Rendering API Stencil Implementation
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
index 3f4ad49..2fd1cfb 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
 // CLASS HEADER
 #include "scene-graph-renderer.h"
 
-// INTERNAL HEADERS
+// INTERNAL INCLUDES
 #include <dali/internal/update/controllers/scene-controller.h>
 #include <dali/internal/render/renderers/render-geometry.h>
 #include <dali/internal/update/controllers/render-message-dispatcher.h>
-#include <dali/internal/update/rendering/scene-graph-geometry.h>
-#include <dali/internal/update/rendering/scene-graph-material.h>
+#include <dali/internal/update/rendering/scene-graph-texture-set.h>
 #include <dali/internal/render/shaders/scene-graph-shader.h>
-#include <dali/internal/render/renderers/render-renderer.h>
 #include <dali/internal/render/data-providers/node-data-provider.h>
-#include <dali/internal/update/resources/complete-status-manager.h>
 #include <dali/internal/update/nodes/node.h>
-#include <dali/internal/update/resources/resource-tracker.h>
 #include <dali/internal/render/queue/render-queue.h>
 #include <dali/internal/common/internal-constants.h>
+#include <dali/internal/common/memory-pool-object-allocator.h>
 
 
 namespace // unnamed namespace
@@ -40,6 +37,9 @@ const unsigned int UNIFORM_MAP_READY      = 0;
 const unsigned int COPY_UNIFORM_MAP       = 1;
 const unsigned int REGENERATE_UNIFORM_MAP = 2;
 
+//Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
+Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Renderer> gRendererMemoryPool;
+
 void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
 {
   // Iterate thru uniformMap.
@@ -82,10 +82,35 @@ void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, con
       const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
       localMap.PushBack( map );
     }
-    //@todo MESH_REWORK Use memcpy to copy ptrs from one array to the other
   }
 }
-}
+
+// Flags for re-sending data to renderer.
+enum Flags
+{
+  RESEND_DATA_PROVIDER               = 1 << 0,
+  RESEND_GEOMETRY                    = 1 << 1,
+  RESEND_FACE_CULLING_MODE           = 1 << 2,
+  RESEND_BLEND_COLOR                 = 1 << 3,
+  RESEND_BLEND_BIT_MASK              = 1 << 4,
+  RESEND_PREMULTIPLIED_ALPHA         = 1 << 5,
+  RESEND_INDEXED_DRAW_FIRST_ELEMENT  = 1 << 6,
+  RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 7,
+  RESEND_DEPTH_WRITE_MODE            = 1 << 8,
+  RESEND_DEPTH_TEST_MODE             = 1 << 9,
+  RESEND_DEPTH_FUNCTION              = 1 << 10,
+  RESEND_STENCIL_MODE                = 1 << 11,
+  RESEND_STENCIL_FUNCTION            = 1 << 12,
+  RESEND_STENCIL_FUNCTION_MASK       = 1 << 13,
+  RESEND_STENCIL_FUNCTION_REFERENCE  = 1 << 14,
+  RESEND_STENCIL_MASK                = 1 << 15,
+  RESEND_STENCIL_OPERATION_ON_FAIL   = 1 << 16,
+  RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 17,
+  RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18,
+  RESEND_WRITE_TO_COLOR_BUFFER       = 1 << 19
+};
+
+} // Anonymous namespace
 
 namespace Dali
 {
@@ -94,22 +119,37 @@ namespace Internal
 namespace SceneGraph
 {
 
+Renderer* Renderer::New()
+{
+  return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
+}
+
 Renderer::Renderer()
-:mSceneController(0),
- mRenderer(NULL),
- mMaterial(NULL),
- mGeometry(NULL),
- mReferenceCount(0),
- mRegenerateUniformMap(0),
- mResendDataProviders(false),
- mResendGeometry(false),
- mHasUntrackedResources(false),
- mFinishedResourceAcquisition(false),
- mResourcesReady(false),
- mDepthIndex(0)
-{
-  mUniformMapChanged[0]=false;
-  mUniformMapChanged[1]=false;
+: mSceneController( 0 ),
+  mRenderer( NULL ),
+  mTextureSet( NULL ),
+  mGeometry( NULL ),
+  mShader( NULL ),
+  mBlendColor( NULL ),
+  mStencilParameters( StencilMode::AUTO, StencilFunction::ALWAYS, 0xFF, 0x00, 0xFF, StencilOperation::KEEP, StencilOperation::KEEP, StencilOperation::KEEP ),
+  mIndexedDrawFirstElement( 0u ),
+  mIndexedDrawElementsCount( 0u ),
+  mBlendBitmask( 0u ),
+  mRegenerateUniformMap( 0u ),
+  mResendFlag( 0u ),
+  mDepthFunction( DepthFunction::LESS ),
+  mFaceCullingMode( FaceCullingMode::NONE ),
+  mBlendMode( BlendMode::AUTO ),
+  mDepthWriteMode( DepthWriteMode::AUTO ),
+  mDepthTestMode( DepthTestMode::AUTO ),
+  mWriteToColorBuffer( true ),
+  mResourcesReady( false ),
+  mFinishedResourceAcquisition( false ),
+  mPremultipledAlphaEnabled( false ),
+  mDepthIndex( 0 )
+{
+  mUniformMapChanged[0] = false;
+  mUniformMapChanged[1] = false;
 
   // Observe our own PropertyOwner's uniform map
   AddUniformMapObserver( *this );
@@ -117,26 +157,47 @@ Renderer::Renderer()
 
 Renderer::~Renderer()
 {
-  if (mMaterial)
+  if (mTextureSet)
   {
-    mMaterial->RemoveConnectionObserver(*this);
-    mMaterial=NULL;
+    mTextureSet->RemoveObserver(this);
+    mTextureSet=NULL;
   }
-  if (mGeometry)
+  if( mShader )
   {
-    mGeometry->RemoveConnectionObserver(*this);
-    mGeometry=NULL;
+    mShader->RemoveConnectionObserver(*this);
+    mShader=NULL;
   }
 }
 
+void Renderer::operator delete( void* ptr )
+{
+  gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
+}
+
+
 void Renderer::PrepareRender( BufferIndex updateBufferIndex )
 {
-  mMaterial->PrepareRender( updateBufferIndex );
+  mResourcesReady = false;
+  mFinishedResourceAcquisition = false;
+
+  // Can only be considered ready when all the scene graph objects are connected to the renderer
+  if( mGeometry && mShader )
+  {
+    if( mTextureSet )
+    {
+      mTextureSet->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
+    }
+    else
+    {
+      mResourcesReady = true;
+      mFinishedResourceAcquisition = true;
+    }
+  }
 
   if( mRegenerateUniformMap > UNIFORM_MAP_READY )
   {
-    DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in DoPrepareRender()" );
-    DALI_ASSERT_DEBUG( mMaterial != NULL && "No geometry available in DoPrepareRender()" );
+    DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in PrepareRender()" );
+    DALI_ASSERT_DEBUG( mShader != NULL && "No shader available in PrepareRender()" );
 
     if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
     {
@@ -146,10 +207,10 @@ void Renderer::PrepareRender( BufferIndex updateBufferIndex )
       const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
       AddMappings( localMap, rendererUniformMap );
 
-      AddMappings( localMap, mMaterial->GetUniformMap() );
-      AddMappings( localMap, mMaterial->GetShader()->GetUniformMap() );
-      AddMappings( localMap, mGeometry->GetUniformMap() );
-
+      if( mShader )
+      {
+        AddMappings( localMap, mShader->GetUniformMap() );
+      }
     }
     else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
     {
@@ -170,59 +231,193 @@ void Renderer::PrepareRender( BufferIndex updateBufferIndex )
     mRegenerateUniformMap--;
   }
 
-  if( mResendDataProviders )
+  if( mResendFlag != 0 )
   {
-    RenderDataProvider* dataProvider = NewRenderDataProvider();
+    if( mResendFlag & RESEND_DATA_PROVIDER )
+    {
+      RenderDataProvider* dataProvider = NewRenderDataProvider();
 
-    // Tell renderer about a new provider
-    // @todo MESH_REWORK Should we instead create a new renderer when these change?
+      typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
+    }
 
-    typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
-    unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-    new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
-    mResendDataProviders = false;
-  }
+    if( mResendFlag & RESEND_GEOMETRY )
+    {
+      typedef MessageValue1< Render::Renderer, Render::Geometry* > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
 
-  if( mResendGeometry )
-  {
-    // The first call to GetRenderGeometry() creates the geometry and sends it in a message
-    RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, mGeometry );
+    }
+
+    if( mResendFlag & RESEND_FACE_CULLING_MODE )
+    {
+      typedef MessageValue1< Render::Renderer, FaceCullingMode::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
+    }
+
+    if( mResendFlag & RESEND_BLEND_BIT_MASK )
+    {
+      typedef MessageValue1< Render::Renderer, unsigned int > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask );
+    }
+
+    if( mResendFlag & RESEND_BLEND_COLOR )
+    {
+      typedef MessageValue1< Render::Renderer, const Vector4* > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetBlendColor, mBlendColor );
+    }
+
+    if( mResendFlag & RESEND_PREMULTIPLIED_ALPHA  )
+    {
+      typedef MessageValue1< Render::Renderer, bool > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled );
+    }
+
+    if( mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT )
+    {
+      typedef MessageValue1< Render::Renderer, size_t > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement );
+    }
+
+    if( mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT )
+    {
+      typedef MessageValue1< Render::Renderer, size_t > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount );
+    }
+
+    if( mResendFlag & RESEND_DEPTH_WRITE_MODE )
+    {
+      typedef MessageValue1< Render::Renderer, DepthWriteMode::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode );
+    }
 
-    typedef MessageValue1< Render::Renderer, RenderGeometry* > DerivedType;
-    unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+    if( mResendFlag & RESEND_DEPTH_TEST_MODE )
+    {
+      typedef MessageValue1< Render::Renderer, DepthTestMode::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode );
+    }
+
+    if( mResendFlag & RESEND_DEPTH_FUNCTION )
+    {
+      typedef MessageValue1< Render::Renderer, DepthFunction::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_MODE )
+    {
+      typedef MessageValue1< Render::Renderer, StencilMode::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMode, mStencilParameters.stencilMode );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_FUNCTION )
+    {
+      typedef MessageValue1< Render::Renderer, StencilFunction::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_FUNCTION_MASK )
+    {
+      typedef MessageValue1< Render::Renderer, int > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE )
+    {
+      typedef MessageValue1< Render::Renderer, int > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_MASK )
+    {
+      typedef MessageValue1< Render::Renderer, int > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL )
+    {
+      typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL )
+    {
+      typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail );
+    }
+
+    if( mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS )
+    {
+      typedef MessageValue1< Render::Renderer, StencilOperation::Type > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass );
+    }
 
-    new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, geometry );
-    mResendGeometry = false;
+    if( mResendFlag & RESEND_WRITE_TO_COLOR_BUFFER )
+    {
+      typedef MessageValue1< Render::Renderer, bool > DerivedType;
+      unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+      new (slot) DerivedType( mRenderer, &Render::Renderer::SetWriteToColorBuffer, mWriteToColorBuffer );
+    }
+
+    mResendFlag = 0;
   }
 }
 
-void Renderer::SetMaterial( BufferIndex bufferIndex, Material* material)
+void Renderer::SetTextures( TextureSet* textureSet )
 {
-  DALI_ASSERT_DEBUG( material != NULL && "Material pointer is NULL" );
+  DALI_ASSERT_DEBUG( textureSet != NULL && "Texture set pointer is NULL" );
 
-  mMaterial = material;
-  mMaterial->AddConnectionObserver( *this );
-  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+  if( mTextureSet )
+  {
+    mTextureSet->RemoveObserver(this);
+  }
 
-  mResendDataProviders = true;
+  mTextureSet = textureSet;
+  mTextureSet->AddObserver( this );
+  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+  mResendFlag |= RESEND_DATA_PROVIDER;
 }
 
-void Renderer::SetGeometry( BufferIndex bufferIndex, Geometry* geometry)
+void Renderer::SetShader( Shader* shader )
 {
-  DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
-  if( mGeometry)
+  DALI_ASSERT_DEBUG( shader != NULL && "Shader pointer is NULL" );
+
+  if( mShader )
   {
-    mGeometry->RemoveConnectionObserver(*this);
-    mGeometry->OnRendererDisconnect();
+    mShader->RemoveConnectionObserver(*this);
   }
 
-  mGeometry = geometry;
-  mGeometry->AddConnectionObserver( *this ); // Observe geometry connections / uniform mapping changes
+  mShader = shader;
+  mShader->AddConnectionObserver( *this );
   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+  mResendFlag |= RESEND_DATA_PROVIDER;
+}
+
+void Renderer::SetGeometry( Render::Geometry* geometry )
+{
+  DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
+  mGeometry = geometry;
 
   if( mRenderer )
   {
-    mResendGeometry = true;
+    mResendFlag |= RESEND_GEOMETRY;
   }
 }
 
@@ -231,35 +426,128 @@ void Renderer::SetDepthIndex( int depthIndex )
   mDepthIndex = depthIndex;
 }
 
-//Called when a node with this renderer is added to the stage
-void Renderer::OnStageConnect()
+void Renderer::SetFaceCullingMode( FaceCullingMode::Type faceCullingMode )
 {
-  ++mReferenceCount;
-  if( !mRenderer)
-  {
-    RenderDataProvider* dataProvider = NewRenderDataProvider();
+  mFaceCullingMode = faceCullingMode;
+  mResendFlag |= RESEND_FACE_CULLING_MODE;
+}
 
-    RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
-    mRenderer = Render::Renderer::New( dataProvider, renderGeometry );
-    mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
-    mResendDataProviders = false;
-    mResendGeometry = false;
+void Renderer::SetBlendMode( BlendMode::Type blendingMode )
+{
+  mBlendMode = blendingMode;
+}
+
+void Renderer::SetBlendingOptions( unsigned int options )
+{
+  if( mBlendBitmask != options)
+  {
+    mBlendBitmask = options;
+    mResendFlag |= RESEND_BLEND_BIT_MASK;
   }
 }
 
-//Called when the node with this renderer has gone out of the stage
-void Renderer::OnStageDisconnect()
+void Renderer::SetBlendColor( const Vector4& blendColor )
 {
-  --mReferenceCount;
-  if( mReferenceCount == 0 )
+  if( !mBlendColor )
   {
-    mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
-    if( mGeometry )
-    {
-      mGeometry->OnRendererDisconnect();
-    }
-    mRenderer = NULL;
+    mBlendColor = new Vector4( blendColor );
+  }
+  else
+  {
+    *mBlendColor = blendColor;
   }
+
+  mResendFlag |= RESEND_BLEND_COLOR;
+}
+
+void Renderer::SetIndexedDrawFirstElement( size_t firstElement )
+{
+  mIndexedDrawFirstElement = firstElement;
+  mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
+}
+
+void Renderer::SetIndexedDrawElementsCount( size_t elementsCount )
+{
+  mIndexedDrawElementsCount = elementsCount;
+  mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
+}
+
+void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
+{
+  mPremultipledAlphaEnabled = preMultipled;
+  mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
+}
+
+void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
+{
+  mDepthWriteMode = depthWriteMode;
+  mResendFlag |= RESEND_DEPTH_WRITE_MODE;
+}
+
+void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+{
+  mDepthTestMode = depthTestMode;
+  mResendFlag |= RESEND_DEPTH_TEST_MODE;
+}
+
+void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+{
+  mDepthFunction = depthFunction;
+  mResendFlag |= RESEND_DEPTH_FUNCTION;
+}
+
+void Renderer::SetStencilMode( StencilMode::Type mode )
+{
+  mStencilParameters.stencilMode = mode;
+  mResendFlag |= RESEND_STENCIL_MODE;
+}
+
+void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+{
+  mStencilParameters.stencilFunction = stencilFunction;
+  mResendFlag |= RESEND_STENCIL_FUNCTION;
+}
+
+void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+{
+  mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+  mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
+}
+
+void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+{
+  mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+  mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
+}
+
+void Renderer::SetStencilMask( int stencilMask )
+{
+  mStencilParameters.stencilMask = stencilMask;
+  mResendFlag |= RESEND_STENCIL_MASK;
+}
+
+void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+{
+  mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+  mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
+}
+
+void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+{
+  mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+  mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
+}
+
+void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+{
+  mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+  mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
+}
+
+void Renderer::SetWriteToColorBuffer( bool writeToColorBuffer )
+{
+  mWriteToColorBuffer = writeToColorBuffer;
+  mResendFlag |= RESEND_WRITE_TO_COLOR_BUFFER;
 }
 
 //Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
@@ -267,8 +555,13 @@ void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferInde
 {
   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
   mSceneController = &sceneController;
-}
+  RenderDataProvider* dataProvider = NewRenderDataProvider();
 
+  mRenderer = Render::Renderer::New( dataProvider, mGeometry, mBlendBitmask, mBlendColor, static_cast< FaceCullingMode::Type >( mFaceCullingMode ),
+                                         mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters, mWriteToColorBuffer );
+
+  mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
+}
 
 //Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
 void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
@@ -278,25 +571,36 @@ void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, Buffe
   {
     mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
     mRenderer = NULL;
-    mSceneController = NULL;
   }
+  mSceneController = NULL;
 }
 
 RenderDataProvider* Renderer::NewRenderDataProvider()
 {
   RenderDataProvider* dataProvider = new RenderDataProvider();
 
-  dataProvider->mMaterialDataProvider = mMaterial;
   dataProvider->mUniformMapDataProvider = this;
-  dataProvider->mShader = mMaterial->GetShader();
+  dataProvider->mShader = mShader;
 
-  size_t textureCount( mMaterial->GetTextureCount() );
-  dataProvider->mTextures.resize( textureCount );
-  for( unsigned int i(0); i<textureCount; ++i )
+  if( mTextureSet )
   {
-    dataProvider->mTextures[i] = Render::Texture( mMaterial->GetTextureUniformName(i),
-                                                  mMaterial->GetTextureId(i),
-                                                  mMaterial->GetTextureSampler(i));
+    size_t textureCount( mTextureSet->GetTextureCount() );
+    dataProvider->mTextures.resize( textureCount );
+    dataProvider->mSamplers.resize( textureCount );
+    for( unsigned int i(0); i<textureCount; ++i )
+    {
+      dataProvider->mTextures[i] = Render::Texture( mTextureSet->GetTextureId(i),0);
+      dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
+    }
+
+    textureCount = mTextureSet->GetNewTextureCount();
+    dataProvider->mNewTextures.resize( textureCount );
+    dataProvider->mSamplers.resize( textureCount );
+    for( unsigned int i(0); i<textureCount; ++i )
+    {
+      dataProvider->mNewTextures[i] = mTextureSet->GetNewTexture(i);
+      dataProvider->mSamplers[i] = mTextureSet->GetTextureSampler(i);
+    }
   }
 
   return dataProvider;
@@ -310,156 +614,61 @@ Render::Renderer& Renderer::GetRenderer()
 const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
 {
   return mCollectedUniformMap[bufferIndex];
-};
+}
 
-void Renderer::PrepareResources( BufferIndex updateBufferIndex, ResourceManager& resourceManager )
+void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
 {
-  mHasUntrackedResources = false;
-  mTrackedResources.Clear(); // Resource trackers are only needed if not yet completea
-
-  DALI_ASSERT_DEBUG( mSceneController );
-
-  CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
-  mResourcesReady = false;
+  ready = mResourcesReady;
+  complete = mFinishedResourceAcquisition;
+}
 
-  mFinishedResourceAcquisition = false;
+Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
+{
+  Renderer::Opacity opacity = Renderer::OPAQUE;
 
-  // Can only be considered ready when all the scene graph objects are connected to the renderer
-  if( ( mGeometry ) && ( mGeometry->GetVertexBuffers().Count() > 0 ) &&
-      ( mMaterial ) && ( mMaterial->GetShader() != NULL ) )
+  switch( mBlendMode )
   {
-    unsigned int completeCount = 0;
-    unsigned int neverCount = 0;
-    unsigned int frameBufferCount = 0;
-
-    size_t textureCount( mMaterial->GetTextureCount() );
-    if( textureCount > 0 )
+    case BlendMode::ON: // If the renderer should always be use blending
+    {
+      opacity = Renderer::TRANSLUCENT;
+      break;
+    }
+    case BlendMode::AUTO:
     {
-      unsigned int opaqueCount = 0;
-      for( unsigned int i(0); i<textureCount; ++i )
+      bool shaderRequiresBlending( mShader->HintEnabled( Dali::Shader::HINT_OUTPUT_IS_TRANSPARENT ) );
+      if( shaderRequiresBlending || ( mTextureSet && mTextureSet->HasAlpha() ) )
       {
-        ResourceId textureId = mMaterial->GetTextureId(i);
-        BitmapMetadata metaData = resourceManager.GetBitmapMetadata( textureId );
-        if( metaData.IsFullyOpaque() )
+        opacity = Renderer::TRANSLUCENT;
+      }
+      else // renderer should determine opacity using the actor color
+      {
+        float alpha = node.GetWorldColor( updateBufferIndex ).a;
+        if( alpha <= FULLY_TRANSPARENT )
         {
-          ++opaqueCount;
+          opacity = TRANSPARENT;
         }
-
-        switch( completeStatusManager.GetStatus( textureId ) )
+        else if( alpha <= FULLY_OPAQUE )
         {
-          case CompleteStatusManager::NOT_READY:
-          {
-          if( metaData.GetIsFramebuffer() )
-            {
-              frameBufferCount++;
-            }
-            if( completeStatusManager.FindResourceTracker(textureId) != NULL )
-            {
-              bool found = false;
-              std::size_t numTrackedResources = mTrackedResources.Count();
-              for( size_t i=0; i < numTrackedResources; ++i )
-              {
-                if(mTrackedResources[i] == textureId)
-                {
-                  found = true;
-                  break;
-                }
-              }
-              if( ! found )
-              {
-                mTrackedResources.PushBack( textureId );
-              }
-            }
-            else
-            {
-              mHasUntrackedResources = true;
-            }
-          }
-          break;
-
-          case CompleteStatusManager::COMPLETE:
-          {
-            completeCount++;
-          }
-          break;
-
-          case CompleteStatusManager::NEVER:
-          {
-            neverCount++;
-          }
-          break;
+          opacity = TRANSLUCENT;
         }
       }
-      mMaterial->SetTexturesRequireBlending( opaqueCount != textureCount );
+      break;
     }
-
-    // We are ready if all samplers are complete, or those that aren't are framebuffers
-    // We are complete if all samplers are either complete or will nmResendGeometryever complete
-    mResourcesReady = ( completeCount + frameBufferCount >= textureCount ) ;
-    mFinishedResourceAcquisition = ( completeCount + neverCount >= textureCount );
-  }
-}
-
-void Renderer::GetReadyAndComplete(bool& ready, bool& complete) const
-{
-  ready = mResourcesReady;
-  complete = false;
-
-  CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
-
-  std::size_t numTrackedResources = mTrackedResources.Count();
-  if( mHasUntrackedResources || numTrackedResources == 0 )
-  {
-    complete = mFinishedResourceAcquisition;
-  }
-  else
-  {
-    // If there are tracked resources and no untracked resources, test the trackers
-    bool trackersComplete = true;
-    for( size_t i=0; i < numTrackedResources; ++i )
+    case BlendMode::OFF: // the renderer should never use blending
+    default:
     {
-      ResourceId id = mTrackedResources[i];
-      ResourceTracker* tracker = completeStatusManager.FindResourceTracker(id);
-      if( tracker  && ! tracker->IsComplete() )
-      {
-        trackersComplete = false;
-        break;
-      }
+      opacity = Renderer::OPAQUE;
+      break;
     }
-
-    complete = mFinishedResourceAcquisition || trackersComplete;
   }
-}
 
-// Called by ProcessRenderTasks after DoPrepareRender
-bool Renderer::IsFullyOpaque( BufferIndex updateBufferIndex, const Node& node ) const
-{
-  bool opaque = false;
 
-  if( mMaterial != NULL )
-  {
-    Material::BlendPolicy blendPolicy = mMaterial->GetBlendPolicy();
-    switch( blendPolicy )
-    {
-      case Material::OPAQUE:
-      {
-        opaque = true;
-        break;
-      }
-      case Material::TRANSPARENT:
-      {
-        opaque = false;
-        break;
-      }
-      case Material::USE_ACTOR_COLOR:
-      {
-        opaque = node.GetWorldColor( updateBufferIndex ).a >= FULLY_OPAQUE;
-        break;
-      }
-    }
-  }
+  return opacity;
+}
 
-  return opaque;
+void Renderer::TextureSetChanged()
+{
+  mResendFlag |= RESEND_DATA_PROVIDER;
 }
 
 void Renderer::ConnectionsChanged( PropertyOwner& object )
@@ -469,7 +678,7 @@ void Renderer::ConnectionsChanged( PropertyOwner& object )
   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
 
   // Ensure the child object pointers get re-sent to the renderer
-  mResendDataProviders = true;
+  mResendFlag |= RESEND_DATA_PROVIDER;
 }
 
 void Renderer::ConnectedUniformMapChanged()
@@ -485,13 +694,13 @@ void Renderer::UniformMappingsChanged( const UniformMap& mappings )
 
 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
 {
-  if( reinterpret_cast<PropertyOwner*>(mGeometry) == &owner )
+  if( reinterpret_cast<PropertyOwner*>(mTextureSet) == &owner )
   {
-    mGeometry = NULL;
+    mTextureSet = NULL;
   }
-  else if( reinterpret_cast<PropertyOwner*>(mMaterial) == &owner )
+  else if( reinterpret_cast<PropertyOwner*>(mShader) == &owner )
   {
-    mMaterial = NULL;
+    mShader = NULL;
   }
 }