Remove uniform hash
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
index 7be96da..3c0653f 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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.
@@ -32,6 +32,8 @@
 #include <dali/internal/update/nodes/node.h>
 #include <dali/internal/update/rendering/scene-graph-texture-set.h>
 
+#include <dali/integration-api/debug.h>
+
 namespace Dali
 {
 namespace Internal
@@ -40,57 +42,15 @@ 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;
-
-//Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
-MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
+#ifdef DEBUG_ENABLED
+Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
+#endif
 
-void AddMappings(CollectedUniformMap& localMap, const UniformMap& uniformMap)
+// Memory pool used to allocate new renderers. Memory used by this pool will be released when shutting down DALi
+MemoryPoolObjectAllocator<Renderer>& GetRendererMemoryPool()
 {
-  // Iterate thru uniformMap.
-  // 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;
-
-  newUniformMappings.Clear();
-
-  for(UniformMap::SizeType i = 0, count = uniformMap.Count(); i < count; ++i)
-  {
-    bool found = false;
-
-    for(CollectedUniformMap::Iterator iter = localMap.Begin(); iter != localMap.End(); ++iter)
-    {
-      const UniformPropertyMapping& map = (*iter);
-      if(map.uniformName == uniformMap[i].uniformName)
-      {
-        found = true;
-        break;
-      }
-    }
-    if(!found)
-    {
-      newUniformMappings.PushBack(uniformMap[i]);
-    }
-  }
-
-  if(newUniformMappings.Count() > 0)
-  {
-    localMap.Reserve(localMap.Count() + newUniformMappings.Count());
-
-    for(CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
-                                      end  = newUniformMappings.End();
-        iter != end;
-        ++iter)
-    {
-      const UniformPropertyMapping& map = (*iter);
-      localMap.PushBack(map);
-    }
-  }
+  static MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
+  return gRendererMemoryPool;
 }
 
 // Flags for re-sending data to renderer.
@@ -116,19 +76,23 @@ enum Flags
   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_DRAW_COMMANDS               = 1 << 20,
+  RESEND_SET_RENDER_CALLBACK         = 1 << 21
 };
 
 } // Anonymous namespace
 
-Renderer* Renderer::New()
+RendererKey Renderer::NewKey()
 {
-  return new(gRendererMemoryPool.AllocateRawThreadSafe()) Renderer();
+  void* ptr = GetRendererMemoryPool().AllocateRawThreadSafe();
+  auto  key = GetRendererMemoryPool().GetKeyFromPtr(static_cast<Renderer*>(ptr));
+  new(ptr) Renderer();
+  return RendererKey(key);
 }
 
 Renderer::Renderer()
 : mSceneController(nullptr),
-  mRenderer(nullptr),
+  mRenderer{},
   mTextureSet(nullptr),
   mGeometry(nullptr),
   mShader(nullptr),
@@ -137,7 +101,6 @@ Renderer::Renderer()
   mIndexedDrawFirstElement(0u),
   mIndexedDrawElementsCount(0u),
   mBlendBitmask(0u),
-  mRegenerateUniformMap(0u),
   mResendFlag(0u),
   mDepthFunction(DepthFunction::LESS),
   mFaceCullingMode(FaceCullingMode::NONE),
@@ -145,231 +108,223 @@ Renderer::Renderer()
   mDepthWriteMode(DepthWriteMode::AUTO),
   mDepthTestMode(DepthTestMode::AUTO),
   mRenderingBehavior(DevelRenderer::Rendering::IF_REQUIRED),
+  mUpdateDecay(Renderer::Decay::INITIAL),
+  mRegenerateUniformMap(false),
   mPremultipledAlphaEnabled(false),
+  mDirtyFlag(true),
   mOpacity(1.0f),
   mDepthIndex(0)
 {
-  mUniformMapChanged[0] = false;
-  mUniformMapChanged[1] = false;
-
-  // Observe our own PropertyOwner's uniform map
-  AddUniformMapObserver(*this);
 }
 
 Renderer::~Renderer()
 {
-  if(mTextureSet)
-  {
-    mTextureSet = nullptr;
-  }
-  if(mShader)
-  {
-    mShader->RemoveConnectionObserver(*this);
-    mShader = nullptr;
-  }
 }
 
 void Renderer::operator delete(void* ptr)
 {
-  gRendererMemoryPool.FreeThreadSafe(static_cast<Renderer*>(ptr));
+  GetRendererMemoryPool().FreeThreadSafe(static_cast<Renderer*>(ptr));
 }
 
-bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
+Renderer* Renderer::Get(RendererKey::KeyType rendererKey)
 {
-  if(mRegenerateUniformMap == UNIFORM_MAP_READY)
-  {
-    mUniformMapChanged[updateBufferIndex] = false;
-  }
-  else
-  {
-    if(mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
-    {
-      CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
-      localMap.Clear();
-
-      const UniformMap& rendererUniformMap = PropertyOwner::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)
-    {
-      // Copy old map into current map
-      CollectedUniformMap& localMap = mCollectedUniformMap[updateBufferIndex];
-      CollectedUniformMap& oldMap   = mCollectedUniformMap[1 - updateBufferIndex];
+  return GetRendererMemoryPool().GetPtrFromKey(rendererKey);
+}
 
-      localMap.Resize(oldMap.Count());
+RendererKey Renderer::GetKey(const Renderer& renderer)
+{
+  return RendererKey(GetRendererMemoryPool().GetKeyFromPtr(const_cast<Renderer*>(&renderer)));
+}
 
-      uint32_t index = 0;
-      for(CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End(); iter != end; ++iter, ++index)
-      {
-        localMap[index] = *iter;
-      }
-    }
+RendererKey Renderer::GetKey(Renderer* renderer)
+{
+  return RendererKey(GetRendererMemoryPool().GetKeyFromPtr(renderer));
+}
 
-    mUniformMapChanged[updateBufferIndex] = true;
-    mRegenerateUniformMap--;
+bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
+{
+  bool rendererUpdated        = mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY || mUpdateDecay > 0;
+  auto shaderMapChangeCounter = mShader ? mShader->GetUniformMap().GetChangeCounter() : 0u;
+  bool shaderMapChanged       = mShader && (mShaderMapChangeCounter != shaderMapChangeCounter);
+  if(shaderMapChanged)
+  {
+    mShaderMapChangeCounter = shaderMapChangeCounter;
   }
 
-  bool rendererUpdated = mUniformMapChanged[updateBufferIndex] || mResendFlag || mRenderingBehavior == DevelRenderer::Rendering::CONTINUOUSLY;
+  if(mUniformMapChangeCounter != mUniformMaps.GetChangeCounter() || shaderMapChanged)
+  {
+    // The map has changed since the last time we checked.
+    rendererUpdated       = true;
+    mRegenerateUniformMap = true;
+    mUpdateDecay          = Renderer::Decay::INITIAL; // Render at least twice if the map has changed/actor has been added
+
+    // Update local counters to identify any future changes to maps
+    // (unlikely, but allowed by API).
+    mUniformMapChangeCounter = mUniformMaps.GetChangeCounter();
+  }
+  if(mUpdateDecay > 0)
+  {
+    mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
+  }
 
   if(mResendFlag != 0)
   {
+    Render::Renderer* rendererPtr = mRenderer.Get();
     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);
+      new(slot) DerivedType(rendererPtr, &Render::Renderer::SetGeometry, mGeometry);
     }
 
     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());
+      new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
     }
 
     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);
+      new(slot) DerivedType(rendererPtr, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
     }
 
     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);
+      new(slot) DerivedType(rendererPtr, &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());
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &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);
+      new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilOperationOnZPass, mStencilParameters.stencilOperationOnZPass);
     }
 
     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);
+      new(slot) DerivedType(rendererPtr, &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(rendererPtr, &Render::Renderer::SetRenderCallback, mRenderCallback);
     }
 
+    SetUpdated(true);
+
     mResendFlag = 0;
   }
 
+  // Ensure collected map is up to date
+  UpdateUniformMap(updateBufferIndex);
+
   return rendererUpdated;
 }
 
@@ -377,11 +332,13 @@ void Renderer::SetTextures(TextureSet* textureSet)
 {
   DALI_ASSERT_DEBUG(textureSet != NULL && "Texture set pointer is NULL");
 
-  mTextureSet           = textureSet;
-  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+  mTextureSet = textureSet;
+
+  mDirtyFlag = true;
+  SetUpdated(true);
 }
 
-const Vector<Render::Texture*>* Renderer::GetTextures() const
+const Vector<Render::TextureKey>* Renderer::GetTextures() const
 {
   return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
 }
@@ -395,15 +352,11 @@ void Renderer::SetShader(Shader* shader)
 {
   DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
 
-  if(mShader)
-  {
-    mShader->RemoveConnectionObserver(*this);
-  }
-
-  mShader = shader;
-  mShader->AddConnectionObserver(*this);
-  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+  mShader                 = shader;
+  mShaderMapChangeCounter = 0u;
+  mRegenerateUniformMap   = true;
   mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
+  mDirtyFlag = true;
 }
 
 void Renderer::SetGeometry(Render::Geometry* geometry)
@@ -420,6 +373,9 @@ void Renderer::SetGeometry(Render::Geometry* geometry)
 void Renderer::SetDepthIndex(int depthIndex)
 {
   mDepthIndex = depthIndex;
+
+  mDirtyFlag = true;
+  SetUpdated(true);
 }
 
 void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
@@ -436,6 +392,9 @@ FaceCullingMode::Type Renderer::GetFaceCullingMode() const
 void Renderer::SetBlendMode(BlendMode::Type blendingMode)
 {
   mBlendMode = blendingMode;
+
+  mDirtyFlag = true;
+  SetUpdated(true);
 }
 
 BlendMode::Type Renderer::GetBlendMode() const
@@ -449,6 +408,7 @@ void Renderer::SetBlendingOptions(uint32_t options)
   {
     mBlendBitmask = options;
     mResendFlag |= RESEND_BLEND_BIT_MASK;
+    mDirtyFlag = true;
   }
 }
 
@@ -601,6 +561,13 @@ void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperatio
   mResendFlag |= RESEND_STENCIL_OPERATION_ON_Z_PASS;
 }
 
+void Renderer::SetRenderCallback(RenderCallback* callback)
+{
+  mRenderCallback = callback;
+  mResendFlag |= RESEND_SET_RENDER_CALLBACK;
+  mDirtyFlag = true;
+}
+
 const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
 {
   return mStencilParameters;
@@ -609,6 +576,9 @@ const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() cons
 void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
 {
   mOpacity.Bake(updateBufferIndex, opacity);
+
+  mDirtyFlag = true;
+  SetUpdated(true);
 }
 
 float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
@@ -619,6 +589,7 @@ float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
 void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
 {
   mRenderingBehavior = renderingBehavior;
+  SetUpdated(true);
 }
 
 DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
@@ -626,38 +597,32 @@ 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 )
+// 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;
+  mRegenerateUniformMap = true;
   mSceneController      = &sceneController;
 
-  mRenderer = Render::Renderer::New(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
+  mRenderer = Render::Renderer::NewKey(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
 
-  OwnerPointer<Render::Renderer> transferOwnership(mRenderer);
-  mSceneController->GetRenderMessageDispatcher().AddRenderer(transferOwnership);
+  mSceneController->GetRenderMessageDispatcher().AddRenderer(mRenderer);
 }
 
-//Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
+// 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
+  // Remove renderer from RenderManager
   if(mRenderer)
   {
-    mSceneController->GetRenderMessageDispatcher().RemoveRenderer(*mRenderer);
-    mRenderer = nullptr;
+    mSceneController->GetRenderMessageDispatcher().RemoveRenderer(mRenderer);
+    mRenderer = Render::RendererKey{};
   }
   mSceneController = nullptr;
 }
 
-Render::Renderer& Renderer::GetRenderer()
+Render::RendererKey Renderer::GetRenderer()
 {
-  return *mRenderer;
-}
-
-const CollectedUniformMap& Renderer::GetUniformMap(BufferIndex bufferIndex) const
-{
-  return mCollectedUniformMap[bufferIndex];
+  return mRenderer;
 }
 
 Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
@@ -716,6 +681,24 @@ Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, co
 
       break;
     }
+    case BlendMode::USE_ACTOR_OPACITY: // the renderer should never use blending
+    {
+      // renderer should determine opacity using the actor color
+      float alpha = node.GetWorldColor(updateBufferIndex).a;
+      if(alpha <= FULLY_TRANSPARENT)
+      {
+        opacityType = Renderer::TRANSPARENT;
+      }
+      else if(alpha < FULLY_OPAQUE)
+      {
+        opacityType = Renderer::TRANSLUCENT;
+      }
+      else
+      {
+        opacityType = Renderer::OPAQUE;
+      }
+      break;
+    }
     case BlendMode::OFF: // the renderer should never use blending
     default:
     {
@@ -727,37 +710,216 @@ Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, co
   return opacityType;
 }
 
-void Renderer::ConnectionsChanged(PropertyOwner& object)
+void Renderer::UpdateUniformMap(BufferIndex updateBufferIndex)
+{
+  if(mRegenerateUniformMap)
+  {
+    CollectedUniformMap& localMap = mCollectedUniformMap;
+    localMap.Clear();
+
+    const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
+
+    auto size = rendererUniformMap.Count();
+    if(mShader)
+    {
+      size += mShader->GetUniformMap().Count();
+    }
+
+    localMap.Reserve(size);
+    localMap.AddMappings(rendererUniformMap);
+    if(mShader)
+    {
+      localMap.AddMappings(mShader->GetUniformMap());
+    }
+    localMap.UpdateChangeCounter();
+
+    mRegenerateUniformMap = false;
+    SetUpdated(true);
+  }
+}
+
+void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
 {
-  // One of our child objects has changed it's connections. Ensure the uniform
-  // map gets regenerated during PrepareRender
-  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+  mDrawCommands.clear();
+  mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
+  mResendFlag |= RESEND_DRAW_COMMANDS;
 }
 
-void Renderer::ConnectedUniformMapChanged()
+bool Renderer::IsDirty() const
 {
-  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+  // Check whether the opacity property has changed
+  return (mDirtyFlag || !mOpacity.IsClean());
 }
 
-void Renderer::UniformMappingsChanged(const UniformMap& mappings)
+void Renderer::ResetDirtyFlag()
 {
-  // The mappings are either from PropertyOwner base class, or the Actor
-  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+  mDirtyFlag = false;
+
+  SetUpdated(false);
 }
 
-void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
+uint32_t Renderer::GetMemoryPoolCapacity()
 {
-  if(reinterpret_cast<PropertyOwner*>(mShader) == &owner)
+  return GetRendererMemoryPool().GetCapacity();
+}
+
+void Renderer::OnMappingChanged()
+{
+  // Properties have been registered on the base class.
+  mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
+}
+
+const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
+{
+  return mCollectedUniformMap;
+}
+
+bool Renderer::IsUpdated() const
+{
+  if(Updated() || (mShader && mShader->Updated()))
   {
-    mShader = nullptr;
+    return true;
   }
+  return false;
 }
 
-void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
+Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
 {
-  mDrawCommands.clear();
-  mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
-  mResendFlag |= RESEND_DRAW_COMMANDS;
+  if(mVisualProperties)
+  {
+    auto& coefficient = mVisualProperties->mCoefficient;
+
+    // TODO : We may need to get some method that visual properties changed, without hash.
+    // Or, need to call this API in PreRender side.
+
+    uint64_t hash = 0xc70f6907UL;
+
+    hash = mVisualProperties->mTransformOffset.Hash(updateBufferIndex, hash);
+    hash = mVisualProperties->mTransformOffsetSizeMode.Hash(updateBufferIndex, hash);
+    hash = mVisualProperties->mTransformSize.Hash(updateBufferIndex, hash);
+    hash = mVisualProperties->mTransformOrigin.Hash(updateBufferIndex, hash);
+    hash = mVisualProperties->mTransformAnchorPoint.Hash(updateBufferIndex, hash);
+    hash = mVisualProperties->mExtraSize.Hash(updateBufferIndex, hash);
+
+    if(coefficient.hash != hash)
+    {
+      coefficient.hash = hash;
+
+      // VisualProperty
+      const Vector2 transformOffset         = mVisualProperties->mTransformOffset.Get(updateBufferIndex);
+      const Vector4 transformOffsetSizeMode = mVisualProperties->mTransformOffsetSizeMode.Get(updateBufferIndex);
+      const Vector2 transformSize           = mVisualProperties->mTransformSize.Get(updateBufferIndex);
+      const Vector2 transformOrigin         = mVisualProperties->mTransformOrigin.Get(updateBufferIndex);
+      const Vector2 transformAnchorPoint    = mVisualProperties->mTransformAnchorPoint.Get(updateBufferIndex);
+      const Vector2 extraSize               = mVisualProperties->mExtraSize.Get(updateBufferIndex);
+
+      DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform size   %5.3f %5.3f\n", transformSize.x, transformSize.y);
+      DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform offset %5.3f %5.3f\n", transformOffset.x, transformOffset.y);
+      DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform origin %5.3f %5.3f\n", transformOrigin.x, transformOrigin.y);
+      DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "transform anchor %5.3f %5.3f\n", transformAnchorPoint.x, transformAnchorPoint.y);
+      DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "extra size       %5.3f %5.3f\n", extraSize.x, extraSize.y);
+
+      // const Vector2 visualSize = Vector2(Dali::Lerp(transformOffsetSizeMode.z, originalSize.x * transformSize.x, transformSize.x),
+      //                                    Dali::Lerp(transformOffsetSizeMode.w, originalSize.y * transformSize.y, transformSize.y)) +
+      //                            extraSize;
+      // const Vector2 visualOffset = Vector2(Dali::Lerp(transformOffsetSizeMode.x, originalSize.x * transformOffset.x, transformOffset.x),
+      //                                      Dali::Lerp(transformOffsetSizeMode.y, originalSize.y * transformOffset.y, transformOffset.y));
+
+      // const float decoratedBorderlineWidth = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
+      // const Vector2 decoratedVisualSize    = visualSize + Vector2(decoratedBorderlineWidth, decoratedBorderlineWidth);
+
+      // Note : vertexPositoin.xy = aPosition * decoratedVisualSize
+      //                          + anchorPoint * visualSize
+      //                          + origin * uSize.xy
+      //                          + visualOffset;
+
+      // Calculate same logic of visual's vertex shader transform.
+      // minVertexPosition = -0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
+      // maxVertexPosition =  0.5f * decoratedVisualSize + transformAnchorPoint * visualSize + transformOrigin * originalSize.xy + visualOffset
+
+      // Update cached VisualTransformedUpdateSizeCoefficientCache
+
+      // Note : vertexPosition = (XA * aPosition + XB) * originalSize + (CA * aPosition + CB) + Vector2(D, D) * aPosition
+
+      // XA = transformSize * (1.0 - transformOffsetSizeMode.zw)
+      // XB = transformSize * (1.0 - transformOffsetSizeMode.zw) * transformAnchorPoint
+      //    + transformOffset * (1.0 - transformOffsetSizeMode.xy)
+      //    + transformOrigin
+      // CA = transformSize * transformOffsetSizeMode.zw + extraSize
+      // CB = (transformSize * transformOffsetSizeMode.zw + extraSize) * transformAnchorPoint
+      //    + transformOffset * transformOffsetSizeMode.xy
+      // D = max((1.0 + clamp(borderlineOffset, -1.0, 1.0)) * borderlineWidth, 2.0 * blurRadius)
+
+      coefficient.coefXA = transformSize * Vector2(1.0f - transformOffsetSizeMode.z, 1.0f - transformOffsetSizeMode.w);
+      coefficient.coefXB = coefficient.coefXA * transformAnchorPoint + transformOffset * Vector2(1.0f - transformOffsetSizeMode.x, 1.0f - transformOffsetSizeMode.y) + transformOrigin;
+      coefficient.coefCA = transformSize * Vector2(transformOffsetSizeMode.z, transformOffsetSizeMode.w) + extraSize;
+      coefficient.coefCB = coefficient.coefCA * transformAnchorPoint + transformOffset * Vector2(transformOffsetSizeMode.x, transformOffsetSizeMode.y);
+    }
+    if(mVisualProperties->mExtendedProperties)
+    {
+      const auto decoratedVisualProperties = static_cast<VisualRenderer::AnimatableDecoratedVisualProperties*>(mVisualProperties->mExtendedProperties);
+
+      uint64_t decoratedHash = 0xc70f6907UL;
+
+      decoratedHash = decoratedVisualProperties->mBorderlineWidth.Hash(updateBufferIndex, decoratedHash);
+      decoratedHash = decoratedVisualProperties->mBorderlineOffset.Hash(updateBufferIndex, decoratedHash);
+      decoratedHash = decoratedVisualProperties->mBlurRadius.Hash(updateBufferIndex, decoratedHash);
+
+      if(coefficient.decoratedHash != decoratedHash)
+      {
+        coefficient.decoratedHash = decoratedHash;
+
+        // DecoratedVisualProperty
+        const float borderlineWidth  = decoratedVisualProperties->mBorderlineWidth.Get(updateBufferIndex);
+        const float borderlineOffset = decoratedVisualProperties->mBorderlineOffset.Get(updateBufferIndex);
+        const float blurRadius       = decoratedVisualProperties->mBlurRadius.Get(updateBufferIndex);
+
+        DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline width  %5.3f\n", borderlineWidth);
+        DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "borderline offset %5.3f\n", borderlineOffset);
+        DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "blur radius       %5.3f\n", blurRadius);
+
+        // D coefficients be used only decoratedVisual.
+        // It can be calculated parallely with transform.
+
+        coefficient.coefD = std::max((1.0f + Dali::Clamp(borderlineOffset, -1.0f, 1.0f)) * borderlineWidth, 2.0f * blurRadius);
+      }
+    }
+
+    // Calculate vertex position by coefficient
+    // It will reduce the number of operations
+
+    // const Vector2 minVertexPosition = (XA * -0.5 + XB) * originalSize + (CA * -0.5 + CB) + Vector2(D, D) * -0.5;
+    // const Vector2 maxVertexPosition = (XA * +0.5 + XB) * originalSize + (CA * +0.5 + CB) + Vector2(D, D) * +0.5;
+
+    // When we set
+    // basicVertexPosition = XB * originalSize + CB
+    // scaleVertexPosition = XA * originalSize + CA + D
+
+    // --> minVertexPosition = basicVertexPosition + scaleVertexPosition * -0.5
+    //     maxVertexPosition = basicVertexPosition + scaleVertexPosition * +0.5
+
+    // Then, resultSize = 2.0f * max(-minVertexPosition, maxVertexPosition);
+    //                  = 2.0f * max(scaleVertexPosition * 0.5 - basicVertexPosition, scaleVertexPosition * 0.5 + basicVertexPosition)
+    //                  = scaleVertexPosition + 2.0f * abs(basicVertexPosition)
+    // Cause transform matrix will think center of vertex is (0, 0)
+
+    const Vector2 originalXY = Vector2(originalUpdateArea.x, originalUpdateArea.y);
+    const Vector2 originalWH = Vector2(originalUpdateArea.z, originalUpdateArea.w);
+
+    const Vector2 basicVertexPosition = coefficient.coefXB * originalWH + coefficient.coefCB;
+    const Vector2 scaleVertexPosition = coefficient.coefXA * originalWH + coefficient.coefCA;
+
+    // TODO : We need to re-generate coefficient to consitder area width/height
+    const Vector4 resultArea = Vector4(originalXY.x,
+                                       originalXY.y,
+                                       scaleVertexPosition.x + 2.0f * abs(basicVertexPosition.x) + coefficient.coefD,
+                                       scaleVertexPosition.y + 2.0f * abs(basicVertexPosition.y) + coefficient.coefD);
+
+    DALI_LOG_INFO(gSceneGraphRendererLogFilter, Debug::Verbose, "%f %f %f %f--> %f %f %f %f\n", originalUpdateArea.x, originalUpdateArea.y, originalUpdateArea.z, originalUpdateArea.w, resultArea.x, resultArea.y, resultArea.z, resultArea.w);
+
+    return resultArea;
+  }
+  return originalUpdateArea;
 }
 
 } // namespace SceneGraph