Remove uniform hash
[platform/core/uifw/dali-core.git] / dali / internal / update / rendering / scene-graph-renderer.cpp
index 0d79152..3c0653f 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 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.
 // 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-renderer.h>
-#include <dali/internal/render/data-providers/node-data-provider.h>
+#include <dali/internal/update/controllers/scene-controller.h>
 #include <dali/internal/update/nodes/node.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>
+#include <dali/internal/update/rendering/scene-graph-texture-set.h>
 
+#include <dali/integration-api/debug.h>
 
+namespace Dali
+{
+namespace Internal
+{
+namespace SceneGraph
+{
 namespace // unnamed namespace
 {
+#ifdef DEBUG_ENABLED
+Debug::Filter* gSceneGraphRendererLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_SG_RENDERER");
+#endif
 
-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 )
+// 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
-  Dali::Internal::SceneGraph::CollectedUniformMap newUniformMappings;
-
-  for( unsigned int 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 )
-    {
-      const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
-      if( map->uniformNameHash == nameHash )
-      {
-        if( map->uniformName == uniformMap[i].uniformName )
-        {
-          found = true;
-          break;
-        }
-      }
-    }
-    if( !found )
-    {
-      // it's a new mapping. Add raw ptr to temporary list
-      newUniformMappings.PushBack( &uniformMap[i] );
-    }
-  }
-
-  if( newUniformMappings.Count() > 0 )
-  {
-    localMap.Reserve( localMap.Count() + newUniformMappings.Count() );
-
-    for( Dali::Internal::SceneGraph::CollectedUniformMap::Iterator iter = newUniformMappings.Begin(),
-           end = newUniformMappings.End() ;
-         iter != end ;
-         ++iter )
-    {
-      const Dali::Internal::SceneGraph::UniformPropertyMapping* map = (*iter);
-      localMap.PushBack( map );
-    }
-    //@todo MESH_REWORK Use memcpy to copy ptrs from one array to the other
-  }
+  static MemoryPoolObjectAllocator<Renderer> gRendererMemoryPool;
+  return gRendererMemoryPool;
 }
 
-// flags for resending data to renderer
+// Flags for re-sending data to renderer.
 enum Flags
 {
-  RESEND_DATA_PROVIDER = 1,
-  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_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
 
-namespace Dali
-{
-namespace Internal
+RendererKey Renderer::NewKey()
 {
-namespace SceneGraph
+  void* ptr = GetRendererMemoryPool().AllocateRawThreadSafe();
+  auto  key = GetRendererMemoryPool().GetKeyFromPtr(static_cast<Renderer*>(ptr));
+  new(ptr) Renderer();
+  return RendererKey(key);
+}
+
+Renderer::Renderer()
+: mSceneController(nullptr),
+  mRenderer{},
+  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),
+  mResendFlag(0u),
+  mDepthFunction(DepthFunction::LESS),
+  mFaceCullingMode(FaceCullingMode::NONE),
+  mBlendMode(BlendMode::AUTO),
+  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)
 {
+}
 
-Renderer* Renderer::New()
+Renderer::~Renderer()
 {
-  return new ( gRendererMemoryPool.AllocateRawThreadSafe() ) Renderer();
 }
 
-Renderer::Renderer()
-:mSceneController(0),
- mRenderer(NULL),
- mMaterial(NULL),
- mGeometry(NULL),
- mBlendColor(NULL),
- mBlendBitmask(0u),
- mFaceCullingMode( Dali::Renderer::NONE ),
- mBlendingMode( Dali::BlendingMode::AUTO ),
- mReferenceCount(0),
- mRegenerateUniformMap(0),
- mResendFlag(0),
- mResourcesReady(false),
- mFinishedResourceAcquisition(false),
- mDepthIndex(0)
-{
-  mUniformMapChanged[0]=false;
-  mUniformMapChanged[1]=false;
-
-  // Observe our own PropertyOwner's uniform map
-  AddUniformMapObserver( *this );
+void Renderer::operator delete(void* ptr)
+{
+  GetRendererMemoryPool().FreeThreadSafe(static_cast<Renderer*>(ptr));
 }
 
-Renderer::~Renderer()
+Renderer* Renderer::Get(RendererKey::KeyType rendererKey)
 {
-  if (mMaterial)
-  {
-    mMaterial->RemoveConnectionObserver(*this);
-    mMaterial=NULL;
-  }
-  if (mGeometry)
-  {
-    mGeometry->RemoveConnectionObserver(*this);
-    mGeometry=NULL;
-  }
+  return GetRendererMemoryPool().GetPtrFromKey(rendererKey);
 }
 
-void Renderer::operator delete( void* ptr )
+RendererKey Renderer::GetKey(const Renderer& renderer)
 {
-  gRendererMemoryPool.FreeThreadSafe( static_cast<Renderer*>( ptr ) );
+  return RendererKey(GetRendererMemoryPool().GetKeyFromPtr(const_cast<Renderer*>(&renderer)));
 }
 
+RendererKey Renderer::GetKey(Renderer* renderer)
+{
+  return RendererKey(GetRendererMemoryPool().GetKeyFromPtr(renderer));
+}
 
-void Renderer::PrepareRender( BufferIndex updateBufferIndex )
+bool Renderer::PrepareRender(BufferIndex updateBufferIndex)
 {
-  mResourcesReady = false;
-  mFinishedResourceAcquisition = false;
+  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;
+  }
 
-  // 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 ) )
+  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)
   {
-    mMaterial->GetResourcesStatus( mResourcesReady, mFinishedResourceAcquisition );
+    mUpdateDecay = static_cast<Renderer::Decay>(static_cast<int>(mUpdateDecay) - 1);
   }
 
-  if( mRegenerateUniformMap > UNIFORM_MAP_READY )
+  if(mResendFlag != 0)
   {
-    DALI_ASSERT_DEBUG( mGeometry != NULL && "No geometry available in DoPrepareRender()" );
-    DALI_ASSERT_DEBUG( mMaterial != NULL && "No geometry available in DoPrepareRender()" );
+    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(rendererPtr, &Render::Renderer::SetGeometry, mGeometry);
+    }
 
-    if( mRegenerateUniformMap == REGENERATE_UNIFORM_MAP)
+    if(mResendFlag & RESEND_DRAW_COMMANDS)
     {
-      CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
-      localMap.Resize(0);
+      using DerivedType = MessageValue2<Render::Renderer, Dali::DevelRenderer::DrawCommand*, uint32_t>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDrawCommands, mDrawCommands.data(), mDrawCommands.size());
+    }
 
-      const UniformMap& rendererUniformMap = PropertyOwner::GetUniformMap();
-      AddMappings( localMap, rendererUniformMap );
+    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(rendererPtr, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode);
+    }
 
-      AddMappings( localMap, mMaterial->GetUniformMap() );
-      AddMappings( localMap, mMaterial->GetShader()->GetUniformMap() );
-      AddMappings( localMap, mGeometry->GetUniformMap() );
+    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(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(rendererPtr, &Render::Renderer::SetBlendColor, GetBlendColor());
     }
-    else if( mRegenerateUniformMap == COPY_UNIFORM_MAP )
+
+    if(mResendFlag & RESEND_PREMULTIPLIED_ALPHA)
     {
-      // Copy old map into current map
-      CollectedUniformMap& localMap = mCollectedUniformMap[ updateBufferIndex ];
-      CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-updateBufferIndex ];
+      using DerivedType = MessageValue1<Render::Renderer, bool>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(rendererPtr, &Render::Renderer::EnablePreMultipliedAlpha, mPremultipledAlphaEnabled);
+    }
 
-      localMap.Resize( oldMap.Count() );
+    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(rendererPtr, &Render::Renderer::SetIndexedDrawFirstElement, mIndexedDrawFirstElement);
+    }
 
-      unsigned int index=0;
-      for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
-      {
-        localMap[index] = *iter;
-      }
+    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(rendererPtr, &Render::Renderer::SetIndexedDrawElementsCount, mIndexedDrawElementsCount);
     }
 
-    mUniformMapChanged[updateBufferIndex] = true;
-    mRegenerateUniformMap--;
-  }
+    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(rendererPtr, &Render::Renderer::SetDepthWriteMode, mDepthWriteMode);
+    }
 
-  if( mResendFlag == 0 )
-  {
-    return;
-  }
+    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(rendererPtr, &Render::Renderer::SetDepthTestMode, mDepthTestMode);
+    }
 
-  if( mResendFlag & RESEND_DATA_PROVIDER )
-  {
-    RenderDataProvider* dataProvider = NewRenderDataProvider();
+    if(mResendFlag & RESEND_DEPTH_FUNCTION)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, DepthFunction::Type>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(rendererPtr, &Render::Renderer::SetDepthFunction, mDepthFunction);
+    }
 
-    typedef MessageValue1< Render::Renderer, OwnerPointer<RenderDataProvider> > DerivedType;
-    unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-    new (slot) DerivedType( mRenderer, &Render::Renderer::SetRenderDataProvider, dataProvider );
-    mResendFlag &= ~RESEND_DATA_PROVIDER;
-  }
+    if(mResendFlag & RESEND_RENDER_MODE)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, RenderMode::Type>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(rendererPtr, &Render::Renderer::SetRenderMode, mStencilParameters.renderMode);
+    }
 
-  if( mResendFlag & RESEND_GEOMETRY )
-  {
-    // The first call to GetRenderGeometry() creates the geometry and sends it in a message
-    RenderGeometry* geometry = mGeometry->GetRenderGeometry( mSceneController );
+    if(mResendFlag & RESEND_STENCIL_FUNCTION)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, StencilFunction::Type>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunction, mStencilParameters.stencilFunction);
+    }
 
-    typedef MessageValue1< Render::Renderer, RenderGeometry* > DerivedType;
-    unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
+    if(mResendFlag & RESEND_STENCIL_FUNCTION_MASK)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, int>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunctionMask, mStencilParameters.stencilFunctionMask);
+    }
 
-    new (slot) DerivedType( mRenderer, &Render::Renderer::SetGeometry, geometry );
-    mResendFlag &= ~RESEND_GEOMETRY;
-  }
+    if(mResendFlag & RESEND_STENCIL_FUNCTION_REFERENCE)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, int>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilFunctionReference, mStencilParameters.stencilFunctionReference);
+    }
 
-  if( mResendFlag & RESEND_FACE_CULLING_MODE )
-  {
-    typedef MessageValue1< Render::Renderer, Dali::Renderer::FaceCullingMode > DerivedType;
-    unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
-    new (slot) DerivedType( mRenderer, &Render::Renderer::SetFaceCullingMode, mFaceCullingMode );
-    mResendFlag &= ~RESEND_FACE_CULLING_MODE;
-  }
+    if(mResendFlag & RESEND_STENCIL_MASK)
+    {
+      using DerivedType = MessageValue1<Render::Renderer, int>;
+      uint32_t* slot    = mSceneController->GetRenderQueue().ReserveMessageSlot(updateBufferIndex, sizeof(DerivedType));
+      new(slot) DerivedType(rendererPtr, &Render::Renderer::SetStencilMask, mStencilParameters.stencilMask);
+    }
 
-  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 );
-    mResendFlag &= ~RESEND_BLEND_BIT_MASK;
-  }
+    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(rendererPtr, &Render::Renderer::SetStencilOperationOnFail, mStencilParameters.stencilOperationOnFail);
+    }
 
-  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 );
-    mResendFlag &= ~RESEND_BLEND_COLOR;
-  }
+    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(rendererPtr, &Render::Renderer::SetStencilOperationOnZFail, mStencilParameters.stencilOperationOnZFail);
+    }
 
-  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 );
-    mResendFlag &= ~RESEND_PREMULTIPLIED_ALPHA;
+    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(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(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;
 }
 
-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;
+  mTextureSet = textureSet;
 
-  mResendFlag |= RESEND_DATA_PROVIDER;
+  mDirtyFlag = true;
+  SetUpdated(true);
 }
 
-void Renderer::SetGeometry( BufferIndex bufferIndex, Geometry* geometry)
+const Vector<Render::TextureKey>* Renderer::GetTextures() const
 {
-  DALI_ASSERT_DEBUG( geometry != NULL && "Geometry pointer is NULL");
-  if( mGeometry)
-  {
-    mGeometry->RemoveConnectionObserver(*this);
-    mGeometry->OnRendererDisconnect();
-  }
+  return mTextureSet ? &(mTextureSet->GetTextures()) : nullptr;
+}
 
+const Vector<Render::Sampler*>* Renderer::GetSamplers() const
+{
+  return mTextureSet ? &(mTextureSet->GetSamplers()) : nullptr;
+}
+
+void Renderer::SetShader(Shader* shader)
+{
+  DALI_ASSERT_DEBUG(shader != NULL && "Shader pointer is NULL");
+
+  mShader                 = shader;
+  mShaderMapChangeCounter = 0u;
+  mRegenerateUniformMap   = true;
+  mResendFlag |= RESEND_GEOMETRY | RESEND_SHADER;
+  mDirtyFlag = true;
+}
+
+void Renderer::SetGeometry(Render::Geometry* geometry)
+{
+  DALI_ASSERT_DEBUG(geometry != NULL && "Geometry pointer is NULL");
   mGeometry = geometry;
-  mGeometry->AddConnectionObserver( *this ); // Observe geometry connections / uniform mapping changes
-  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
 
-  if( mRenderer )
+  if(mRenderer)
   {
     mResendFlag |= RESEND_GEOMETRY;
   }
 }
 
-void Renderer::SetDepthIndex( int depthIndex )
+void Renderer::SetDepthIndex(int depthIndex)
 {
   mDepthIndex = depthIndex;
+
+  mDirtyFlag = true;
+  SetUpdated(true);
 }
 
-void Renderer::SetFaceCullingMode( unsigned int faceCullingMode )
+void Renderer::SetFaceCullingMode(FaceCullingMode::Type faceCullingMode)
 {
-  mFaceCullingMode = static_cast<Dali::Renderer::FaceCullingMode>(faceCullingMode);
+  mFaceCullingMode = faceCullingMode;
   mResendFlag |= RESEND_FACE_CULLING_MODE;
 }
 
-void Renderer::SetBlendingMode( unsigned int blendingMode )
+FaceCullingMode::Type Renderer::GetFaceCullingMode() const
+{
+  return mFaceCullingMode;
+}
+
+void Renderer::SetBlendMode(BlendMode::Type blendingMode)
+{
+  mBlendMode = blendingMode;
+
+  mDirtyFlag = true;
+  SetUpdated(true);
+}
+
+BlendMode::Type Renderer::GetBlendMode() const
 {
-  mBlendingMode = static_cast< BlendingMode::Type >( blendingMode );
+  return mBlendMode;
 }
 
-void Renderer::SetBlendingOptions( unsigned int options )
+void Renderer::SetBlendingOptions(uint32_t options)
 {
-  if( mBlendBitmask != options)
+  if(mBlendBitmask != options)
   {
     mBlendBitmask = options;
     mResendFlag |= RESEND_BLEND_BIT_MASK;
+    mDirtyFlag = true;
   }
 }
 
-void Renderer::SetBlendColor( const Vector4& blendColor )
+uint32_t Renderer::GetBlendingOptions() const
 {
-  if( !mBlendColor )
+  return mBlendBitmask;
+}
+
+void Renderer::SetBlendColor(const Vector4& blendColor)
+{
+  if(blendColor == Color::TRANSPARENT)
   {
-    mBlendColor = new Vector4( blendColor );
+    mBlendColor = nullptr;
   }
   else
   {
-    *mBlendColor = blendColor;
+    if(!mBlendColor)
+    {
+      mBlendColor = new Vector4(blendColor);
+    }
+    else
+    {
+      *mBlendColor = blendColor;
+    }
   }
 
   mResendFlag |= RESEND_BLEND_COLOR;
 }
 
-void Renderer::EnablePreMultipliedAlpha( bool preMultipled )
+Vector4 Renderer::GetBlendColor() const
+{
+  if(mBlendColor)
+  {
+    return *mBlendColor;
+  }
+  return Color::TRANSPARENT;
+}
+
+void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
+{
+  mIndexedDrawFirstElement = firstElement;
+  mResendFlag |= RESEND_INDEXED_DRAW_FIRST_ELEMENT;
+}
+
+uint32_t Renderer::GetIndexedDrawFirstElement() const
+{
+  return mIndexedDrawFirstElement;
+}
+
+void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
+{
+  mIndexedDrawElementsCount = elementsCount;
+  mResendFlag |= RESEND_INDEXED_DRAW_ELEMENTS_COUNT;
+}
+
+uint32_t Renderer::GetIndexedDrawElementsCount() const
+{
+  return mIndexedDrawElementsCount;
+}
+
+void Renderer::EnablePreMultipliedAlpha(bool preMultipled)
 {
   mPremultipledAlphaEnabled = preMultipled;
   mResendFlag |= RESEND_PREMULTIPLIED_ALPHA;
 }
 
-//Called when a node with this renderer is added to the stage
-void Renderer::OnStageConnect()
+bool Renderer::IsPreMultipliedAlphaEnabled() const
 {
-  ++mReferenceCount;
-  if( !mRenderer)
-  {
-    RenderDataProvider* dataProvider = NewRenderDataProvider();
-
-    RenderGeometry* renderGeometry = mGeometry->GetRenderGeometry(mSceneController);
-    mRenderer = Render::Renderer::New( dataProvider, renderGeometry,
-                                       mBlendBitmask, mBlendColor,
-                                       static_cast< Dali::Renderer::FaceCullingMode >( mFaceCullingMode ),
-                                       mPremultipledAlphaEnabled );
-    mSceneController->GetRenderMessageDispatcher().AddRenderer( *mRenderer );
-    mResendFlag = 0;
-  }
+  return mPremultipledAlphaEnabled;
 }
 
-//Called when the node with this renderer has gone out of the stage
-void Renderer::OnStageDisconnect()
+void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
 {
-  --mReferenceCount;
-  if( mReferenceCount == 0 )
-  {
-    mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
-    if( mGeometry )
-    {
-      mGeometry->OnRendererDisconnect();
-    }
-    mRenderer = NULL;
-  }
+  mDepthWriteMode = depthWriteMode;
+  mResendFlag |= RESEND_DEPTH_WRITE_MODE;
+}
+
+DepthWriteMode::Type Renderer::GetDepthWriteMode() const
+{
+  return mDepthWriteMode;
 }
 
-//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 )
+void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
 {
-  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
-  mSceneController = &sceneController;
+  mDepthTestMode = depthTestMode;
+  mResendFlag |= RESEND_DEPTH_TEST_MODE;
 }
 
+DepthTestMode::Type Renderer::GetDepthTestMode() const
+{
+  return mDepthTestMode;
+}
 
-//Called just before destroying the scene-graph renderer ( when the "event-thread renderer" is no longer referenced )
-void Renderer::DisconnectFromSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
+void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
 {
-  //Remove renderer from RenderManager
-  if( mRenderer )
-  {
-    mSceneController->GetRenderMessageDispatcher().RemoveRenderer( *mRenderer );
-    mRenderer = NULL;
-    mSceneController = NULL;
-  }
+  mDepthFunction = depthFunction;
+  mResendFlag |= RESEND_DEPTH_FUNCTION;
 }
 
-RenderDataProvider* Renderer::NewRenderDataProvider()
+DepthFunction::Type Renderer::GetDepthFunction() const
 {
-  RenderDataProvider* dataProvider = new RenderDataProvider();
+  return mDepthFunction;
+}
 
-  dataProvider->mUniformMapDataProvider = this;
-  dataProvider->mShader = mMaterial->GetShader();
+void Renderer::SetRenderMode(RenderMode::Type mode)
+{
+  mStencilParameters.renderMode = mode;
+  mResendFlag |= RESEND_RENDER_MODE;
+}
 
-  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::SetStencilFunction(StencilFunction::Type stencilFunction)
+{
+  mStencilParameters.stencilFunction = stencilFunction;
+  mResendFlag |= RESEND_STENCIL_FUNCTION;
+}
 
-  return dataProvider;
+void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
+{
+  mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+  mResendFlag |= RESEND_STENCIL_FUNCTION_MASK;
 }
 
-Render::Renderer& Renderer::GetRenderer()
+void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
 {
-  return *mRenderer;
+  mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+  mResendFlag |= RESEND_STENCIL_FUNCTION_REFERENCE;
 }
 
-const CollectedUniformMap& Renderer::GetUniformMap( BufferIndex bufferIndex ) const
+void Renderer::SetStencilMask(int stencilMask)
 {
-  return mCollectedUniformMap[bufferIndex];
-};
+  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::SetRenderCallback(RenderCallback* callback)
+{
+  mRenderCallback = callback;
+  mResendFlag |= RESEND_SET_RENDER_CALLBACK;
+  mDirtyFlag = true;
+}
+
+const Render::Renderer::StencilParameters& Renderer::GetStencilParameters() const
+{
+  return mStencilParameters;
+}
+
+void Renderer::BakeOpacity(BufferIndex updateBufferIndex, float opacity)
+{
+  mOpacity.Bake(updateBufferIndex, opacity);
+
+  mDirtyFlag = true;
+  SetUpdated(true);
+}
+
+float Renderer::GetOpacity(BufferIndex updateBufferIndex) const
+{
+  return mOpacity[updateBufferIndex];
+}
+
+void Renderer::SetRenderingBehavior(DevelRenderer::Rendering::Type renderingBehavior)
+{
+  mRenderingBehavior = renderingBehavior;
+  SetUpdated(true);
+}
 
-void Renderer::GetReadyAndComplete( bool& ready, bool& complete ) const
+DevelRenderer::Rendering::Type Renderer::GetRenderingBehavior() const
 {
-  ready = mResourcesReady;
-  complete = mFinishedResourceAcquisition;
+  return mRenderingBehavior;
 }
 
-Renderer::Opacity Renderer::GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const
+// 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)
 {
-  Renderer::Opacity opacity = Renderer::OPAQUE;
+  mRegenerateUniformMap = true;
+  mSceneController      = &sceneController;
+
+  mRenderer = Render::Renderer::NewKey(this, mGeometry, mBlendBitmask, GetBlendColor(), static_cast<FaceCullingMode::Type>(mFaceCullingMode), mPremultipledAlphaEnabled, mDepthWriteMode, mDepthTestMode, mDepthFunction, mStencilParameters);
+
+  mSceneController->GetRenderMessageDispatcher().AddRenderer(mRenderer);
+}
 
-  if( mMaterial )
+// 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)
   {
-    switch( mBlendingMode )
+    mSceneController->GetRenderMessageDispatcher().RemoveRenderer(mRenderer);
+    mRenderer = Render::RendererKey{};
+  }
+  mSceneController = nullptr;
+}
+
+Render::RendererKey Renderer::GetRenderer()
+{
+  return mRenderer;
+}
+
+Renderer::OpacityType Renderer::GetOpacityType(BufferIndex updateBufferIndex, const Node& node) const
+{
+  Renderer::OpacityType opacityType = Renderer::OPAQUE;
+
+  if(node.IsTransparent())
+  {
+    return Renderer::TRANSPARENT;
+  }
+
+  switch(mBlendMode)
+  {
+    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 BlendingMode::ON: // If the renderer should always be use blending
+      float alpha = node.GetWorldColor(updateBufferIndex).a * mOpacity[updateBufferIndex];
+      if(alpha <= FULLY_TRANSPARENT)
       {
-        opacity = Renderer::TRANSLUCENT;
-        break;
+        opacityType = Renderer::TRANSPARENT;
       }
-      case BlendingMode::AUTO:
+      else
       {
-        if(mMaterial->IsTranslucent() ) // If the renderer should determine opacity using the material
-        {
-          opacity = Renderer::TRANSLUCENT;
-        }
-        else // renderer should determine opacity using the actor color
-        {
-          float alpha = node.GetWorldColor( updateBufferIndex ).a;
-          if( alpha <= FULLY_TRANSPARENT )
-          {
-            opacity = TRANSPARENT;
-          }
-          else if( alpha <= FULLY_OPAQUE )
-          {
-            opacity = TRANSLUCENT;
-          }
-        }
-        break;
+        opacityType = Renderer::TRANSLUCENT;
       }
-      case BlendingMode::OFF: // the renderer should never use blending
-      default:
+      break;
+    }
+    case BlendMode::AUTO:
+    {
+      if(BlendingOptions::IsAdvancedBlendEquationIncluded(mBlendBitmask))
       {
-        opacity = Renderer::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::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:
+    {
+      opacityType = Renderer::OPAQUE;
+      break;
     }
   }
 
-  return opacity;
+  return opacityType;
+}
+
+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)
+{
+  mDrawCommands.clear();
+  mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
+  mResendFlag |= RESEND_DRAW_COMMANDS;
+}
+
+bool Renderer::IsDirty() const
+{
+  // Check whether the opacity property has changed
+  return (mDirtyFlag || !mOpacity.IsClean());
 }
 
-void Renderer::ConnectionsChanged( PropertyOwner& object )
+void Renderer::ResetDirtyFlag()
 {
-  // One of our child objects has changed it's connections. Ensure the uniform
-  // map gets regenerated during PrepareRender
-  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+  mDirtyFlag = false;
 
-  // Ensure the child object pointers get re-sent to the renderer
-  mResendFlag |= RESEND_DATA_PROVIDER;
+  SetUpdated(false);
 }
 
-void Renderer::ConnectedUniformMapChanged()
+uint32_t Renderer::GetMemoryPoolCapacity()
 {
-  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+  return GetRendererMemoryPool().GetCapacity();
 }
 
-void Renderer::UniformMappingsChanged( const UniformMap& mappings )
+void Renderer::OnMappingChanged()
 {
-  // The mappings are either from PropertyOwner base class, or the Actor
-  mRegenerateUniformMap = REGENERATE_UNIFORM_MAP;
+  // Properties have been registered on the base class.
+  mRegenerateUniformMap = true; // Should remain true until this renderer is added to a RenderList.
 }
 
-void Renderer::ObservedObjectDestroyed(PropertyOwner& owner)
+const CollectedUniformMap& Renderer::GetCollectedUniformMap() const
 {
-  if( reinterpret_cast<PropertyOwner*>(mGeometry) == &owner )
+  return mCollectedUniformMap;
+}
+
+bool Renderer::IsUpdated() const
+{
+  if(Updated() || (mShader && mShader->Updated()))
   {
-    mGeometry = NULL;
+    return true;
   }
-  else if( reinterpret_cast<PropertyOwner*>(mMaterial) == &owner )
+  return false;
+}
+
+Vector4 Renderer::GetVisualTransformedUpdateArea(BufferIndex updateBufferIndex, const Vector4& originalUpdateArea) noexcept
+{
+  if(mVisualProperties)
   {
-    mMaterial = NULL;
+    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