+        }
       }
     }
   }
 }
 
-void UpdateManager::ConstrainShaders(BufferIndex bufferIndex)
+void UpdateManager::ConstrainShaders(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
 {
   // constrain shaders... (in construction order)
   for(auto&& shader : mImpl->shaders)
   {
     ConstrainPropertyOwner(*shader, bufferIndex);
+    if(!shader->GetPostConstraints().Empty())
+    {
+      postPropertyOwners.PushBack(shader);
+    }
   }
 }
 
@@ -857,7 +931,7 @@ void UpdateManager::ProcessPropertyNotifications(BufferIndex bufferIndex)
     bool valid = notification->Check(bufferIndex);
     if(valid)
     {
-      mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification, notification->GetValidity()));
+      mImpl->notificationManager.QueueMessage(PropertyChangedMessage(mImpl->propertyNotifier, notification->GetNotifyId(), notification->GetValidity()));
     }
   }
 }
@@ -887,19 +961,23 @@ void UpdateManager::ForwardCompiledShadersToEventThread()
   }
 }
 
-void UpdateManager::UpdateRenderers(BufferIndex bufferIndex)
+void UpdateManager::UpdateRenderers(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
 {
   for(const auto& rendererKey : mImpl->renderers)
   {
     // Apply constraints
     auto renderer = rendererKey.Get();
     ConstrainPropertyOwner(*renderer, bufferIndex);
+    if(!renderer->GetPostConstraints().Empty())
+    {
+      postPropertyOwners.PushBack(renderer);
+    }
 
     mImpl->renderingRequired = renderer->PrepareRender(bufferIndex) || mImpl->renderingRequired;
   }
 }
 
-void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
+void UpdateManager::UpdateNodes(PropertyOwnerContainer& postPropertyOwners, BufferIndex bufferIndex)
 {
   mImpl->nodeDirtyFlags = NodePropertyFlags::NOTHING;
 
@@ -911,7 +989,8 @@ void UpdateManager::UpdateNodes(BufferIndex bufferIndex)
       // And add the renderers to the sorted layers. Start from root, which is also a layer
       mImpl->nodeDirtyFlags |= UpdateNodeTree(*scene->root,
                                               bufferIndex,
-                                              mImpl->renderQueue);
+                                              mImpl->renderQueue,
+                                              postPropertyOwners);
     }
   }
 }
@@ -954,8 +1033,9 @@ uint32_t UpdateManager::Update(float    elapsedSeconds,
     mImpl->frameCallbackProcessor ||                   // ..a frame callback processor is existed OR
     gestureUpdated;                                    // ..a gesture property was updated
 
-  bool keepRendererRendering = false;
-  mImpl->renderingRequired   = false;
+  uint32_t keepUpdating          = 0;
+  bool     keepRendererRendering = false;
+  mImpl->renderingRequired       = false;
 
   // Although the scene-graph may not require an update, we still need to synchronize double-buffered
   // values if the scene was updated in the previous frame.
@@ -982,8 +1062,9 @@ uint32_t UpdateManager::Update(float    elapsedSeconds,
     // Animate
     bool animationActive = Animate(bufferIndex, elapsedSeconds);
 
+    PropertyOwnerContainer postPropertyOwners;
     // Constraint custom objects
-    ConstrainCustomObjects(bufferIndex);
+    ConstrainCustomObjects(postPropertyOwners, bufferIndex);
 
     // Clear the lists of renderers from the previous update
     for(auto&& scene : mImpl->scenes)
@@ -1003,18 +1084,18 @@ uint32_t UpdateManager::Update(float    elapsedSeconds,
     // Call the frame-callback-processor if set
     if(mImpl->frameCallbackProcessor)
     {
-      mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
+      keepRendererRendering |= mImpl->frameCallbackProcessor->Update(bufferIndex, elapsedSeconds);
     }
 
     // Update node hierarchy, apply constraints,
-    UpdateNodes(bufferIndex);
+    UpdateNodes(postPropertyOwners, bufferIndex);
 
     // Apply constraints to RenderTasks, shaders
-    ConstrainRenderTasks(bufferIndex);
-    ConstrainShaders(bufferIndex);
+    ConstrainRenderTasks(postPropertyOwners, bufferIndex);
+    ConstrainShaders(postPropertyOwners, bufferIndex);
 
     // Update renderers and apply constraints
-    UpdateRenderers(bufferIndex);
+    UpdateRenderers(postPropertyOwners, bufferIndex);
 
     // Update the transformations of all the nodes
     if(mImpl->transformManager.Update())
@@ -1022,6 +1103,12 @@ uint32_t UpdateManager::Update(float    elapsedSeconds,
       mImpl->nodeDirtyFlags |= NodePropertyFlags::TRANSFORM;
     }
 
+    // Constraint applied after transform manager updated. Only required property owner processed.
+    for(auto&& propertyOwner : postPropertyOwners)
+    {
+      ConstrainPropertyOwner(*propertyOwner, bufferIndex, false);
+    }
+
     // Initialise layer renderable reuse
     UpdateLayers(bufferIndex);
 
@@ -1057,9 +1144,16 @@ uint32_t UpdateManager::Update(float    elapsedSeconds,
           scene->scene->GetRenderInstructions().ResetAndReserve(bufferIndex,
                                                                 static_cast<uint32_t>(scene->taskList->GetTasks().Count()));
 
+          bool sceneKeepUpdating = scene->scene->KeepRenderingCheck(elapsedSeconds);
+          if(sceneKeepUpdating)
+          {
+            keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
+          }
+
           // If there are animations running, only add render instruction if at least one animation is currently active (i.e. not delayed)
           // or the nodes are dirty
-          if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags))
+          // or keep rendering is requested
+          if(!isAnimationRunning || animationActive || mImpl->renderingRequired || (mImpl->nodeDirtyFlags & RenderableUpdateFlags) || sceneKeepUpdating)
           {
             keepRendererRendering |= mImpl->renderTaskProcessor.Process(bufferIndex,
                                                                         *scene->taskList,
@@ -1087,15 +1181,17 @@ uint32_t UpdateManager::Update(float    elapsedSeconds,
 
   if(!uploadOnly)
   {
+    // check the countdown and notify
+    mImpl->renderTaskWaiting = false;
+
     for(auto&& scene : mImpl->scenes)
     {
       if(scene && scene->root && scene->taskList)
       {
         RenderTaskList::RenderTaskContainer& tasks = scene->taskList->GetTasks();
 
-        // check the countdown and notify
-        bool doRenderOnceNotify  = false;
-        mImpl->renderTaskWaiting = false;
+        CompleteNotificationInterface::ParameterList notifyRequiredRenderTasks;
+
         for(auto&& renderTask : tasks)
         {
           renderTask->UpdateState();
@@ -1108,14 +1204,14 @@ uint32_t UpdateManager::Update(float    elapsedSeconds,
 
           if(renderTask->HasRendered())
           {
-            doRenderOnceNotify = true;
+            notifyRequiredRenderTasks.PushBack(renderTask->GetNotifyId());
           }
         }
 
-        if(doRenderOnceNotify)
+        if(!notifyRequiredRenderTasks.Empty())
         {
           DALI_LOG_INFO(gRenderTaskLogFilter, Debug::General, "Notify a render task has finished\n");
-          mImpl->notificationManager.QueueCompleteNotification(scene->taskList->GetCompleteNotificationInterface());
+          mImpl->notificationManager.QueueNotification(scene->taskList->GetCompleteNotificationInterface(), std::move(notifyRequiredRenderTasks));
         }
       }
     }
@@ -1128,12 +1224,15 @@ uint32_t UpdateManager::Update(float    elapsedSeconds,
   mImpl->previousUpdateScene = updateScene;
 
   // Check whether further updates are required
-  uint32_t keepUpdating = KeepUpdatingCheck(elapsedSeconds);
+  keepUpdating |= KeepUpdatingCheck(elapsedSeconds);
 
   if(keepRendererRendering)
   {
     keepUpdating |= KeepUpdating::STAGE_KEEP_RENDERING;
+  }
 
+  if(keepUpdating & KeepUpdating::STAGE_KEEP_RENDERING)
+  {
     // Set dirty flags for next frame to continue rendering
     mImpl->nodeDirtyFlags |= RenderableUpdateFlags;
   }
@@ -1152,7 +1251,7 @@ void UpdateManager::PostRender()
   // Reset dirty flag
   for(auto&& renderer : mImpl->renderers)
   {
-    renderer->ResetDirtyFlag();
+    renderer->SetUpdated(false);
   }
 
   for(auto&& shader : mImpl->shaders)
@@ -1168,23 +1267,15 @@ void UpdateManager::PostRender()
 
 uint32_t UpdateManager::KeepUpdatingCheck(float elapsedSeconds) const
 {
-  // Update the duration set via Stage::KeepRendering()
-  if(mImpl->keepRenderingSeconds > 0.0f)
-  {
-    mImpl->keepRenderingSeconds -= elapsedSeconds;
-  }
-
   uint32_t keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
 
   // If the rendering behavior is set to continuously render, then continue to render.
-  // If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
   // Keep updating until no messages are received and no animations are running.
   // If an animation has just finished, update at least once more for Discard end-actions.
   // No need to check for renderQueue as there is always a render after update and if that
   // render needs another update it will tell the adaptor to call update again
 
-  if((mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY) ||
-     (mImpl->keepRenderingSeconds > 0.0f))
+  if(mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY)
   {
     keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
   }
@@ -1216,7 +1307,13 @@ void UpdateManager::SurfaceReplaced(Scene* scene)
 
 void UpdateManager::KeepRendering(float durationSeconds)
 {
-  mImpl->keepRenderingSeconds = std::max(mImpl->keepRenderingSeconds, durationSeconds);
+  for(auto&& scene : mImpl->scenes)
+  {
+    if(scene->scene)
+    {
+      scene->scene->KeepRendering(durationSeconds);
+    }
+  }
 }
 
 void UpdateManager::SetRenderingBehavior(DevelStage::Rendering renderingBehavior)
@@ -1229,6 +1326,17 @@ void UpdateManager::RequestRendering()
   mImpl->renderingRequired = true;
 }
 
+Node* UpdateManager::GetNodePointerById(uint32_t nodeId) const
+{
+  Node* foundNodePointer = nullptr;
+  auto  iter             = mImpl->nodeIdMap.find(nodeId);
+  if(iter != mImpl->nodeIdMap.end())
+  {
+    foundNodePointer = iter->second;
+  }
+  return foundNodePointer;
+}
+
 void UpdateManager::SetLayerDepths(const SortedLayerPointers& layers, const Layer* rootLayer)
 {
   for(auto&& scene : mImpl->scenes)
@@ -1246,9 +1354,13 @@ void UpdateManager::SetDepthIndices(OwnerPointer<NodeDepths>& nodeDepths)
   // note, this vector is already in depth order.
   // So if we reverse iterate, we can assume that
   // my descendant node's depth index are updated.
+
+  // And also, This API is the last flushed message.
+  // We can now setup the DESCENDENT_HIERARCHY_CHANGED flag here.
   for(auto rIter = nodeDepths->nodeDepths.rbegin(), rEndIter = nodeDepths->nodeDepths.rend(); rIter != rEndIter; rIter++)
   {
     auto* node = rIter->node;
+    node->PropagateDescendentFlags();
     node->SetDepthIndex(rIter->sortedDepth);
     if(node->IsChildrenReorderRequired())
     {
@@ -1269,6 +1381,11 @@ void UpdateManager::RemoveFrameCallback(FrameCallbackInterface* frameCallback)
   mImpl->GetFrameCallbackProcessor(*this).RemoveFrameCallback(frameCallback);
 }
 
+void UpdateManager::NotifyFrameCallback(FrameCallbackInterface* frameCallback, Dali::UpdateProxy::NotifySyncPoint syncPoint)
+{
+  mImpl->GetFrameCallbackProcessor(*this).NotifyFrameCallback(frameCallback, syncPoint);
+}
+
 void UpdateManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
 {
   // Message has ownership of Sampler while in transit from update to render
@@ -1361,6 +1478,25 @@ void UpdateManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, Owne
   new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferData, vertexBuffer, data, size);
 }
 
+void UpdateManager::SetVertexBufferDivisor(Render::VertexBuffer* vertexBuffer, uint32_t divisor)
+{
+  using LocalType = MessageValue1<Render::VertexBuffer, uint32_t>;
+  uint32_t* slot  = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(LocalType));
+  new(slot) LocalType(vertexBuffer, &Render::VertexBuffer::SetDivisor, divisor);
+}
+
+void UpdateManager::SetVertexBufferUpdateCallback(Render::VertexBuffer* vertexBuffer, Dali::VertexBufferUpdateCallback* callback)
+{
+  // Message has ownership of format while in transit from update -> render
+  using DerivedType = MessageValue2<RenderManager, Render::VertexBuffer*, Dali::VertexBufferUpdateCallback*>;
+
+  // Reserve some memory inside the render queue
+  uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
+
+  // Construct message in the render queue memory; note that delete should not be called on the return value
+  new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetVertexBufferUpdateCallback, vertexBuffer, callback);
+}
+
 void UpdateManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
 {
   // Message has ownership of format while in transit from update -> render
@@ -1461,9 +1597,9 @@ void UpdateManager::RemoveTexture(const Render::TextureKey& texture)
   new(slot) DerivedType(&mImpl->renderManager, &RenderManager::RemoveTexture, texture);
 }
 
-void UpdateManager::UploadTexture(const Render::TextureKey& texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
+void UpdateManager::UploadTexture(const Render::TextureKey& texture, PixelDataPtr pixelData, const Graphics::UploadParams& params)
 {
-  using DerivedType = MessageValue3<RenderManager, Render::TextureKey, PixelDataPtr, Texture::UploadParams>;
+  using DerivedType = MessageValue3<RenderManager, Render::TextureKey, PixelDataPtr, Graphics::UploadParams>;
 
   // Reserve some memory inside the message queue
   uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
@@ -1483,6 +1619,28 @@ void UpdateManager::GenerateMipmaps(const Render::TextureKey& texture)
   new(slot) DerivedType(&mImpl->renderManager, &RenderManager::GenerateMipmaps, texture);
 }
 
+void UpdateManager::SetTextureSize(const Render::TextureKey& texture, const Dali::ImageDimensions& size)
+{
+  using DerivedType = MessageValue2<RenderManager, Render::TextureKey, Dali::ImageDimensions>;
+
+  // Reserve some memory inside the render queue
+  uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
+
+  // Construct message in the render queue memory; note that delete should not be called on the return value
+  new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetTextureSize, texture, size);
+}
+
+void UpdateManager::SetTextureFormat(const Render::TextureKey& texture, Dali::Pixel::Format pixelFormat)
+{
+  using DerivedType = MessageValue2<RenderManager, Render::TextureKey, Dali::Pixel::Format>;
+
+  // Reserve some memory inside the render queue
+  uint32_t* slot = mImpl->renderQueue.ReserveMessageSlot(mSceneGraphBuffers.GetUpdateBufferIndex(), sizeof(DerivedType));
+
+  // Construct message in the render queue memory; note that delete should not be called on the return value
+  new(slot) DerivedType(&mImpl->renderManager, &RenderManager::SetTextureFormat, texture, pixelFormat);
+}
+
 void UpdateManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
 {
   using DerivedType = MessageValue1<RenderManager, OwnerPointer<Render::FrameBuffer>>;