DirectRendering:
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
index d7dce43..9e982a8 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 // CLASS HEADER
 #include "scene-graph-renderer.h"
 
-// INTERNAL HEADERS
-#include <dali/internal/update/controllers/scene-controller.h>
+// INTERNAL INCLUDES
+#include <dali/internal/common/blending-options.h>
+#include <dali/internal/common/internal-constants.h>
+#include <dali/internal/common/memory-pool-object-allocator.h>
+#include <dali/internal/render/data-providers/node-data-provider.h>
+#include <dali/internal/render/data-providers/render-data-provider.h>
+#include <dali/internal/render/queue/render-queue.h>
 #include <dali/internal/render/renderers/render-geometry.h>
+#include <dali/internal/render/shaders/program.h>
+#include <dali/internal/render/shaders/render-shader.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/render/shaders/scene-graph-shader.h>
-#include <dali/internal/render/renderers/render-new-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/controllers/scene-controller.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/update/rendering/scene-graph-texture-set.h>
 
+namespace Dali
+{
+namespace Internal
+{
+namespace SceneGraph
+{
 namespace // unnamed namespace
 {
+const uint32_t UNIFORM_MAP_READY      = 0;
+const uint32_t COPY_UNIFORM_MAP       = 1;
+const uint32_t REGENERATE_UNIFORM_MAP = 2;
 
-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
+MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
 
-void AddMappings( Dali::Internal::SceneGraph::CollectedUniformMap& localMap, const Dali::Internal::SceneGraph::UniformMap& uniformMap )
+void AddMappings(CollectedUniformMap& localMap, const UniformMap& uniformMap)
 {
   // Iterate thru uniformMap.
-  //   Any maps that aren't in localMap should be added in a single step
-  Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
+  // Any maps that aren't in localMap should be added in a single step
+
+  // keep a static vector to avoid temporary heap allocation.
+  // As this function gets called only from update thread we don't have to
+  // make it thread safe (so no need to keep a thread_local variable).
+  static CollectedUniformMap newUniformMappings;
 
-  for( unsigned int i=0, count=uniformMap.Count(); i<count; ++i )
+  newUniformMappings.Clear();
+
+  for(UniformMap::SizeType i = 0, count = uniformMap.Count(); i < count; ++i)
   {
-    Dali::Internal::SceneGraph::UniformPropertyMapping::Hash nameHash = uniformMap[i].uniformNameHash;
     bool found = false;
 
-    for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = localMap.Begin() ; iter != localMap.End() ; ++iter )
+    for(CollectedUniformMap::Iterator iter = localMap.Begin(); iter != localMap.End(); ++iter)
     {
-      const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
-      if( map->uniformNameHash == nameHash )
+      const UniformPropertyMapping& map = (*iter);
+      if(map.uniformName == uniformMap[i].uniformName)
       {
-        if( map->uniformName == uniformMap[i].uniformName )
-        {
-          found = true;
-          break;
-        }
+        found = true;
+        break;
       }
     }
-    if( !found )
+    if(!found)
     {
-      // it's a new mapping. Add raw ptr to temporary list
-      newUniformMappings.PushBack( &uniformMap[i] );
+      newUniformMappings.PushBack(uniformMap[i]);
     }
   }
 
-  if( newUniformMappings.Count() > 0 )
+  if(newUniformMappings.Count() > 0)
   {
-    localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
+    localMap.Reserve(localMap.Count() + newUniformMappings.Count());
 
-    for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
-           end = newUniformMappings.End() ;
-         iter != end ;
-         ++iter )
+    for(CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
+                                      end  = newUniformMappings.End();
+        iter != end;
+        ++iter)
     {
-      const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
-      localMap.PushBack( map );
+      const UniformPropertyMapping& map = (*iter);
+      localMap.PushBack(map);
     }
-    //@todo MESH_REWORK Use memcpy to copy ptrs from one array to the other
   }
 }
-}
 
-namespace Dali
+// Flags for re-sending data to renderer.
+enum Flags
 {
-namespace Internal
-{
-namespace SceneGraph
+  RESEND_GEOMETRY                    = 1 << 0,
+  RESEND_FACE_CULLING_MODE           = 1 << 1,
+  RESEND_BLEND_COLOR                 = 1 << 2,
+  RESEND_BLEND_BIT_MASK              = 1 << 3,
+  RESEND_PREMULTIPLIED_ALPHA         = 1 << 4,
+  RESEND_INDEXED_DRAW_FIRST_ELEMENT  = 1 << 5,
+  RESEND_INDEXED_DRAW_ELEMENTS_COUNT = 1 << 6,
+  RESEND_DEPTH_WRITE_MODE            = 1 << 7,
+  RESEND_DEPTH_TEST_MODE             = 1 << 8,
+  RESEND_DEPTH_FUNCTION              = 1 << 9,
+  RESEND_RENDER_MODE                 = 1 << 10,
+  RESEND_STENCIL_FUNCTION            = 1 << 11,
+  RESEND_STENCIL_FUNCTION_MASK       = 1 << 12,
+  RESEND_STENCIL_FUNCTION_REFERENCE  = 1 << 13,
+  RESEND_STENCIL_MASK                = 1 << 14,
+  RESEND_STENCIL_OPERATION_ON_FAIL   = 1 << 15,
+  RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 16,
+  RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 17,
+  RESEND_WRITE_TO_COLOR_BUFFER       = 1 << 18,
+  RESEND_SHADER                      = 1 << 19,
+  RESEND_DRAW_COMMANDS               = 1 << 20,
+  RESEND_SET_RENDER_CALLBACK         = 1 << 21
+};
+
+} // Anonymous namespace
+
+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(nullptr),
+  mRenderer(nullptr),
+  mTextureSet(nullptr),
+  mGeometry(nullptr),
+  mShader(nullptr),
+  mBlendColor(nullptr),
+  mStencilParameters(RenderMode::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),
+  mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
+  mPremultipledAlphaEnabled(false),
+  mOpacity(1.0f),
+  mDepthIndex(0)
+{
+  mUniformMapChanged[0] = false;
+  mUniformMapChanged[1] = false;
 
   // Observe our own PropertyOwner's uniform map
-  AddUniformMapObserver( *this );
+  AddUniformMapObserver(*this);
 }
 
 Renderer::~Renderer()
 {
-  if (mMaterial)
+  if(mTextureSet)
   {
-    mMaterial->RemoveConnectionObserver(*this);
-    mMaterial=NULL;
+    mTextureSet = nullptr;
   }
-  if (mGeometry)
+  if(mShader)
   {
-    mGeometry->RemoveConnectionObserver(*this);
-    mGeometry=NULL;
+    mShader->RemoveConnectionObserver(*this);
+    mShader = nullptr;
   }
 }
 
-void Renderer::PrepareRender( BufferIndex updateBufferIndex )
+void Renderer::operator delete(void* ptr)
 {
-  mMaterial->PrepareRender( updateBufferIndex );
+  gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
+}
 
-  if( mRegenerateUniformMap > UNIFORM_MAP_READY )
+bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
+{
+  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()" );
-
-    if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
+    mUniformMapChanged[updateBufferIndex] = false;
+  }
+  else
+  {
+    if(mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
     {
-      CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
-      localMap.Resize(0);
+      CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
+      localMap.Clear();
 
       const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
-      AddMappings( localMap, rendererUniformMap );
 
-      AddMappings( localMap, mMaterial->GetUniformMap() );
-      AddMappings( localMap, mMaterial->GetShader()->GetUniformMap() );
-      AddMappings( localMap, mGeometry->GetUniformMap() );
+      auto size = rendererUniformMap.Count();
+      if(mShader)
+      {
+        size += mShader->GetUniformMap().Count();
+      }
+
+      localMap.Reserve(size);
+
+      AddMappings(localMap, rendererUniformMap);
 
+      if(mShader)
+      {
+        AddMappings(localMap, mShader->GetUniformMap());
+      }
     }
-    else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
+    else if(mRegenerateUniformMap == COPY_UNIFORM_MAP)
     {
       // Copy old map into current map
-      CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
-      CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
+      CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
+      CollectedUniformMap& oldMap   = mCollectedUniformMap[1 - updateBufferIndex];
 
-      localMap.Resize( oldMap.Count() );
+      localMap.Resize(oldMap.Count());
 
-      unsigned int index=0;
-      for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
+      uint32_t index = 0;
+      for(CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End(); iter != end; ++iter, ++index)
       {
         localMap[index] = *iter;
       }
@@ -170,300 +224,528 @@ void Renderer::PrepareRender( BufferIndex updateBufferIndex )
     mRegenerateUniformMap--;
   }
 
-  if( mResendDataProviders )
+  bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY;
+
+  if(mResendFlag != 0)
   {
-    RenderDataProvider* dataProvider = NewRenderDataProvider();
+    if(mResendFlag & RESEND_GEOMETRY)
+    {
+      typedef MessageValue1<Render::Renderer, Render::Geometry*> DerivedType;
+      uint32_t*                                                  slot = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetGeometry, mGeometry);
+    }
 
-    // Tell renderer about a new provider
-    // @todo MESH_REWORK Should we instead create a new renderer when these change?
+    if(mResendFlag & RESEND_DRAW_COMMANDS)
+    {
+      using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
+    }
 
-    typedef MessageValue1< Render::NewRenderer, OwnerPointer<RenderDataProvider> > DerivedType;
-    unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-    new (slot) DerivedType( mRenderer, &Render::NewRenderer::SetRenderDataProvider, dataProvider );
-    mResendDataProviders = false;
-  }
+    if(mResendFlag & RESEND_FACE_CULLING_MODE)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, FaceCullingMode::Type>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
+    }
 
-  if( mResendGeometry )
-  {
-    // The first call to GetRenderGeometry() creates the geometry and sends it in a message
-    RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
+    if(mResendFlag & RESEND_BLEND_BIT_MASK)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendingBitMask, mBlendBitmask);
+    }
+
+    if(mResendFlag & RESEND_BLEND_COLOR)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, Vector4>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetBlendColor, GetBlendColor());
+    }
+
+    if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, bool>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
+    }
+
+    if(mResendFlag & RESEND_INDEXED_DRAW_FIRST_ELEMENT)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
+    }
+
+    if(mResendFlag & RESEND_INDEXED_DRAW_ELEMENTS_COUNT)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, uint32_t>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
+    }
+
+    if(mResendFlag & RESEND_DEPTH_WRITE_MODE)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, DepthWriteMode::Type>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
+    }
+
+    if(mResendFlag & RESEND_DEPTH_TEST_MODE)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, DepthTestMode::Type>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
+    }
+
+    if(mResendFlag & RESEND_DEPTH_FUNCTION)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetDepthFunction, mDepthFunction);
+    }
+
+    if(mResendFlag & RESEND_RENDER_MODE)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
+    }
+
+    if(mResendFlag & RESEND_STENCIL_FUNCTION)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
+    }
+
+    if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, int>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
+    }
+
+    if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, int>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
+    }
+
+    if(mResendFlag & RESEND_STENCIL_MASK)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, int>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
+    }
+
+    if(mResendFlag & RESEND_STENCIL_OPERATION_ON_FAIL)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
+    }
+
+    if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_FAIL)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
+    }
+
+    if(mResendFlag & RESEND_STENCIL_OPERATION_ON_Z_PASS)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, StencilOperation::Type>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
+    }
 
-    typedef MessageValue1< Render::NewRenderer, RenderGeometry* > DerivedType;
-    unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+    if(mResendFlag & RESEND_SHADER)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, bool>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetShaderChanged, true);
+    }
+
+    if(mResendFlag & RESEND_SET_RENDER_CALLBACK)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, Dali::RenderCallback*>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(mRenderer, &Render::Renderer::SetRenderCallback, mRenderCallback);
+    }
 
-    new (slot) DerivedType( mRenderer, &Render::NewRenderer::SetGeometry, geometry );
-    mResendGeometry = false;
+    mResendFlag = 0;
   }
+
+  return rendererUpdated;
 }
 
-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 );
+  mTextureSet           = textureSet;
   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+}
+
+const Vector<Render::Texture*>* Renderer::GetTextures() const
+{
+  return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
+}
 
-  mResendDataProviders = true;
+const Vector<Render::Sampler*>* Renderer::GetSamplers() const
+{
+  return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
 }
 
-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_GEOMETRY | RESEND_SHADER;
+}
+
+void Renderer::SetGeometry(Render::Geometry* geometry)
+{
+  DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
+  mGeometry = geometry;
 
-  if( mRenderer )
+  if(mRenderer)
   {
-    mResendGeometry = true;
+    mResendFlag |= RESEND_GEOMETRY;
   }
 }
 
-void Renderer::SetDepthIndex( int depthIndex )
+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;
+}
+
+FaceCullingMode::Type Renderer::GetFaceCullingMode() const
+{
+  return mFaceCullingMode;
+}
+
+void Renderer::SetBlendMode(BlendMode::Type blendingMode)
+{
+  mBlendMode = blendingMode;
+}
+
+BlendMode::Type Renderer::GetBlendMode() const
+{
+  return mBlendMode;
+}
 
-    RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
-    mRenderer = Render::NewRenderer::New( dataProvider, renderGeometry );
-    mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
-    mResendDataProviders = false;
-    mResendGeometry = false;
+void Renderer::SetBlendingOptions(uint32_t 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()
+uint32_t Renderer::GetBlendingOptions() const
+{
+  return mBlendBitmask;
+}
+
+void Renderer::SetBlendColor(const Vector4& blendColor)
 {
-  --mReferenceCount;
-  if( mReferenceCount == 0 )
+  if(blendColor == Color::TRANSPARENT)
+  {
+    mBlendColor = nullptr;
+  }
+  else
   {
-    mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
-    if( mGeometry )
+    if(!mBlendColor)
     {
-      mGeometry->OnRendererDisconnect();
+      mBlendColor = new Vector4(blendColor);
+    }
+    else
+    {
+      *mBlendColor = blendColor;
     }
-    mRenderer = NULL;
   }
+
+  mResendFlag |= RESEND_BLEND_COLOR;
 }
 
-//Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
-void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
+Vector4 Renderer::GetBlendColor() const
 {
-  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
-  mSceneController = &sceneController;
+  if(mBlendColor)
+  {
+    return *mBlendColor;
+  }
+  return Color::TRANSPARENT;
 }
 
+void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
+{
+  mIndexedDrawFirstElement = firstElement;
+  mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
+}
 
-//Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
-void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
+uint32_t Renderer::GetIndexedDrawFirstElement() const
 {
-  //Remove renderer from RenderManager
-  if( mRenderer )
-  {
-    mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
-    mRenderer = NULL;
-    mSceneController = NULL;
-  }
+  return mIndexedDrawFirstElement;
 }
 
-RenderDataProvider* Renderer::NewRenderDataProvider()
+void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
 {
-  RenderDataProvider* dataProvider = new RenderDataProvider();
+  mIndexedDrawElementsCount = elementsCount;
+  mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
+}
 
-  dataProvider->mMaterialDataProvider = mMaterial;
-  dataProvider->mUniformMapDataProvider = this;
-  dataProvider->mShader = mMaterial->GetShader();
+uint32_t Renderer::GetIndexedDrawElementsCount() const
+{
+  return mIndexedDrawElementsCount;
+}
 
-  size_t textureCount( mMaterial->GetTextureCount() );
-  dataProvider->mTextures.resize( textureCount );
-  for( unsigned int i(0); i<textureCount; ++i )
-  {
-    dataProvider->mTextures[i] = Render::Texture( mMaterial->GetTextureUniformName(i),
-                                                  mMaterial->GetTextureId(i),
-                                                  mMaterial->GetTextureSampler(i));
-  }
+void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
+{
+  mPremultipledAlphaEnabled = preMultipled;
+  mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
+}
 
-  return dataProvider;
+bool Renderer::IsPreMultipliedAlphaEnabled() const
+{
+  return mPremultipledAlphaEnabled;
 }
 
-Render::Renderer& Renderer::GetRenderer()
+void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
 {
-  return *mRenderer;
+  mDepthWriteMode = depthWriteMode;
+  mResendFlag |= RESEND_DEPTH_WRITE_MODE;
 }
 
-const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
+DepthWriteMode::Type Renderer::GetDepthWriteMode() const
 {
-  return mCollectedUniformMap[bufferIndex];
-};
+  return mDepthWriteMode;
+}
+
+void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
+{
+  mDepthTestMode = depthTestMode;
+  mResendFlag |= RESEND_DEPTH_TEST_MODE;
+}
 
-void Renderer::PrepareResources( BufferIndex updateBufferIndex, ResourceManager& resourceManager )
+DepthTestMode::Type Renderer::GetDepthTestMode() const
 {
-  mHasUntrackedResources = false;
-  mTrackedResources.Clear(); // Resource trackers are only needed if not yet completea
+  return mDepthTestMode;
+}
 
-  DALI_ASSERT_DEBUG( mSceneController );
+void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
+{
+  mDepthFunction = depthFunction;
+  mResendFlag |= RESEND_DEPTH_FUNCTION;
+}
 
-  CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
-  mResourcesReady = false;
+DepthFunction::Type Renderer::GetDepthFunction() const
+{
+  return mDepthFunction;
+}
 
+void Renderer::SetRenderMode(RenderMode::Type mode)
+{
+  mStencilParameters.renderMode = mode;
+  mResendFlag |= RESEND_RENDER_MODE;
+}
 
-  mFinishedResourceAcquisition = false;
+void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
+{
+  mStencilParameters.stencilFunction = stencilFunction;
+  mResendFlag |= RESEND_STENCIL_FUNCTION;
+}
 
-  // 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 ) )
-  {
-    unsigned int completeCount = 0;
-    unsigned int neverCount = 0;
-    unsigned int frameBufferCount = 0;
+void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
+{
+  mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+  mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
+}
 
-    size_t textureCount( mMaterial->GetTextureCount() );
-    for( unsigned int i(0); i<textureCount; ++i )
-    {
-      ResourceId textureId = mMaterial->GetTextureId(i);
-      BitmapMetadata metaData = resourceManager.GetBitmapMetadata( textureId );
+void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
+{
+  mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+  mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
+}
 
-      mMaterial->SetIsFullyOpaque( i, metaData.IsFullyOpaque() );
+void Renderer::SetStencilMask(int stencilMask)
+{
+  mStencilParameters.stencilMask = stencilMask;
+  mResendFlag |= RESEND_STENCIL_MASK;
+}
 
-      switch( completeStatusManager.GetStatus( textureId ) )
-      {
-        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;
+void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
+{
+  mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+  mResendFlag |= RESEND_STENCIL_OPERATION_ON_FAIL;
+}
 
-        case CompleteStatusManager::COMPLETE:
-        {
-          completeCount++;
-        }
-        break;
+void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
+{
+  mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+  mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_FAIL;
+}
 
-        case CompleteStatusManager::NEVER:
-        {
-          neverCount++;
-        }
-        break;
-      }
-    }
+void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
+{
+  mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+  mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
+}
 
-    // 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::SetRenderCallback(RenderCallback* callback)
+{
+  mRenderCallback = callback;
+  mResendFlag |= RESEND_SET_RENDER_CALLBACK;
 }
 
-void Renderer::GetReadyAndComplete(bool& ready, bool& complete) const
+const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
 {
-  ready = mResourcesReady;
-  complete = false;
+  return mStencilParameters;
+}
+
+void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
+{
+  mOpacity.Bake(updateBufferIndex, opacity);
+}
+
+float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
+{
+  return mOpacity[updateBufferIndex];
+}
+
+void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
+{
+  mRenderingBehavior = renderingBehavior;
+}
+
+DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
+{
+  return mRenderingBehavior;
+}
+
+//Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
+void Renderer::ConnectToSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
+{
+  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+  mSceneController      = &sceneController;
+
+  mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
 
-  CompleteStatusManager& completeStatusManager = mSceneController->GetCompleteStatusManager();
+  OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
+  mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
+}
 
-  std::size_t numTrackedResources = mTrackedResources.Count();
-  if( mHasUntrackedResources || numTrackedResources == 0 )
+//Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
+void Renderer::DisconnectFromSceneGraph(SceneController& sceneController, BufferIndex bufferIndex)
+{
+  //Remove renderer from RenderManager
+  if(mRenderer)
   {
-    complete = mFinishedResourceAcquisition;
+    mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
+    mRenderer = nullptr;
   }
-  else
-  {
-    // If there are tracked resources and no untracked resources, test the trackers
-    bool trackersComplete = true;
-    for( size_t i=0; i < numTrackedResources; ++i )
-    {
-      ResourceId id = mTrackedResources[i];
-      ResourceTracker* tracker = completeStatusManager.FindResourceTracker(id);
-      if( tracker  && ! tracker->IsComplete() )
-      {
-        trackersComplete = false;
-        break;
-      }
-    }
+  mSceneController = nullptr;
+}
 
-    complete = mFinishedResourceAcquisition || trackersComplete;
-  }
+Render::Renderer& Renderer::GetRenderer()
+{
+  return *mRenderer;
+}
+
+const CollectedUniformMap& Renderer::GetUniformMap(BufferIndex bufferIndex) const
+{
+  return mCollectedUniformMap[bufferIndex];
 }
 
-// Called by ProcessRenderTasks after DoPrepareRender
-bool Renderer::IsFullyOpaque( BufferIndex updateBufferIndex, const Node& node ) const
+Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
 {
-  bool opaque = false;
+  Renderer::OpacityType opacityType = Renderer::OPAQUE;
+
+  if(node.IsTransparent())
+  {
+    return Renderer::TRANSPARENT;
+  }
 
-  if( mMaterial != NULL )
+  switch(mBlendMode)
   {
-    Material::BlendPolicy blendPolicy = mMaterial->GetBlendPolicy();
-    switch( blendPolicy )
+    case BlendMode::ON_WITHOUT_CULL: // If the renderer should always be use blending and never want to be transparent by alpha.
+    {
+      opacityType = Renderer::TRANSLUCENT;
+      break;
+    }
+    case BlendMode::ON: // If the renderer should always be use blending
     {
-      case Material::OPAQUE:
+      float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
+      if(alpha <= FULLY_TRANSPARENT)
       {
-        opaque = true;
-        break;
+        opacityType = Renderer::TRANSPARENT;
       }
-      case Material::TRANSPARENT:
+      else
       {
-        opaque = false;
-        break;
+        opacityType = Renderer::TRANSLUCENT;
       }
-      case Material::USE_ACTOR_COLOR:
+      break;
+    }
+    case BlendMode::AUTO:
+    {
+      if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
       {
-        opaque = node.GetWorldColor( updateBufferIndex ).a >= FULLY_OPAQUE;
+        opacityType = Renderer::TRANSLUCENT;
         break;
       }
+
+      bool shaderRequiresBlending(mShader->HintEnabled(Dali::Shader::Hint::OUTPUT_IS_TRANSPARENT));
+      if(shaderRequiresBlending || (mTextureSet && mTextureSet->HasAlpha()))
+      {
+        opacityType = Renderer::TRANSLUCENT;
+      }
+
+      // renderer should determine opacity using the actor color
+      float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
+      if(alpha <= FULLY_TRANSPARENT)
+      {
+        opacityType = Renderer::TRANSPARENT;
+      }
+      else if(alpha <= FULLY_OPAQUE)
+      {
+        opacityType = Renderer::TRANSLUCENT;
+      }
+
+      break;
+    }
+    case BlendMode::OFF: // the renderer should never use blending
+    default:
+    {
+      opacityType = Renderer::OPAQUE;
+      break;
     }
   }
 
-  return opaque;
+  return opacityType;
 }
 
-void Renderer::ConnectionsChanged( PropertyOwner& object )
+void Renderer::ConnectionsChanged(PropertyOwner& object)
 {
   // One of our child objects has changed it's connections. Ensure the uniform
   // map gets regenerated during PrepareRender
   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
-
-  // Ensure the child object pointers get re-sent to the renderer
-  mResendDataProviders = true;
 }
 
 void Renderer::ConnectedUniformMapChanged()
@@ -471,7 +753,7 @@ void Renderer::ConnectedUniformMapChanged()
   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
 }
 
-void Renderer::UniformMappingsChanged( const UniformMap& mappings )
+void Renderer::UniformMappingsChanged(const UniformMap& mappings)
 {
   // The mappings are either from PropertyOwner base class, or the Actor
   mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
@@ -479,16 +761,19 @@ void Renderer::UniformMappingsChanged( const UniformMap& mappings )
 
 void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
 {
-  if( reinterpret_cast<PropertyOwner*>(mGeometry) == &owner )
-  {
-    mGeometry = NULL;
-  }
-  else if( reinterpret_cast<PropertyOwner*>(mMaterial) == &owner )
+  if(reinterpret_cast<PropertyOwner*>(mShader) == &owner)
   {
-    mMaterial = NULL;
+    mShader = nullptr;
   }
 }
 
+void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
+{
+  mDrawCommands.clear();
+  mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
+  mResendFlag |= RESEND_DRAW_COMMANDS;
+}
+
 } // namespace SceneGraph
 } // namespace Internal
 } // namespace Dali