Updating geometry without iterating render items
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index 7c56dfb..4a309fd 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
 #include <memory.h>
 
 // INTERNAL INCLUDES
-#include <dali/public-api/actors/sampling.h>
-#include <dali/public-api/common/dali-common.h>
-#include <dali/public-api/common/stage.h>
-#include <dali/public-api/render-tasks/render-task.h>
 #include <dali/devel-api/threading/thread-pool.h>
-#include <dali/integration-api/debug.h>
 #include <dali/integration-api/core.h>
-#include <dali/integration-api/gl-context-helper-abstraction.h>
-#include <dali/internal/common/owner-pointer.h>
+
+#include <dali/internal/event/common/scene-impl.h>
+
+#include <dali/internal/update/common/scene-graph-scene.h>
+#include <dali/internal/update/render-tasks/scene-graph-camera.h>
+
 #include <dali/internal/render/common/render-algorithms.h>
 #include <dali/internal/render/common/render-debug.h>
-#include <dali/internal/render/common/render-tracker.h>
-#include <dali/internal/render/common/render-instruction-container.h>
 #include <dali/internal/render/common/render-instruction.h>
-#include <dali/internal/render/gl-resources/context.h>
+#include <dali/internal/render/common/render-tracker.h>
 #include <dali/internal/render/queue/render-queue.h>
 #include <dali/internal/render/renderers/render-frame-buffer.h>
-#include <dali/internal/render/renderers/render-texture-frame-buffer.h>
-#include <dali/internal/render/renderers/render-surface-frame-buffer.h>
-#include <dali/internal/render/renderers/render-geometry.h>
-#include <dali/internal/render/renderers/render-renderer.h>
-#include <dali/internal/render/renderers/render-sampler.h>
+#include <dali/internal/render/renderers/render-texture.h>
+#include <dali/internal/render/renderers/shader-cache.h>
+#include <dali/internal/render/renderers/uniform-buffer-manager.h>
+#include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
 #include <dali/internal/render/shaders/program-controller.h>
+#include <dali/internal/render/renderers/pipeline-cache.h>
+
+#include <memory>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace SceneGraph
 {
-
 #if defined(DEBUG_ENABLED)
 namespace
 {
-Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER" );
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_RENDER_MANAGER");
 } // unnamed namespace
 #endif
 
+namespace
+{
+inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int orientation, Rect<int32_t> viewportRect)
+{
+  Graphics::Rect2D newScissorArea;
+
+  if(orientation == 90)
+  {
+    newScissorArea.x      = viewportRect.height - (scissorArea.y + scissorArea.height);
+    newScissorArea.y      = scissorArea.x;
+    newScissorArea.width  = scissorArea.height;
+    newScissorArea.height = scissorArea.width;
+  }
+  else if(orientation == 180)
+  {
+    newScissorArea.x      = viewportRect.width - (scissorArea.x + scissorArea.width);
+    newScissorArea.y      = viewportRect.height - (scissorArea.y + scissorArea.height);
+    newScissorArea.width  = scissorArea.width;
+    newScissorArea.height = scissorArea.height;
+  }
+  else if(orientation == 270)
+  {
+    newScissorArea.x      = scissorArea.y;
+    newScissorArea.y      = viewportRect.width - (scissorArea.x + scissorArea.width);
+    newScissorArea.width  = scissorArea.height;
+    newScissorArea.height = scissorArea.width;
+  }
+  else
+  {
+    newScissorArea.x      = scissorArea.x;
+    newScissorArea.y      = scissorArea.y;
+    newScissorArea.width  = scissorArea.width;
+    newScissorArea.height = scissorArea.height;
+  }
+  return newScissorArea;
+}
+} // namespace
 /**
  * Structure to contain internal data
  */
 struct RenderManager::Impl
 {
-  Impl( Integration::GlAbstraction& glAbstraction,
-        Integration::GlSyncAbstraction& glSyncAbstraction,
-        Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
-        Integration::DepthBufferAvailable depthBufferAvailableParam,
-        Integration::StencilBufferAvailable stencilBufferAvailableParam )
-  : context( glAbstraction, &surfaceContextContainer ),
-    currentContext( &context ),
-    glAbstraction( glAbstraction ),
-    glSyncAbstraction( glSyncAbstraction ),
-    glContextHelperAbstraction( glContextHelperAbstraction ),
+  Impl(Graphics::Controller&               graphicsController,
+       Integration::DepthBufferAvailable   depthBufferAvailableParam,
+       Integration::StencilBufferAvailable stencilBufferAvailableParam,
+       Integration::PartialUpdateAvailable partialUpdateAvailableParam)
+  : graphicsController(graphicsController),
     renderQueue(),
-    instructions(),
-    renderAlgorithms(),
-    backgroundColor( Dali::Stage::DEFAULT_BACKGROUND_COLOR ),
-    frameCount( 0u ),
-    renderBufferIndex( SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX ),
-    defaultSurfaceRect(),
+    renderAlgorithms(graphicsController),
+    frameCount(0u),
+    renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
     rendererContainer(),
     samplerContainer(),
     textureContainer(),
     frameBufferContainer(),
-    lastFrameWasRendered( false ),
-    programController( glAbstraction ),
-    depthBufferAvailable( depthBufferAvailableParam ),
-    stencilBufferAvailable( stencilBufferAvailableParam )
+    lastFrameWasRendered(false),
+    programController(graphicsController),
+    shaderCache(graphicsController),
+    depthBufferAvailable(depthBufferAvailableParam),
+    stencilBufferAvailable(stencilBufferAvailableParam),
+    partialUpdateAvailable(partialUpdateAvailableParam)
   {
-     // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
-    threadPool = std::unique_ptr<Dali::ThreadPool>( new Dali::ThreadPool() );
-    threadPool->Initialize( 1u );
-  }
-
-  ~Impl()
-  {
-    threadPool.reset( nullptr ); // reset now to maintain correct destruction order
-  }
+    // Create thread pool with just one thread ( there may be a need to create more threads in the future ).
+    threadPool = std::make_unique<Dali::ThreadPool>();
+    threadPool->Initialize(1u);
 
-  void AddRenderTracker( Render::RenderTracker* renderTracker )
-  {
-    DALI_ASSERT_DEBUG( renderTracker != NULL );
-    mRenderTrackers.PushBack( renderTracker );
+    uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
+    pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
   }
 
-  void RemoveRenderTracker( Render::RenderTracker* renderTracker )
+  ~Impl()
   {
-    mRenderTrackers.EraseObject( renderTracker );
+    threadPool.reset(nullptr); // reset now to maintain correct destruction order
   }
 
-  Context* CreateSurfaceContext()
+  void AddRenderTracker(Render::RenderTracker* renderTracker)
   {
-    surfaceContextContainer.PushBack( new Context( glAbstraction ) );
-    return surfaceContextContainer[ surfaceContextContainer.Count() - 1 ];
+    DALI_ASSERT_DEBUG(renderTracker != nullptr);
+    mRenderTrackers.PushBack(renderTracker);
   }
 
-  void DestroySurfaceContext( Context* surfaceContext )
+  void RemoveRenderTracker(Render::RenderTracker* renderTracker)
   {
-    surfaceContextContainer.EraseObject( surfaceContext );
+    mRenderTrackers.EraseObject(renderTracker);
   }
 
   void UpdateTrackers()
   {
-    for( auto&& iter : mRenderTrackers )
+    for(auto&& iter : mRenderTrackers)
     {
       iter->PollSyncObject();
     }
   }
 
   // the order is important for destruction,
-  // programs are owned by context at the moment.
-  Context                                   context;                 ///< Holds the GL state of the share resource context
-  Context*                                  currentContext;          ///< Holds the GL state of the current context for rendering
-  OwnerContainer< Context* >                surfaceContextContainer; ///< List of owned contexts holding the GL state per surface
-  Integration::GlAbstraction&               glAbstraction;           ///< GL abstraction
-  Integration::GlSyncAbstraction&           glSyncAbstraction;       ///< GL sync abstraction
-  Integration::GlContextHelperAbstraction&  glContextHelperAbstraction; ///< GL context helper abstraction
-  RenderQueue                               renderQueue;             ///< A message queue for receiving messages from the update-thread.
+  Graphics::Controller& graphicsController;
+  RenderQueue           renderQueue; ///< A message queue for receiving messages from the update-thread.
 
-  // Render instructions describe what should be rendered during RenderManager::Render()
-  // Owned by RenderManager. Update manager updates instructions for the next frame while we render the current one
-  RenderInstructionContainer                instructions;
-  Render::RenderAlgorithms                  renderAlgorithms;        ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
+  std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
 
-  Vector4                                   backgroundColor;         ///< The glClear color used at the beginning of each frame.
+  Render::RenderAlgorithms renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
 
-  uint32_t                                  frameCount;              ///< The current frame count
-  BufferIndex                               renderBufferIndex;       ///< The index of the buffer to read from; this is opposite of the "update" buffer
+  uint32_t    frameCount;        ///< The current frame count
+  BufferIndex renderBufferIndex; ///< The index of the buffer to read from; this is opposite of the "update" buffer
 
-  Rect<int32_t>                             defaultSurfaceRect;      ///< Rectangle for the default surface we are rendering to
+  OwnerContainer<Render::Renderer*>     rendererContainer;     ///< List of owned renderers
+  OwnerContainer<Render::Sampler*>      samplerContainer;      ///< List of owned samplers
+  OwnerContainer<Render::Texture*>      textureContainer;      ///< List of owned textures
+  OwnerContainer<Render::FrameBuffer*>  frameBufferContainer;  ///< List of owned framebuffers
+  OwnerContainer<Render::VertexBuffer*> vertexBufferContainer; ///< List of owned vertex buffers
+  OwnerContainer<Render::Geometry*>     geometryContainer;     ///< List of owned Geometries
 
-  OwnerContainer< Render::Renderer* >       rendererContainer;       ///< List of owned renderers
-  OwnerContainer< Render::Sampler* >        samplerContainer;        ///< List of owned samplers
-  OwnerContainer< Render::Texture* >        textureContainer;        ///< List of owned textures
-  OwnerContainer< Render::FrameBuffer* >    frameBufferContainer;    ///< List of owned framebuffers
-  OwnerContainer< Render::PropertyBuffer* > propertyBufferContainer; ///< List of owned property buffers
-  OwnerContainer< Render::Geometry* >       geometryContainer;       ///< List of owned Geometries
+  bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
 
-  bool                                      lastFrameWasRendered;    ///< Keeps track of the last frame being rendered due to having render instructions
+  OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
 
-  OwnerContainer< Render::RenderTracker* >  mRenderTrackers;         ///< List of render trackers
+  ProgramController   programController; ///< Owner of the programs
+  Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
 
-  ProgramController                         programController;        ///< Owner of the GL programs
+  std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
+  std::unique_ptr<Render::PipelineCache> pipelineCache;
 
-  Integration::DepthBufferAvailable         depthBufferAvailable;     ///< Whether the depth buffer is available
-  Integration::StencilBufferAvailable       stencilBufferAvailable;   ///< Whether the stencil buffer is available
+  Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
+  Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
+  Integration::PartialUpdateAvailable partialUpdateAvailable; ///< Whether the partial update is available
 
-  std::unique_ptr<Dali::ThreadPool>         threadPool;               ///< The thread pool
-  Vector<GLuint>                            boundTextures;            ///< The textures bound for rendering
-  Vector<GLuint>                            textureDependencyList;    ///< The dependency list of binded textures
+  std::unique_ptr<Dali::ThreadPool> threadPool;            ///< The thread pool
+  Vector<Graphics::Texture*>        boundTextures;         ///< The textures bound for rendering
+  Vector<Graphics::Texture*>        textureDependencyList; ///< The dependency list of bound textures
 };
 
-RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
-                                   Integration::GlSyncAbstraction& glSyncAbstraction,
-                                   Integration::GlContextHelperAbstraction& glContextHelperAbstraction,
-                                   Integration::DepthBufferAvailable depthBufferAvailable,
-                                   Integration::StencilBufferAvailable stencilBufferAvailable )
-{
-  RenderManager* manager = new RenderManager;
-  manager->mImpl = new Impl( glAbstraction,
-                             glSyncAbstraction,
-                             glContextHelperAbstraction,
-                             depthBufferAvailable,
-                             stencilBufferAvailable );
+RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
+                                  Integration::DepthBufferAvailable   depthBufferAvailable,
+                                  Integration::StencilBufferAvailable stencilBufferAvailable,
+                                  Integration::PartialUpdateAvailable partialUpdateAvailable)
+{
+  auto* manager  = new RenderManager;
+  manager->mImpl = new Impl(graphicsController,
+                            depthBufferAvailable,
+                            stencilBufferAvailable,
+                            partialUpdateAvailable);
   return manager;
 }
 
 RenderManager::RenderManager()
-: mImpl(NULL)
+: mImpl(nullptr)
 {
 }
 
@@ -206,666 +217,766 @@ RenderQueue& RenderManager::GetRenderQueue()
   return mImpl->renderQueue;
 }
 
-void RenderManager::ContextCreated()
+void RenderManager::SetShaderSaver(ShaderSaver& upstream)
 {
-  mImpl->context.GlContextCreated();
-  mImpl->programController.GlContextCreated();
-
-  // renderers, textures and gpu buffers cannot reinitialize themselves
-  // so they rely on someone reloading the data for them
 }
 
-void RenderManager::ContextDestroyed()
-{
-  mImpl->context.GlContextDestroyed();
-  mImpl->programController.GlContextDestroyed();
-
-  //Inform textures
-  for( auto&& texture : mImpl->textureContainer )
-  {
-    texture->GlContextDestroyed();
-  }
-
-  //Inform framebuffers
-  for( auto&& framebuffer : mImpl->frameBufferContainer )
-  {
-    framebuffer->GlContextDestroyed();
-  }
-
-  // inform renderers
-  for( auto&& renderer : mImpl->rendererContainer )
-  {
-    renderer->GlContextDestroyed();
-  }
-}
-
-void RenderManager::SetShaderSaver( ShaderSaver& upstream )
-{
-  mImpl->programController.SetShaderSaver( upstream );
-}
-
-RenderInstructionContainer& RenderManager::GetRenderInstructionContainer()
-{
-  return mImpl->instructions;
-}
-
-void RenderManager::SetBackgroundColor( const Vector4& color )
-{
-  mImpl->backgroundColor = color;
-}
-
-void RenderManager::SetDefaultSurfaceRect(const Rect<int32_t>& rect)
-{
-  mImpl->defaultSurfaceRect = rect;
-}
-
-void RenderManager::AddRenderer( OwnerPointer< Render::Renderer >& renderer )
+void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
 {
   // Initialize the renderer as we are now in render thread
-  renderer->Initialize( mImpl->context );
+  renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()),
+                       *(mImpl->pipelineCache.get()));
 
-  mImpl->rendererContainer.PushBack( renderer.Release() );
+  mImpl->rendererContainer.PushBack(renderer.Release());
 }
 
-void RenderManager::RemoveRenderer( Render::Renderer* renderer )
+void RenderManager::RemoveRenderer(Render::Renderer* renderer)
 {
-  mImpl->rendererContainer.EraseObject( renderer );
+  mImpl->rendererContainer.EraseObject(renderer);
 }
 
-void RenderManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )
+void RenderManager::AddSampler(OwnerPointer<Render::Sampler>& sampler)
 {
-  mImpl->samplerContainer.PushBack( sampler.Release() );
+  sampler->Initialize(mImpl->graphicsController);
+  mImpl->samplerContainer.PushBack(sampler.Release());
 }
 
-void RenderManager::RemoveSampler( Render::Sampler* sampler )
+void RenderManager::RemoveSampler(Render::Sampler* sampler)
 {
-  mImpl->samplerContainer.EraseObject( sampler );
+  mImpl->samplerContainer.EraseObject(sampler);
 }
 
-void RenderManager::AddTexture( OwnerPointer< Render::Texture >& texture )
+void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
 {
-  texture->Initialize( mImpl->context );
-  mImpl->textureContainer.PushBack( texture.Release() );
+  texture->Initialize(mImpl->graphicsController);
+  mImpl->textureContainer.PushBack(texture.Release());
 }
 
-void RenderManager::RemoveTexture( Render::Texture* texture )
+void RenderManager::RemoveTexture(Render::Texture* texture)
 {
-  DALI_ASSERT_DEBUG( NULL != texture );
+  DALI_ASSERT_DEBUG(NULL != texture);
 
   // Find the texture, use reference to pointer so we can do the erase safely
-  for ( auto&& iter : mImpl->textureContainer )
+  for(auto&& iter : mImpl->textureContainer)
   {
-    if ( iter == texture )
+    if(iter == texture)
     {
-      texture->Destroy( mImpl->context );
-      mImpl->textureContainer.Erase( &iter ); // Texture found; now destroy it
+      texture->Destroy();
+      mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
       return;
     }
   }
 }
 
-void RenderManager::UploadTexture( Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params )
+void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
 {
-  texture->Upload( mImpl->context, pixelData, params );
+  texture->Upload(pixelData, params);
 }
 
-void RenderManager::GenerateMipmaps( Render::Texture* texture )
+void RenderManager::GenerateMipmaps(Render::Texture* texture)
 {
-  texture->GenerateMipmaps( mImpl->context );
+  texture->GenerateMipmaps();
 }
 
-void RenderManager::SetFilterMode( Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode )
+void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
 {
-  sampler->mMinificationFilter = static_cast<Dali::FilterMode::Type>(minFilterMode);
-  sampler->mMagnificationFilter = static_cast<Dali::FilterMode::Type>(magFilterMode );
+  sampler->SetFilterMode(static_cast<Dali::FilterMode::Type>(minFilterMode),
+                         static_cast<Dali::FilterMode::Type>(magFilterMode));
 }
 
-void RenderManager::SetWrapMode( Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode )
+void RenderManager::SetWrapMode(Render::Sampler* sampler, uint32_t rWrapMode, uint32_t sWrapMode, uint32_t tWrapMode)
 {
-  sampler->mRWrapMode = static_cast<Dali::WrapMode::Type>(rWrapMode);
-  sampler->mSWrapMode = static_cast<Dali::WrapMode::Type>(sWrapMode);
-  sampler->mTWrapMode = static_cast<Dali::WrapMode::Type>(tWrapMode);
+  sampler->SetWrapMode(static_cast<Dali::WrapMode::Type>(rWrapMode),
+                       static_cast<Dali::WrapMode::Type>(sWrapMode),
+                       static_cast<Dali::WrapMode::Type>(tWrapMode));
 }
 
-void RenderManager::AddFrameBuffer( OwnerPointer< Render::FrameBuffer >& frameBuffer )
+void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffer)
 {
   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
-  mImpl->frameBufferContainer.PushBack( frameBufferPtr );
-  if ( frameBufferPtr->IsSurfaceBacked() )
-  {
-    frameBufferPtr->Initialize( *mImpl->CreateSurfaceContext() );
-  }
-  else
-  {
-    frameBufferPtr->Initialize( mImpl->context );
-  }
+  mImpl->frameBufferContainer.PushBack(frameBufferPtr);
+  frameBufferPtr->Initialize(mImpl->graphicsController);
 }
 
-void RenderManager::RemoveFrameBuffer( Render::FrameBuffer* frameBuffer )
+void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* frameBuffer)
 {
-  DALI_ASSERT_DEBUG( NULL != frameBuffer );
+  DALI_ASSERT_DEBUG(nullptr != frameBuffer);
 
   // Find the sampler, use reference so we can safely do the erase
-  for ( auto&& iter : mImpl->frameBufferContainer )
+  for(auto&& iter : mImpl->frameBufferContainer)
   {
-    if ( iter == frameBuffer )
+    if(iter == frameBuffer)
     {
-      frameBuffer->Destroy( mImpl->context );
-
-      if ( frameBuffer->IsSurfaceBacked() )
-      {
-        auto surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( frameBuffer );
-        mImpl->DestroySurfaceContext( surfaceFrameBuffer->GetContext() );
-      }
-
-      mImpl->frameBufferContainer.Erase( &iter ); // frameBuffer found; now destroy it
+      frameBuffer->Destroy();
+      mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
 
       break;
     }
   }
 }
 
-void RenderManager::AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer )
+void RenderManager::InitializeScene(SceneGraph::Scene* scene)
 {
-  if ( !frameBuffer->IsSurfaceBacked() )
+  scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
+  mImpl->sceneContainer.push_back(scene);
+}
+
+void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
+{
+  auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
+  if(iter != mImpl->sceneContainer.end())
   {
-    auto textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( frameBuffer );
-    textureFrameBuffer->AttachColorTexture( mImpl->context, texture, mipmapLevel, layer );
+    mImpl->sceneContainer.erase(iter);
   }
 }
 
-void RenderManager::AddPropertyBuffer( OwnerPointer< Render::PropertyBuffer >& propertyBuffer )
+void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
+{
+  scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
+}
+
+void RenderManager::AttachColorTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer)
+{
+  frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
+}
+
+void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
 {
-  mImpl->propertyBufferContainer.PushBack( propertyBuffer.Release() );
+  frameBuffer->AttachDepthTexture(texture, mipmapLevel);
 }
 
-void RenderManager::RemovePropertyBuffer( Render::PropertyBuffer* propertyBuffer )
+void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
 {
-  mImpl->propertyBufferContainer.EraseObject( propertyBuffer );
+  frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
 }
 
-void RenderManager::SetPropertyBufferFormat( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Render::PropertyBuffer::Format>& format )
+void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
 {
-  propertyBuffer->SetFormat( format.Release() );
+  mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
 }
 
-void RenderManager::SetPropertyBufferData( Render::PropertyBuffer* propertyBuffer, OwnerPointer< Vector<uint8_t> >& data, uint32_t size )
+void RenderManager::RemoveVertexBuffer(Render::VertexBuffer* vertexBuffer)
 {
-  propertyBuffer->SetData( data.Release(), size );
+  mImpl->vertexBufferContainer.EraseObject(vertexBuffer);
 }
 
-void RenderManager::SetIndexBuffer( Render::Geometry* geometry, Dali::Vector<uint16_t>& indices )
+void RenderManager::SetVertexBufferFormat(Render::VertexBuffer* vertexBuffer, OwnerPointer<Render::VertexBuffer::Format>& format)
 {
-  geometry->SetIndexBuffer( indices );
+  vertexBuffer->SetFormat(format.Release());
 }
 
-void RenderManager::AddGeometry( OwnerPointer< Render::Geometry >& geometry )
+void RenderManager::SetVertexBufferData(Render::VertexBuffer* vertexBuffer, OwnerPointer<Vector<uint8_t>>& data, uint32_t size)
 {
-  mImpl->geometryContainer.PushBack( geometry.Release() );
+  vertexBuffer->SetData(data.Release(), size);
 }
 
-void RenderManager::RemoveGeometry( Render::Geometry* geometry )
+void RenderManager::SetIndexBuffer(Render::Geometry* geometry, Dali::Vector<uint16_t>& indices)
 {
-  mImpl->geometryContainer.EraseObject( geometry );
+  geometry->SetIndexBuffer(indices);
 }
 
-void RenderManager::AttachVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
 {
-  DALI_ASSERT_DEBUG( NULL != geometry );
+  mImpl->geometryContainer.PushBack(geometry.Release());
+}
+
+void RenderManager::RemoveGeometry(Render::Geometry* geometry)
+{
+  auto it = std::find_if( mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(),[geometry]( auto& item )
+  {
+    return geometry == item;
+  });
+
+  if(it != mImpl->geometryContainer.end())
+  {
+    mImpl->geometryContainer.Erase(it);
+  }
+}
+
+void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
+{
+  DALI_ASSERT_DEBUG(nullptr != geometry);
 
   // Find the geometry
-  for ( auto&& iter : mImpl->geometryContainer )
+  for(auto&& iter : mImpl->geometryContainer)
   {
-    if ( iter == geometry )
+    if(iter == geometry)
     {
-      iter->AddPropertyBuffer( propertyBuffer );
+      iter->AddVertexBuffer(vertexBuffer);
       break;
     }
   }
 }
 
-void RenderManager::RemoveVertexBuffer( Render::Geometry* geometry, Render::PropertyBuffer* propertyBuffer )
+void RenderManager::RemoveVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
 {
-  DALI_ASSERT_DEBUG( NULL != geometry );
+  DALI_ASSERT_DEBUG(nullptr != geometry);
 
   // Find the geometry
-  for ( auto&& iter : mImpl->geometryContainer )
+  for(auto&& iter : mImpl->geometryContainer)
   {
-    if ( iter == geometry )
+    if(iter == geometry)
     {
-      iter->RemovePropertyBuffer( propertyBuffer );
+      iter->RemoveVertexBuffer(vertexBuffer);
       break;
     }
   }
 }
 
-void RenderManager::SetGeometryType( Render::Geometry* geometry, uint32_t geometryType )
+void RenderManager::SetGeometryType(Render::Geometry* geometry, uint32_t geometryType)
 {
-  geometry->SetType( Render::Geometry::Type(geometryType) );
+  geometry->SetType(Render::Geometry::Type(geometryType));
 }
 
-void RenderManager::AddRenderTracker( Render::RenderTracker* renderTracker )
+void RenderManager::AddRenderTracker(Render::RenderTracker* renderTracker)
 {
   mImpl->AddRenderTracker(renderTracker);
 }
 
-void RenderManager::RemoveRenderTracker( Render::RenderTracker* renderTracker )
+void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
 {
   mImpl->RemoveRenderTracker(renderTracker);
 }
 
-ProgramCache* RenderManager::GetProgramCache()
+void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
 {
-  return &(mImpl->programController);
-}
+  DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
 
-void RenderManager::Render( Integration::RenderStatus& status, bool forceClear )
-{
-  DALI_PRINT_RENDER_START( mImpl->renderBufferIndex );
-
-  // Core::Render documents that GL context must be current before calling Render
-  DALI_ASSERT_DEBUG( mImpl->context.IsGlContextCreated() );
+  // Rollback
+  mImpl->uniformBufferManager->GetUniformBufferViewPool(mImpl->renderBufferIndex)->Rollback();
 
   // Increment the frame count at the beginning of each frame
   ++mImpl->frameCount;
 
   // Process messages queued during previous update
-  mImpl->renderQueue.ProcessMessages( mImpl->renderBufferIndex );
+  mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
+
+  uint32_t count = 0u;
+  for(auto& i : mImpl->sceneContainer)
+  {
+    count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
+  }
 
-  const uint32_t count = mImpl->instructions.Count( mImpl->renderBufferIndex );
   const bool haveInstructions = count > 0u;
 
-  DALI_LOG_INFO( gLogFilter, Debug::General,
-                 "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n",
-                 haveInstructions ? "true" : "false",
-                 mImpl->lastFrameWasRendered ? "true" : "false",
-                 forceClear ? "true" : "false" );
+  DALI_LOG_INFO(gLogFilter, Debug::General, "Render: haveInstructions(%s) || mImpl->lastFrameWasRendered(%s) || forceClear(%s)\n", haveInstructions ? "true" : "false", mImpl->lastFrameWasRendered ? "true" : "false", forceClear ? "true" : "false");
 
   // Only render if we have instructions to render, or the last frame was rendered (and therefore a clear is required).
-  if( haveInstructions || mImpl->lastFrameWasRendered || forceClear )
+  if(haveInstructions || mImpl->lastFrameWasRendered || forceClear)
   {
-    DALI_LOG_INFO( gLogFilter, Debug::General, "Render: Processing\n" );
+    DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
 
-    // Mark that we will require a post-render step to be performed (includes swap-buffers).
-    status.SetNeedsPostRender( true );
+    // Upload the geometries
+    for(auto&& geom : mImpl->geometryContainer)
+    {
+      geom->Upload( mImpl->graphicsController );
+    }
+  }
+}
+
+void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
+{
+  if(mImpl->partialUpdateAvailable != Integration::PartialUpdateAvailable::TRUE)
+  {
+    return;
+  }
+
+  Internal::Scene&   sceneInternal = GetImplementation(scene);
+  SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
 
-    // Switch to the shared context
-    if ( mImpl->currentContext != &mImpl->context )
+  if(sceneObject->IsRenderingSkipped())
+  {
+    // We don't need to calculate dirty rects
+    return;
+  }
+
+  class DamagedRectsCleaner
+  {
+  public:
+    explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
+    : mDamagedRects(damagedRects),
+      mCleanOnReturn(true)
     {
-      mImpl->currentContext = &mImpl->context;
+    }
 
-      if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+    void SetCleanOnReturn(bool cleanOnReturn)
+    {
+      mCleanOnReturn = cleanOnReturn;
+    }
+
+    ~DamagedRectsCleaner()
+    {
+      if(mCleanOnReturn)
       {
-        mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+        mDamagedRects.clear();
       }
-
-      // Clear the current cached program when the context is switched
-      mImpl->programController.ClearCurrentProgram();
     }
 
-    // Upload the geometries
-    for( uint32_t i = 0; i < count; ++i )
-    {
-      RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
+  private:
+    std::vector<Rect<int>>& mDamagedRects;
+    bool                    mCleanOnReturn;
+  };
 
-      const Matrix* viewMatrix       = instruction.GetViewMatrix( mImpl->renderBufferIndex );
-      const Matrix* projectionMatrix = instruction.GetProjectionMatrix( mImpl->renderBufferIndex );
+  Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
 
-      DALI_ASSERT_DEBUG( viewMatrix );
-      DALI_ASSERT_DEBUG( projectionMatrix );
+  // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
+  DamagedRectsCleaner damagedRectCleaner(damagedRects);
 
-      if( viewMatrix && projectionMatrix )
-      {
-        const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
+  // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
+  // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
+  std::vector<DirtyRect>& itemsDirtyRects = sceneInternal.GetItemsDirtyRects();
+  for(DirtyRect& dirtyRect : itemsDirtyRects)
+  {
+    dirtyRect.visited = false;
+  }
 
-        // Iterate through each render list.
-        for( RenderListContainer::SizeType index = 0; index < renderListCount; ++index )
-        {
-          const RenderList* renderList = instruction.GetRenderList( index );
+  uint32_t instructionCount = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
+  for(uint32_t i = 0; i < instructionCount; ++i)
+  {
+    RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
 
-          if( renderList && !renderList->IsEmpty() )
-          {
-            const std::size_t itemCount = renderList->Count();
-            for( uint32_t itemIndex = 0u; itemIndex < itemCount; ++itemIndex )
-            {
-              const RenderItem& item = renderList->GetItem( itemIndex );
-              if( DALI_LIKELY( item.mRenderer ) )
-              {
-                item.mRenderer->Upload( *mImpl->currentContext );
-              }
-            }
-          }
+    if(instruction.mFrameBuffer)
+    {
+      return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
+    }
+
+    const Camera* camera = instruction.GetCamera();
+    if(camera->mType == Camera::DEFAULT_TYPE && camera->mTargetPosition == Camera::DEFAULT_TARGET_POSITION)
+    {
+      const Node* node = instruction.GetCamera()->GetNode();
+      if(node)
+      {
+        Vector3    position;
+        Vector3    scale;
+        Quaternion orientation;
+        node->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
+
+        Vector3 orientationAxis;
+        Radian  orientationAngle;
+        orientation.ToAxisAngle(orientationAxis, orientationAngle);
+
+        if(position.x > Math::MACHINE_EPSILON_10000 ||
+           position.y > Math::MACHINE_EPSILON_10000 ||
+           orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
+           orientationAngle != ANGLE_180 ||
+           scale != Vector3(1.0f, 1.0f, 1.0f))
+        {
+          return;
         }
       }
     }
-
-    for( uint32_t i = 0; i < count; ++i )
+    else
     {
-      RenderInstruction& instruction = mImpl->instructions.At( mImpl->renderBufferIndex, i );
-
-      DoRender( instruction );
+      return;
     }
 
-    if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+    Rect<int32_t> viewportRect;
+    if(instruction.mIsViewportSet)
     {
-      mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+      const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
+      viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
+      if(viewportRect.IsEmpty() || !viewportRect.IsValid())
+      {
+        return; // just skip funny use cases for now, empty viewport means it is set somewhere else
+      }
     }
-
-    GLenum attachments[] = { GL_DEPTH, GL_STENCIL };
-    mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
-    for ( auto&& context : mImpl->surfaceContextContainer )
+    else
     {
-      context->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+      viewportRect = surfaceRect;
     }
 
-    //Notify RenderGeometries that rendering has finished
-    for ( auto&& iter : mImpl->geometryContainer )
+    const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
+    const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
+    if(viewMatrix && projectionMatrix)
     {
-      iter->OnRenderFinished();
+      const RenderListContainer::SizeType count = instruction.RenderListCount();
+      for(RenderListContainer::SizeType index = 0u; index < count; ++index)
+      {
+        const RenderList* renderList = instruction.GetRenderList(index);
+        if(renderList && !renderList->IsEmpty())
+        {
+          const std::size_t listCount = renderList->Count();
+          for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
+          {
+            RenderItem& item = renderList->GetItem(listIndex);
+            // If the item does 3D transformation, do early exit and clean the damaged rect array
+            if(item.mUpdateSize == Vector3::ZERO)
+            {
+              return;
+            }
+
+            Rect<int> rect;
+            DirtyRect dirtyRect(item.mNode, item.mRenderer, mImpl->frameCount, rect);
+            // If the item refers to updated node or renderer.
+            if(item.mIsUpdated ||
+               (item.mNode &&
+                (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
+            {
+              item.mIsUpdated = false;
+              item.mNode->SetUpdated(false);
+
+              rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
+              if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
+              {
+                const int left   = rect.x;
+                const int top    = rect.y;
+                const int right  = rect.x + rect.width;
+                const int bottom = rect.y + rect.height;
+                rect.x           = (left / 16) * 16;
+                rect.y           = (top / 16) * 16;
+                rect.width       = ((right + 16) / 16) * 16 - rect.x;
+                rect.height      = ((bottom + 16) / 16) * 16 - rect.y;
+
+                // Found valid dirty rect.
+                // 1. Insert it in the sorted array of the dirty rects.
+                // 2. Mark the related dirty rects as visited so they will not be removed below.
+                // 3. Keep only last 3 dirty rects for the same node and renderer (Tizen uses 3 back buffers, Ubuntu 1).
+                dirtyRect.rect    = rect;
+                auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+                dirtyRectPos      = itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+
+                int c = 1;
+                while(++dirtyRectPos != itemsDirtyRects.end())
+                {
+                  if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+                  {
+                    break;
+                  }
+
+                  dirtyRectPos->visited = true;
+                  Rect<int>& dirtRect   = dirtyRectPos->rect;
+                  rect.Merge(dirtRect);
+
+                  c++;
+                  if(c > 3) // no more then 3 previous rects
+                  {
+                    itemsDirtyRects.erase(dirtyRectPos);
+                    break;
+                  }
+                }
+
+                damagedRects.push_back(rect);
+              }
+            }
+            else
+            {
+              // 1. The item is not dirty, the node and renderer referenced by the item are still exist.
+              // 2. Mark the related dirty rects as visited so they will not be removed below.
+              auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+              while(dirtyRectPos != itemsDirtyRects.end())
+              {
+                if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+                {
+                  break;
+                }
+
+                dirtyRectPos->visited = true;
+                dirtyRectPos++;
+              }
+            }
+          }
+        }
+      }
     }
   }
-  else
+
+  // Check removed nodes or removed renderers dirty rects
+  auto i = itemsDirtyRects.begin();
+  auto j = itemsDirtyRects.begin();
+  while(i != itemsDirtyRects.end())
   {
-    DALI_LOG_RELEASE_INFO( "RenderManager::Render: Skip rendering [%d, %d, %d]\n", haveInstructions, mImpl->lastFrameWasRendered, forceClear );
+    if(i->visited)
+    {
+      *j++ = *i;
+    }
+    else
+    {
+      Rect<int>& dirtRect = i->rect;
+      damagedRects.push_back(dirtRect);
+    }
+    i++;
   }
 
-  mImpl->UpdateTrackers();
-
-  // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
-  mImpl->lastFrameWasRendered = haveInstructions;
-
-  /**
-   * The rendering has finished; swap to the next buffer.
-   * Ideally the update has just finished using this buffer; otherwise the render thread
-   * should block until the update has finished.
-   */
-  mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
+  itemsDirtyRects.resize(j - itemsDirtyRects.begin());
+  damagedRectCleaner.SetCleanOnReturn(false);
+}
 
-  DALI_PRINT_RENDER_END();
+void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
+{
+  Rect<int> clippingRect;
+  RenderScene(status, scene, renderToFbo, clippingRect);
 }
 
-void RenderManager::DoRender( RenderInstruction& instruction )
+void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
 {
-  Rect<int32_t> viewportRect;
-  Vector4   clearColor;
+  // Reset main algorithms command buffer
+  mImpl->renderAlgorithms.ResetCommandBuffer();
 
-  if ( instruction.mIsClearColorSet )
-  {
-    clearColor = instruction.mClearColor;
-  }
-  else
-  {
-    clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
-  }
+  auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
+
+  Internal::Scene&   sceneInternal = GetImplementation(scene);
+  SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
+
+  uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
 
-  Rect<int32_t> surfaceRect = mImpl->defaultSurfaceRect;
-  Vector4 backgroundColor = mImpl->backgroundColor;
-  Integration::DepthBufferAvailable depthBufferAvailable = mImpl->depthBufferAvailable;
-  Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
+  std::vector<Graphics::RenderTarget*> targetstoPresent;
 
-  Render::SurfaceFrameBuffer* surfaceFrameBuffer = nullptr;
-  if ( instruction.mFrameBuffer != 0 )
+  for(uint32_t i = 0; i < count; ++i)
   {
-    if ( instruction.mFrameBuffer->IsSurfaceBacked() )
+    RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
+
+    if((renderToFbo && !instruction.mFrameBuffer) || (!renderToFbo && instruction.mFrameBuffer))
     {
-      surfaceFrameBuffer = static_cast<Render::SurfaceFrameBuffer*>( instruction.mFrameBuffer );
+      continue; // skip
+    }
 
-      if ( !surfaceFrameBuffer->IsSurfaceValid() )
-      {
-        // Skip rendering the frame buffer if the render surface becomes invalid
-        return;
-      }
+    // Mark that we will require a post-render step to be performed (includes swap-buffers).
+    status.SetNeedsPostRender(true);
+
+    Rect<int32_t> viewportRect;
 
-      if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+    Rect<int32_t> surfaceRect        = sceneObject->GetSurfaceRect();
+    int32_t       surfaceOrientation = sceneObject->GetSurfaceOrientation();
+
+    // @todo Should these be part of scene?
+    Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
+    Integration::StencilBufferAvailable stencilBufferAvailable = mImpl->stencilBufferAvailable;
+
+    Graphics::RenderTarget*           currentRenderTarget = nullptr;
+    Graphics::RenderPass*             currentRenderPass   = nullptr;
+    std::vector<Graphics::ClearValue> currentClearValues{};
+
+    if(instruction.mFrameBuffer)
+    {
+      // Ensure graphics framebuffer is created, bind attachments and create render passes
+      // Only happens once per framebuffer. If the create fails, e.g. no attachments yet,
+      // then don't render to this framebuffer.
+      if(!instruction.mFrameBuffer->GetGraphicsObject())
       {
-        Context* surfaceContext = surfaceFrameBuffer->GetContext();
-        if ( mImpl->currentContext != surfaceContext )
+        const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
+        if(!created)
         {
-          // Switch the correct context if rendering to a surface
-          mImpl->currentContext = surfaceContext;
-          surfaceFrameBuffer->MakeContextCurrent();
-
-          // Clear the current cached program when the context is switched
-          mImpl->programController.ClearCurrentProgram();
+          continue;
         }
       }
 
-      surfaceRect = Rect<int32_t>( 0, 0, static_cast<int32_t>( surfaceFrameBuffer->GetWidth() ), static_cast<int32_t>( surfaceFrameBuffer->GetHeight() ) );
-      backgroundColor = surfaceFrameBuffer->GetBackgroundColor();
-    }
-    else
-    {
-      // Switch to shared context for off-screen buffer
-      mImpl->currentContext = &mImpl->context;
+      auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
 
-      if ( mImpl->currentContext->IsSurfacelessContextSupported() )
+      // Set the clear color for first color attachment
+      if(instruction.mIsClearColorSet && !clearValues.empty())
       {
-        mImpl->glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+        clearValues[0].color = {
+          instruction.mClearColor.r,
+          instruction.mClearColor.g,
+          instruction.mClearColor.b,
+          instruction.mClearColor.a};
       }
-    }
-  }
-
-  DALI_ASSERT_DEBUG( mImpl->currentContext->IsGlContextCreated() );
 
-  // reset the program matrices for all programs once per frame
-  // this ensures we will set view and projection matrix once per program per camera
-  mImpl->programController.ResetProgramMatrices();
+      currentClearValues = clearValues;
 
-  if( instruction.mFrameBuffer )
-  {
-    instruction.mFrameBuffer->Bind( *mImpl->currentContext );
+      auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
 
-    if ( !instruction.mFrameBuffer->IsSurfaceBacked() )
-    {
-      // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
-      Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
-      mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId() );
+      // offscreen buffer
+      currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
+      currentRenderPass   = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
     }
-  }
-  else
-  {
-    mImpl->currentContext->BindFramebuffer( GL_FRAMEBUFFER, 0u );
-  }
-
-  if ( surfaceFrameBuffer )
-  {
-    mImpl->currentContext->Viewport( surfaceRect.x,
-                              surfaceRect.y,
-                              surfaceRect.width,
-                              surfaceRect.height );
-
-    mImpl->currentContext->ClearColor( backgroundColor.r,
-                                backgroundColor.g,
-                                backgroundColor.b,
-                                backgroundColor.a );
-  }
+    else // no framebuffer
+    {
+      // surface
+      auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
 
-  // Clear the entire color, depth and stencil buffers for the default framebuffer, if required.
-  // It is important to clear all 3 buffers when they are being used, for performance on deferred renderers
-  // e.g. previously when the depth & stencil buffers were NOT cleared, it caused the DDK to exceed a "vertex count limit",
-  // and then stall. That problem is only noticeable when rendering a large number of vertices per frame.
+      if(instruction.mIsClearColorSet)
+      {
+        clearValues[0].color = {
+          instruction.mClearColor.r,
+          instruction.mClearColor.g,
+          instruction.mClearColor.b,
+          instruction.mClearColor.a};
+      }
 
-  mImpl->currentContext->SetScissorTest( false );
+      currentClearValues = clearValues;
 
-  GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
+      // @todo SceneObject should already have the depth clear / stencil clear in the clearValues array.
+      // if the window has a depth/stencil buffer.
+      if((depthBufferAvailable == Integration::DepthBufferAvailable::TRUE ||
+          stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE) &&
+         (currentClearValues.size() <= 1))
+      {
+        currentClearValues.emplace_back();
+        currentClearValues.back().depthStencil.depth   = 0;
+        currentClearValues.back().depthStencil.stencil = 0;
+      }
 
-  mImpl->currentContext->ColorMask( true );
+      auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
 
-  if( depthBufferAvailable == Integration::DepthBufferAvailable::TRUE )
-  {
-    mImpl->currentContext->DepthMask( true );
-    clearMask |= GL_DEPTH_BUFFER_BIT;
-  }
+      currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
+      currentRenderPass   = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
+    }
 
-  if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE)
-  {
-    mImpl->currentContext->ClearStencil( 0 );
-    mImpl->currentContext->StencilMask( 0xFF ); // 8 bit stencil mask, all 1's
-    clearMask |= GL_STENCIL_BUFFER_BIT;
-  }
+    targetstoPresent.emplace_back(currentRenderTarget);
 
-  mImpl->currentContext->Clear( clearMask, Context::FORCE_CLEAR );
+    // reset the program matrices for all programs once per frame
+    // this ensures we will set view and projection matrix once per program per camera
+    mImpl->programController.ResetProgramMatrices();
 
-  if( !instruction.mIgnoreRenderToFbo && ( instruction.mFrameBuffer != 0 ) )
-  {
-    if ( instruction.mFrameBuffer->IsSurfaceBacked() ) // Surface rendering
+    if(instruction.mFrameBuffer)
     {
-      if ( instruction.mIsViewportSet )
-      {
-        // For glViewport the lower-left corner is (0,0)
-        // For glViewport the lower-left corner is (0,0)
-        const int32_t y = ( surfaceRect.height - instruction.mViewport.height ) - instruction.mViewport.y;
-        viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
-      }
-      else
+      // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
+      for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
       {
-        viewportRect = surfaceRect;
+        mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
       }
     }
-    else // Offscreen buffer rendering
+
+    if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
     {
-      if ( instruction.mIsViewportSet )
+      // Offscreen buffer rendering
+      if(instruction.mIsViewportSet)
       {
-        // For glViewport the lower-left corner is (0,0)
-        const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
-        viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
+        // For Viewport the lower-left corner is (0,0)
+        const int32_t y = (instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height) - instruction.mViewport.y;
+        viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
       }
       else
       {
-        viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+        viewportRect.Set(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
       }
+      surfaceOrientation = 0;
     }
-  }
-  else // No Offscreen frame buffer rendering
-  {
-    // Check whether a viewport is specified, otherwise the full surface size is used
-    if ( instruction.mFrameBuffer != 0 )
+    else // No Offscreen frame buffer rendering
     {
-      if ( instruction.mIsViewportSet )
+      // Check whether a viewport is specified, otherwise the full surface size is used
+      if(instruction.mIsViewportSet)
       {
-        // For glViewport the lower-left corner is (0,0)
-        const int32_t y = ( instruction.mFrameBuffer->GetHeight() - instruction.mViewport.height ) - instruction.mViewport.y;
-        viewportRect.Set( instruction.mViewport.x,  y, instruction.mViewport.width, instruction.mViewport.height );
+        // For Viewport the lower-left corner is (0,0)
+        const int32_t y = (surfaceRect.height - instruction.mViewport.height) - instruction.mViewport.y;
+        viewportRect.Set(instruction.mViewport.x, y, instruction.mViewport.width, instruction.mViewport.height);
       }
       else
       {
-        viewportRect.Set( 0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight() );
+        viewportRect = surfaceRect;
       }
     }
-    else
-    {
-      viewportRect = surfaceRect;
-    }
-  }
-
-  mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
-
-  if ( instruction.mIsClearColorSet )
-  {
-    mImpl->currentContext->ClearColor( clearColor.r,
-                                       clearColor.g,
-                                       clearColor.b,
-                                       clearColor.a );
-
-    // Clear the viewport area only
-    mImpl->currentContext->SetScissorTest( true );
-    mImpl->currentContext->Scissor( viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height );
-    mImpl->currentContext->ColorMask( true );
-    mImpl->currentContext->Clear( GL_COLOR_BUFFER_BIT , Context::CHECK_CACHED_VALUES );
-    mImpl->currentContext->SetScissorTest( false );
-  }
 
-  // Clear the list of bound textures
-  mImpl->boundTextures.Clear();
-
-  mImpl->renderAlgorithms.ProcessRenderInstruction(
-      instruction,
-      *mImpl->currentContext,
-      mImpl->renderBufferIndex,
-      depthBufferAvailable,
-      stencilBufferAvailable,
-      mImpl->boundTextures );
+    // Set surface orientation
+    // @todo Inform graphics impl by another route.
+    // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
 
-  // Synchronise the FBO/Texture access when there are multiple contexts
-  if ( mImpl->currentContext->IsSurfacelessContextSupported() )
-  {
-    // Check whether any binded texture is in the dependency list
-    bool textureFound = false;
+    /*** Clear region of framebuffer or surface before drawing ***/
+    bool clearFullFrameRect = (surfaceRect == viewportRect);
+    if(instruction.mFrameBuffer != nullptr)
+    {
+      Viewport frameRect(0, 0, instruction.mFrameBuffer->GetWidth(), instruction.mFrameBuffer->GetHeight());
+      clearFullFrameRect = (frameRect == viewportRect);
+    }
 
-    if ( mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u )
+    if(!clippingRect.IsEmpty())
     {
-      for ( auto textureId : mImpl->textureDependencyList )
+      if(!clippingRect.Intersect(viewportRect))
       {
-
-        textureFound = std::find_if( mImpl->boundTextures.Begin(), mImpl->boundTextures.End(),
-                                     [textureId]( GLuint id )
-                                     {
-                                       return textureId == id;
-                                     } ) != mImpl->boundTextures.End();
+        DALI_LOG_ERROR("Invalid clipping rect %d %d %d %d\n", clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
+        clippingRect = Rect<int>();
       }
+      clearFullFrameRect = false;
     }
 
-    if ( textureFound )
+    Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
+    if(instruction.mIsClearColorSet)
     {
-
-      if ( !instruction.mFrameBuffer || !instruction.mFrameBuffer->IsSurfaceBacked() )
+      if(!clearFullFrameRect)
       {
-        // For off-screen buffer
-
-        // Wait until all rendering calls for the currently context are executed
-        mImpl->glContextHelperAbstraction.WaitClient();
-
-        // Clear the dependency list
-        mImpl->textureDependencyList.Clear();
+        if(!clippingRect.IsEmpty())
+        {
+          scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
+        }
       }
-      else
-      {
-        // For surface-backed frame buffer
+    }
 
-        // Worker thread lambda function
-        auto& glContextHelperAbstraction = mImpl->glContextHelperAbstraction;
-        auto workerFunction = [&glContextHelperAbstraction]( int workerThread )
-        {
-          // Switch to the shared context in the worker thread
-          glContextHelperAbstraction.MakeSurfacelessContextCurrent();
+    // Scissor's value should be set based on the default system coordinates.
+    // When the surface is rotated, the input values already were set with the rotated angle.
+    // So, re-calculation is needed.
+    scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, viewportRect);
 
-          // Wait until all rendering calls for the shared context are executed
-          glContextHelperAbstraction.WaitClient();
+    // Begin render pass
+    mainCommandBuffer->BeginRenderPass(
+      currentRenderPass,
+      currentRenderTarget,
+      scissorArea,
+      currentClearValues);
 
-          // Must clear the context in the worker thread
-          // Otherwise the shared context cannot be switched to from the render thread
-          glContextHelperAbstraction.MakeContextNull();
-        };
+    mainCommandBuffer->SetViewport({float(viewportRect.x),
+                                    float(viewportRect.y),
+                                    float(viewportRect.width),
+                                    float(viewportRect.height)});
 
-        auto future = mImpl->threadPool->SubmitTask( 0u, workerFunction );
-        if ( future )
-        {
-          mImpl->threadPool->Wait();
+    // Clear the list of bound textures
+    mImpl->boundTextures.Clear();
 
-          // Clear the dependency list
-          mImpl->textureDependencyList.Clear();
-        }
-      }
+    mImpl->renderAlgorithms.ProcessRenderInstruction(
+      instruction,
+      mImpl->renderBufferIndex,
+      depthBufferAvailable,
+      stencilBufferAvailable,
+      mImpl->boundTextures,
+      viewportRect,
+      clippingRect,
+      surfaceOrientation);
+
+    Graphics::SyncObject* syncObject{nullptr};
+    // If the render instruction has an associated render tracker (owned separately)
+    // and framebuffer, create a one shot sync object, and use it to determine when
+    // the render pass has finished executing on GPU.
+    if(instruction.mRenderTracker && instruction.mFrameBuffer)
+    {
+      syncObject                 = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
+      instruction.mRenderTracker = nullptr;
     }
+    mainCommandBuffer->EndRenderPass(syncObject);
   }
+  mImpl->renderAlgorithms.SubmitCommandBuffer();
+
+  std::sort(targetstoPresent.begin(), targetstoPresent.end());
 
-  if( instruction.mRenderTracker && ( instruction.mFrameBuffer != 0 ) )
+  Graphics::RenderTarget* rt = nullptr;
+  for(auto& target : targetstoPresent)
   {
-    // This will create a sync object every frame this render tracker
-    // is alive (though it should be now be created only for
-    // render-once render tasks)
-    instruction.mRenderTracker->CreateSyncObject( mImpl->glSyncAbstraction );
-    instruction.mRenderTracker = NULL; // Only create once.
+    if(target != rt)
+    {
+      mImpl->graphicsController.PresentRenderTarget(target);
+      rt = target;
+    }
   }
+}
 
-  if ( surfaceFrameBuffer )
+void RenderManager::PostRender(bool uploadOnly)
+{
+  // Notify RenderGeometries that rendering has finished
+  for(auto&& iter : mImpl->geometryContainer)
   {
-    surfaceFrameBuffer->PostRender();
+    iter->OnRenderFinished();
   }
-  else
+
+  mImpl->UpdateTrackers();
+
+  uint32_t count = 0u;
+  for(auto& scene : mImpl->sceneContainer)
   {
-    mImpl->currentContext->Flush();
+    count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
   }
+
+  const bool haveInstructions = count > 0u;
+
+  // If this frame was rendered due to instructions existing, we mark this so we know to clear the next frame.
+  mImpl->lastFrameWasRendered = haveInstructions;
+
+  /**
+   * The rendering has finished; swap to the next buffer.
+   * Ideally the update has just finished using this buffer; otherwise the render thread
+   * should block until the update has finished.
+   */
+  mImpl->renderBufferIndex = (0 != mImpl->renderBufferIndex) ? 0 : 1;
+
+  DALI_PRINT_RENDER_END();
 }
 
 } // namespace SceneGraph