Migrated Render::Texture to use memory pool
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index 8c60e9b..715c3e0 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 // INTERNAL INCLUDES
 #include <dali/devel-api/threading/thread-pool.h>
 #include <dali/integration-api/core.h>
-#include <dali/integration-api/gl-context-helper-abstraction.h>
 
 #include <dali/internal/event/common/scene-impl.h>
 
 #include <dali/internal/update/common/scene-graph-scene.h>
+#include <dali/internal/update/nodes/scene-graph-layer.h>
 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
 
+#include <dali/internal/common/owner-key-container.h>
+
 #include <dali/internal/render/common/render-algorithms.h>
 #include <dali/internal/render/common/render-debug.h>
 #include <dali/internal/render/common/render-instruction.h>
 #include <dali/internal/render/common/render-tracker.h>
 #include <dali/internal/render/queue/render-queue.h>
+#include <dali/internal/render/renderers/pipeline-cache.h>
 #include <dali/internal/render/renderers/render-frame-buffer.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 <memory>
+
 namespace Dali
 {
 namespace Internal
@@ -55,6 +61,44 @@ Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_REN
 } // 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
  */
@@ -64,18 +108,8 @@ struct RenderManager::Impl
        Integration::DepthBufferAvailable   depthBufferAvailableParam,
        Integration::StencilBufferAvailable stencilBufferAvailableParam,
        Integration::PartialUpdateAvailable partialUpdateAvailableParam)
-  : context(graphicsController.GetGlAbstraction(), &sceneContextContainer),
-    currentContext(&context),
-    graphicsController(graphicsController),
-    renderQueue(),
-    renderAlgorithms(),
-    frameCount(0u),
-    renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
-    rendererContainer(),
-    samplerContainer(),
-    textureContainer(),
-    frameBufferContainer(),
-    lastFrameWasRendered(false),
+  : graphicsController(graphicsController),
+    renderAlgorithms(graphicsController),
     programController(graphicsController),
     shaderCache(graphicsController),
     depthBufferAvailable(depthBufferAvailableParam),
@@ -83,10 +117,11 @@ struct RenderManager::Impl
     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 = std::make_unique<Dali::ThreadPool>();
     threadPool->Initialize(1u);
 
-    uniformBufferManager.reset(new Render::UniformBufferManager(&graphicsController));
+    uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
+    pipelineCache        = std::make_unique<Render::PipelineCache>(graphicsController);
   }
 
   ~Impl()
@@ -96,7 +131,7 @@ struct RenderManager::Impl
 
   void AddRenderTracker(Render::RenderTracker* renderTracker)
   {
-    DALI_ASSERT_DEBUG(renderTracker != NULL);
+    DALI_ASSERT_DEBUG(renderTracker != nullptr);
     mRenderTrackers.PushBack(renderTracker);
   }
 
@@ -105,33 +140,6 @@ struct RenderManager::Impl
     mRenderTrackers.EraseObject(renderTracker);
   }
 
-  Context* CreateSceneContext()
-  {
-    Context* context = new Context(graphicsController.GetGlAbstraction());
-    sceneContextContainer.PushBack(context);
-    return context;
-  }
-
-  void DestroySceneContext(Context* sceneContext)
-  {
-    auto iter = std::find(sceneContextContainer.Begin(), sceneContextContainer.End(), sceneContext);
-    if(iter != sceneContextContainer.End())
-    {
-      (*iter)->GlContextDestroyed();
-      sceneContextContainer.Erase(iter);
-    }
-  }
-
-  Context* ReplaceSceneContext(Context* oldSceneContext)
-  {
-    Context* newContext = new Context(graphicsController.GetGlAbstraction());
-
-    oldSceneContext->GlContextDestroyed();
-
-    std::replace(sceneContextContainer.begin(), sceneContextContainer.end(), oldSceneContext, newContext);
-    return newContext;
-  }
-
   void UpdateTrackers()
   {
     for(auto&& iter : mRenderTrackers)
@@ -141,35 +149,24 @@ struct RenderManager::Impl
   }
 
   // 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*> sceneContextContainer; ///< List of owned contexts holding the GL state per scene
-  Graphics::Controller&    graphicsController;
-  RenderQueue              renderQueue; ///< A message queue for receiving messages from the update-thread.
-
-  std::vector<SceneGraph::Scene*> sceneContainer; ///< List of pointers to the scene graph objects of the scenes
-
-  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
-
-  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
-
-  bool lastFrameWasRendered; ///< Keeps track of the last frame being rendered due to having render instructions
-
-  OwnerContainer<Render::RenderTracker*> mRenderTrackers; ///< List of render trackers
-
-  ProgramController   programController; ///< Owner of the GL programs
+  Graphics::Controller&           graphicsController;
+  RenderQueue                     renderQueue;      ///< A message queue for receiving messages from the update-thread.
+  std::vector<SceneGraph::Scene*> sceneContainer;   ///< List of pointers to the scene graph objects of the scenes
+  Render::RenderAlgorithms        renderAlgorithms; ///< The RenderAlgorithms object is used to action the renders required by a RenderInstruction
+
+  OwnerContainer<Render::Renderer*>      rendererContainer;     ///< List of owned renderers
+  OwnerContainer<Render::Sampler*>       samplerContainer;      ///< List of owned samplers
+  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::RenderTracker*> mRenderTrackers;       ///< List of render trackers
+  OwnerKeyContainer<Render::Texture>     textureContainer;      ///< List of owned textures
+
+  ProgramController   programController; ///< Owner of the programs
   Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
 
   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
@@ -177,7 +174,13 @@ struct RenderManager::Impl
 
   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 binded textures
+  Vector<Graphics::Texture*>        textureDependencyList; ///< The dependency list of bound textures
+
+  uint32_t    frameCount{0u};                                                    ///< The current frame count
+  BufferIndex renderBufferIndex{SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX}; ///< The index of the buffer to read from; this is opposite of the "update" buffer
+
+  bool lastFrameWasRendered{false}; ///< Keeps track of the last frame being rendered due to having render instructions
+  bool commandBufferSubmitted{false};
 };
 
 RenderManager* RenderManager::New(Graphics::Controller&               graphicsController,
@@ -185,8 +188,8 @@ RenderManager* RenderManager::New(Graphics::Controller&               graphicsCo
                                   Integration::StencilBufferAvailable stencilBufferAvailable,
                                   Integration::PartialUpdateAvailable partialUpdateAvailable)
 {
-  RenderManager* manager = new RenderManager;
-  manager->mImpl         = new Impl(graphicsController,
+  auto* manager  = new RenderManager;
+  manager->mImpl = new Impl(graphicsController,
                             depthBufferAvailable,
                             stencilBufferAvailable,
                             partialUpdateAvailable);
@@ -208,54 +211,14 @@ RenderQueue& RenderManager::GetRenderQueue()
   return mImpl->renderQueue;
 }
 
-void RenderManager::ContextCreated()
-{
-  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->Destroy();
-  }
-
-  //Inform framebuffers
-  for(auto&& framebuffer : mImpl->frameBufferContainer)
-  {
-    framebuffer->GlContextDestroyed();
-  }
-
-  // inform renderers
-  for(auto&& renderer : mImpl->rendererContainer)
-  {
-    renderer->GlContextDestroyed();
-  }
-
-  // inform context
-  for(auto&& context : mImpl->sceneContextContainer)
-  {
-    context->GlContextDestroyed();
-  }
-}
-
 void RenderManager::SetShaderSaver(ShaderSaver& upstream)
 {
-  mImpl->programController.SetShaderSaver(upstream);
 }
 
 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
 {
   // Initialize the renderer as we are now in render thread
-  renderer->Initialize(mImpl->context, mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()));
+  renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
 
   mImpl->rendererContainer.PushBack(renderer.Release());
 }
@@ -276,36 +239,38 @@ void RenderManager::RemoveSampler(Render::Sampler* sampler)
   mImpl->samplerContainer.EraseObject(sampler);
 }
 
-void RenderManager::AddTexture(OwnerPointer<Render::Texture>& texture)
+void RenderManager::AddTexture(const Render::TextureKey& textureKey)
 {
-  texture->Initialize(mImpl->graphicsController);
-  mImpl->textureContainer.PushBack(texture.Release());
+  DALI_ASSERT_DEBUG(textureKey && "Trying to add empty texture key");
+
+  textureKey->Initialize(mImpl->graphicsController);
+  mImpl->textureContainer.PushBack(textureKey);
 }
 
-void RenderManager::RemoveTexture(Render::Texture* texture)
+void RenderManager::RemoveTexture(const Render::TextureKey& textureKey)
 {
-  DALI_ASSERT_DEBUG(NULL != texture);
+  DALI_ASSERT_DEBUG(textureKey && "Trying to remove empty texture key");
 
-  // Find the texture, use reference to pointer so we can do the erase safely
-  for(auto&& iter : mImpl->textureContainer)
+  // Find the texture, use std::find so we can do the erase safely
+  auto iter = std::find(mImpl->textureContainer.begin(), mImpl->textureContainer.end(), textureKey);
+
+  if(iter != mImpl->textureContainer.end())
   {
-    if(iter == texture)
-    {
-      texture->Destroy();
-      mImpl->textureContainer.Erase(&iter); // Texture found; now destroy it
-      return;
-    }
+    textureKey->Destroy();
+    mImpl->textureContainer.Erase(iter); // Texture found; now destroy it
   }
 }
 
-void RenderManager::UploadTexture(Render::Texture* texture, PixelDataPtr pixelData, const Texture::UploadParams& params)
+void RenderManager::UploadTexture(const Render::TextureKey& textureKey, PixelDataPtr pixelData, const Texture::UploadParams& params)
 {
-  texture->Upload(pixelData, params);
+  DALI_ASSERT_DEBUG(textureKey && "Trying to upload to empty texture key");
+  textureKey->Upload(pixelData, params);
 }
 
-void RenderManager::GenerateMipmaps(Render::Texture* texture)
+void RenderManager::GenerateMipmaps(const Render::TextureKey& textureKey)
 {
-  texture->GenerateMipmaps();
+  DALI_ASSERT_DEBUG(textureKey && "Trying to generate mipmaps on empty texture key");
+  textureKey->GenerateMipmaps();
 }
 
 void RenderManager::SetFilterMode(Render::Sampler* sampler, uint32_t minFilterMode, uint32_t magFilterMode)
@@ -325,36 +290,31 @@ void RenderManager::AddFrameBuffer(OwnerPointer<Render::FrameBuffer>& frameBuffe
 {
   Render::FrameBuffer* frameBufferPtr = frameBuffer.Release();
   mImpl->frameBufferContainer.PushBack(frameBufferPtr);
-  frameBufferPtr->Initialize(mImpl->context);
+  frameBufferPtr->Initialize(mImpl->graphicsController);
 }
 
 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)
-  {
-    if(iter == frameBuffer)
-    {
-      frameBuffer->Destroy(mImpl->context);
-      mImpl->frameBufferContainer.Erase(&iter); // frameBuffer found; now destroy it
+  // Find the framebuffer, use std:find so we can safely do the erase
+  auto iter = std::find(mImpl->frameBufferContainer.begin(), mImpl->frameBufferContainer.end(), frameBuffer);
 
-      break;
-    }
+  if(iter != mImpl->frameBufferContainer.end())
+  {
+    frameBuffer->Destroy();
+    mImpl->frameBufferContainer.Erase(iter); // frameBuffer found; now destroy it
   }
 }
 
 void RenderManager::InitializeScene(SceneGraph::Scene* scene)
 {
-  scene->Initialize(*mImpl->CreateSceneContext());
+  scene->Initialize(mImpl->graphicsController, mImpl->depthBufferAvailable, mImpl->stencilBufferAvailable);
   mImpl->sceneContainer.push_back(scene);
 }
 
 void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
 {
-  mImpl->DestroySceneContext(scene->GetContext());
-
   auto iter = std::find(mImpl->sceneContainer.begin(), mImpl->sceneContainer.end(), scene);
   if(iter != mImpl->sceneContainer.end())
   {
@@ -364,23 +324,27 @@ void RenderManager::UninitializeScene(SceneGraph::Scene* scene)
 
 void RenderManager::SurfaceReplaced(SceneGraph::Scene* scene)
 {
-  Context* newContext = mImpl->ReplaceSceneContext(scene->GetContext());
-  scene->Initialize(*newContext);
+  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(mImpl->context, texture, mipmapLevel, layer);
+  frameBuffer->AttachColorTexture(texture, mipmapLevel, layer);
 }
 
 void RenderManager::AttachDepthTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
 {
-  frameBuffer->AttachDepthTexture(mImpl->context, texture, mipmapLevel);
+  frameBuffer->AttachDepthTexture(texture, mipmapLevel);
 }
 
 void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel)
 {
-  frameBuffer->AttachDepthStencilTexture(mImpl->context, texture, mipmapLevel);
+  frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
+}
+
+void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
+{
+  frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
 }
 
 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
@@ -415,12 +379,17 @@ void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
 
 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
 {
-  mImpl->geometryContainer.EraseObject(geometry);
+  auto iter = std::find(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), geometry);
+
+  if(iter != mImpl->geometryContainer.end())
+  {
+    mImpl->geometryContainer.Erase(iter);
+  }
 }
 
 void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::VertexBuffer* vertexBuffer)
 {
-  DALI_ASSERT_DEBUG(NULL != geometry);
+  DALI_ASSERT_DEBUG(nullptr != geometry);
 
   // Find the geometry
   for(auto&& iter : mImpl->geometryContainer)
@@ -435,7 +404,7 @@ void RenderManager::AttachVertexBuffer(Render::Geometry* geometry, Render::Verte
 
 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)
@@ -463,17 +432,12 @@ void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
   mImpl->RemoveRenderTracker(renderTracker);
 }
 
-ProgramCache* RenderManager::GetProgramCache()
-{
-  return &(mImpl->programController);
-}
-
-void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
+void RenderManager::PreRender(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;
@@ -482,9 +446,9 @@ void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear
   mImpl->renderQueue.ProcessMessages(mImpl->renderBufferIndex);
 
   uint32_t count = 0u;
-  for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
+  for(auto& i : mImpl->sceneContainer)
   {
-    count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
+    count += i->GetRenderInstructions().Count(mImpl->renderBufferIndex);
   }
 
   const bool haveInstructions = count > 0u;
@@ -496,60 +460,14 @@ void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear
   {
     DALI_LOG_INFO(gLogFilter, Debug::General, "Render: Processing\n");
 
-    // Switch to the shared context
-    if(mImpl->currentContext != &mImpl->context)
-    {
-      mImpl->currentContext = &mImpl->context;
-
-      if(mImpl->currentContext->IsSurfacelessContextSupported())
-      {
-        mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
-      }
-
-      // Clear the current cached program when the context is switched
-      mImpl->programController.ClearCurrentProgram();
-    }
-
     // Upload the geometries
-    for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
+    for(auto&& geom : mImpl->geometryContainer)
     {
-      RenderInstructionContainer& instructions = mImpl->sceneContainer[i]->GetRenderInstructions();
-      for(uint32_t j = 0; j < instructions.Count(mImpl->renderBufferIndex); ++j)
-      {
-        RenderInstruction& instruction = instructions.At(mImpl->renderBufferIndex, j);
-
-        const Matrix* viewMatrix       = instruction.GetViewMatrix(mImpl->renderBufferIndex);
-        const Matrix* projectionMatrix = instruction.GetProjectionMatrix(mImpl->renderBufferIndex);
-
-        DALI_ASSERT_DEBUG(viewMatrix);
-        DALI_ASSERT_DEBUG(projectionMatrix);
-
-        if(viewMatrix && projectionMatrix)
-        {
-          const RenderListContainer::SizeType renderListCount = instruction.RenderListCount();
-
-          // Iterate through each render list.
-          for(RenderListContainer::SizeType index = 0; index < renderListCount; ++index)
-          {
-            const RenderList* renderList = instruction.GetRenderList(index);
-
-            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();
-                }
-              }
-            }
-          }
-        }
-      }
+      geom->Upload(mImpl->graphicsController);
     }
   }
+
+  mImpl->commandBufferSubmitted = false;
 }
 
 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
@@ -571,8 +489,9 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
   class DamagedRectsCleaner
   {
   public:
-    DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
+    explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
     : mDamagedRects(damagedRects),
+      mSurfaceRect(surfaceRect),
       mCleanOnReturn(true)
     {
     }
@@ -587,65 +506,67 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
       if(mCleanOnReturn)
       {
         mDamagedRects.clear();
+        mDamagedRects.push_back(mSurfaceRect);
       }
     }
 
   private:
     std::vector<Rect<int>>& mDamagedRects;
+    Rect<int>               mSurfaceRect;
     bool                    mCleanOnReturn;
   };
 
   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
 
   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
-  DamagedRectsCleaner damagedRectCleaner(damagedRects);
+  DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
+  bool                cleanDamagedRect = false;
 
   // 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();
+  std::vector<DirtyRect>& itemsDirtyRects = sceneObject->GetItemsDirtyRects();
   for(DirtyRect& dirtyRect : itemsDirtyRects)
   {
     dirtyRect.visited = false;
   }
 
-  uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
-  for(uint32_t i = 0; i < count; ++i)
+  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(instruction.mFrameBuffer)
     {
-      return; // TODO: reset, we don't deal with render tasks with framebuffers (for now)
+      cleanDamagedRect = true;
+      continue; // 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)
+    if(camera && 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;
+      camera->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))
       {
-        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;
-        }
+        cleanDamagedRect = true;
+        continue;
       }
     }
     else
     {
-      return;
+      cleanDamagedRect = true;
+      continue;
     }
 
     Rect<int32_t> viewportRect;
@@ -655,7 +576,8 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
       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
+        cleanDamagedRect = true;
+        continue; // just skip funny use cases for now, empty viewport means it is set somewhere else
       }
     }
     else
@@ -671,85 +593,97 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
       for(RenderListContainer::SizeType index = 0u; index < count; ++index)
       {
         const RenderList* renderList = instruction.GetRenderList(index);
-        if(renderList && !renderList->IsEmpty())
+        if(renderList)
         {
-          const std::size_t count = renderList->Count();
-          for(uint32_t index = 0u; index < count; ++index)
+          if(!renderList->IsEmpty())
           {
-            RenderItem& item = renderList->GetItem(index);
-            // If the item does 3D transformation, do early exit and clean the damaged rect array
-            if(item.mUpdateSize == Vector3::ZERO)
+            const std::size_t listCount = renderList->Count();
+            for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
             {
-              return;
-            }
+              RenderItem& item = renderList->GetItem(listIndex);
+              // If the item does 3D transformation, make full update
+              if(item.mUpdateArea == Vector4::ZERO)
+              {
+                cleanDamagedRect = true;
 
-            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);
+                // Save the full rect in the damaged list. We need it when this item is removed
+                DirtyRect dirtyRect(item.mNode, item.mRenderer, surfaceRect);
+                auto      dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+                if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
+                {
+                  // Replace the rect
+                  dirtyRectPos->visited = true;
+                  dirtyRectPos->rect    = dirtyRect.rect;
+                }
+                else
+                {
+                  // Else, just insert the new dirtyrect in the correct position
+                  itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+                }
+                continue;
+              }
 
-              rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
-              if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
+              Rect<int> rect;
+              DirtyRect dirtyRect(item.mNode, item.mRenderer, 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)))))
               {
-                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);
+                item.mIsUpdated = false;
+
+                Vector4 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(mImpl->renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
 
-                int c = 1;
-                while(++dirtyRectPos != itemsDirtyRects.end())
+                rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, Vector3(updateArea.x, updateArea.y, 0.0f), Vector3(updateArea.z, updateArea.w, 0.0f), viewportRect.width, viewportRect.height);
+                if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
                 {
-                  if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+                  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.
+                  dirtyRect.rect    = rect;
+                  auto dirtyRectPos = std::lower_bound(itemsDirtyRects.begin(), itemsDirtyRects.end(), dirtyRect);
+
+                  if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
                   {
-                    break;
-                  }
-
-                  dirtyRectPos->visited = true;
-                  Rect<int>& dirtRect   = dirtyRectPos->rect;
-                  rect.Merge(dirtRect);
+                    // Same item, merge it with the previous rect
+                    rect.Merge(dirtyRectPos->rect);
 
-                  c++;
-                  if(c > 3) // no more then 3 previous rects
+                    // Replace the rect
+                    dirtyRectPos->visited = true;
+                    dirtyRectPos->rect    = dirtyRect.rect;
+                  }
+                  else
                   {
-                    itemsDirtyRects.erase(dirtyRectPos);
-                    break;
+                    // Else, just insert the new dirtyrect in the correct position
+                    itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
                   }
-                }
 
-                damagedRects.push_back(rect);
+                  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())
+              else
               {
-                if(dirtyRectPos->node != item.mNode || dirtyRectPos->renderer != item.mRenderer)
+                // 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);
+                if(dirtyRectPos != itemsDirtyRects.end() && dirtyRectPos->node == item.mNode && dirtyRectPos->renderer == item.mRenderer)
                 {
-                  break;
+                  dirtyRectPos->visited = true;
+                }
+                else
+                {
+                  // The item is not in the list for some reason. Add it!
+                  dirtyRect.rect = surfaceRect;
+                  itemsDirtyRects.insert(dirtyRectPos, dirtyRect);
+                  cleanDamagedRect = true; // And make full update at this frame
                 }
-
-                dirtyRectPos->visited = true;
-                dirtyRectPos++;
               }
             }
           }
@@ -776,22 +710,53 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
   }
 
   itemsDirtyRects.resize(j - itemsDirtyRects.begin());
-  damagedRectCleaner.SetCleanOnReturn(false);
+
+  if(!cleanDamagedRect)
+  {
+    damagedRectCleaner.SetCleanOnReturn(false);
+  }
 }
 
 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
 {
-  Rect<int> clippingRect;
+  SceneGraph::Scene* sceneObject  = GetImplementation(scene).GetSceneObject();
+  Rect<int>          clippingRect = sceneObject->GetSurfaceRect();
+
   RenderScene(status, scene, renderToFbo, clippingRect);
 }
 
 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
 {
+  if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
+  {
+    // ClippingRect is empty. Skip rendering
+    return;
+  }
+
+  // Reset main algorithms command buffer
+  mImpl->renderAlgorithms.ResetCommandBuffer();
+
+  auto mainCommandBuffer = mImpl->renderAlgorithms.GetMainCommandBuffer();
+
   Internal::Scene&   sceneInternal = GetImplementation(scene);
   SceneGraph::Scene* sceneObject   = sceneInternal.GetSceneObject();
 
   uint32_t count = sceneObject->GetRenderInstructions().Count(mImpl->renderBufferIndex);
 
+  std::vector<Graphics::RenderTarget*> targetstoPresent;
+
+  Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
+  if(clippingRect == surfaceRect)
+  {
+    // Full rendering case
+    // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
+    // To reduce side effects, keep this logic now.
+    clippingRect = Rect<int>();
+  }
+
+  // Prepare to lock and map standalone uniform buffer.
+  mImpl->uniformBufferManager->ReadyToLockUniformBuffer(mImpl->renderBufferIndex);
+
   for(uint32_t i = 0; i < count; ++i)
   {
     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
@@ -805,57 +770,89 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
     status.SetNeedsPostRender(true);
 
     Rect<int32_t> viewportRect;
-    Vector4       clearColor;
 
-    if(instruction.mIsClearColorSet)
+    int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
+    if(surfaceOrientation >= 360)
     {
-      clearColor = instruction.mClearColor;
+      surfaceOrientation -= 360;
     }
-    else
-    {
-      clearColor = Dali::RenderTask::DEFAULT_CLEAR_COLOR;
-    }
-
-    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)
     {
-      // offscreen buffer
-      if(mImpl->currentContext != &mImpl->context)
+      // 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())
       {
-        // Switch to shared context for off-screen buffer
-        mImpl->currentContext = &mImpl->context;
-
-        if(mImpl->currentContext->IsSurfacelessContextSupported())
+        const bool created = instruction.mFrameBuffer->CreateGraphicsObjects();
+        if(!created)
         {
-          mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
+          continue;
         }
+      }
 
-        // Clear the current cached program when the context is switched
-        mImpl->programController.ClearCurrentProgram();
+      auto& clearValues = instruction.mFrameBuffer->GetGraphicsRenderPassClearValues();
+
+      // Set the clear color for first color attachment
+      if(instruction.mIsClearColorSet && !clearValues.empty())
+      {
+        clearValues[0].color = {
+          instruction.mClearColor.r,
+          instruction.mClearColor.g,
+          instruction.mClearColor.b,
+          instruction.mClearColor.a};
       }
+
+      currentClearValues = clearValues;
+
+      auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
+
+      // offscreen buffer
+      currentRenderTarget = instruction.mFrameBuffer->GetGraphicsRenderTarget();
+      currentRenderPass   = instruction.mFrameBuffer->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
     }
-    else
+    else // no framebuffer
     {
-      if(mImpl->currentContext->IsSurfacelessContextSupported())
+      // surface
+      auto& clearValues = sceneObject->GetGraphicsRenderPassClearValues();
+
+      if(instruction.mIsClearColorSet)
       {
-        if(mImpl->currentContext != sceneObject->GetContext())
-        {
-          // Switch the correct context if rendering to a surface
-          mImpl->currentContext = sceneObject->GetContext();
+        clearValues[0].color = {
+          instruction.mClearColor.r,
+          instruction.mClearColor.g,
+          instruction.mClearColor.b,
+          instruction.mClearColor.a};
+      }
 
-          // Clear the current cached program when the context is switched
-          mImpl->programController.ClearCurrentProgram();
-        }
+      currentClearValues = clearValues;
+
+      // @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;
       }
+
+      auto loadOp = instruction.mIsClearColorSet ? Graphics::AttachmentLoadOp::CLEAR : Graphics::AttachmentLoadOp::LOAD;
+
+      currentRenderTarget = sceneObject->GetSurfaceRenderTarget();
+      currentRenderPass   = sceneObject->GetGraphicsRenderPass(loadOp, Graphics::AttachmentStoreOp::STORE);
     }
 
-    // Make sure that GL context must be created
-    mImpl->currentContext->GlContextCreated();
+    targetstoPresent.emplace_back(currentRenderTarget);
 
     // reset the program matrices for all programs once per frame
     // this ensures we will set view and projection matrix once per program per camera
@@ -863,54 +860,19 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
     if(instruction.mFrameBuffer)
     {
-      instruction.mFrameBuffer->Bind(*mImpl->currentContext);
-
       // 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)
       {
         mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
       }
     }
-    else
-    {
-      mImpl->currentContext->BindFramebuffer(GL_FRAMEBUFFER, 0u);
-    }
-
-    if(!instruction.mFrameBuffer)
-    {
-      mImpl->currentContext->Viewport(surfaceRect.x,
-                                      surfaceRect.y,
-                                      surfaceRect.width,
-                                      surfaceRect.height);
-    }
-
-    // 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.
-    GLbitfield clearMask = GL_COLOR_BUFFER_BIT;
-
-    mImpl->currentContext->ColorMask(true);
-
-    if(depthBufferAvailable == Integration::DepthBufferAvailable::TRUE)
-    {
-      mImpl->currentContext->DepthMask(true);
-      clearMask |= GL_DEPTH_BUFFER_BIT;
-    }
-
-    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;
-    }
 
     if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
     {
       // Offscreen buffer rendering
       if(instruction.mIsViewportSet)
       {
-        // For glViewport the lower-left corner is (0,0)
+        // 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);
       }
@@ -925,7 +887,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
       // 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)
+        // 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);
       }
@@ -936,18 +898,16 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
     }
 
     // Set surface orientation
-    mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
+    // @todo Inform graphics impl by another route.
+    // was: mImpl->currentContext->SetSurfaceOrientation(surfaceOrientation);
 
-    bool clearFullFrameRect = true;
+    /*** 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);
     }
-    else
-    {
-      clearFullFrameRect = (surfaceRect == viewportRect);
-    }
 
     if(!clippingRect.IsEmpty())
     {
@@ -959,150 +919,111 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
       clearFullFrameRect = false;
     }
 
-    mImpl->currentContext->Viewport(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
-
+    Graphics::Rect2D scissorArea{viewportRect.x, viewportRect.y, uint32_t(viewportRect.width), uint32_t(viewportRect.height)};
     if(instruction.mIsClearColorSet)
     {
-      mImpl->currentContext->ClearColor(clearColor.r,
-                                        clearColor.g,
-                                        clearColor.b,
-                                        clearColor.a);
       if(!clearFullFrameRect)
       {
         if(!clippingRect.IsEmpty())
         {
-          mImpl->currentContext->SetScissorTest(true);
-          mImpl->currentContext->Scissor(clippingRect.x, clippingRect.y, clippingRect.width, clippingRect.height);
-          mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
-          mImpl->currentContext->SetScissorTest(false);
-        }
-        else
-        {
-          mImpl->currentContext->SetScissorTest(true);
-          mImpl->currentContext->Scissor(viewportRect.x, viewportRect.y, viewportRect.width, viewportRect.height);
-          mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
-          mImpl->currentContext->SetScissorTest(false);
+          scissorArea = {clippingRect.x, clippingRect.y, uint32_t(clippingRect.width), uint32_t(clippingRect.height)};
         }
       }
-      else
-      {
-        mImpl->currentContext->SetScissorTest(false);
-        mImpl->currentContext->Clear(clearMask, Context::FORCE_CLEAR);
-      }
     }
 
+    // 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, surfaceRect);
+
+    // Begin render pass
+    mainCommandBuffer->BeginRenderPass(
+      currentRenderPass,
+      currentRenderTarget,
+      scissorArea,
+      currentClearValues);
+
+    mainCommandBuffer->SetViewport({float(viewportRect.x),
+                                    float(viewportRect.y),
+                                    float(viewportRect.width),
+                                    float(viewportRect.height)});
+
     // Clear the list of bound textures
     mImpl->boundTextures.Clear();
 
     mImpl->renderAlgorithms.ProcessRenderInstruction(
       instruction,
-      *mImpl->currentContext,
       mImpl->renderBufferIndex,
       depthBufferAvailable,
       stencilBufferAvailable,
       mImpl->boundTextures,
-      clippingRect);
-
-    // Synchronise the FBO/Texture access when there are multiple contexts
-    if(mImpl->currentContext->IsSurfacelessContextSupported())
+      viewportRect,
+      clippingRect,
+      surfaceOrientation,
+      Uint16Pair(surfaceRect.width, surfaceRect.height));
+
+    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)
     {
-      // Check whether any bound texture is in the dependency list
-      bool textureFound = false;
-
-      if(mImpl->boundTextures.Count() > 0u && mImpl->textureDependencyList.Count() > 0u)
-      {
-        for(auto texture : mImpl->textureDependencyList)
-        {
-          textureFound = std::find_if(mImpl->boundTextures.Begin(), mImpl->boundTextures.End(), [texture](Graphics::Texture* graphicsTexture) {
-                           return texture == graphicsTexture;
-                         }) != mImpl->boundTextures.End();
-        }
-      }
-
-      if(textureFound)
-      {
-        if(instruction.mFrameBuffer)
-        {
-          // For off-screen buffer
-
-          // Wait until all rendering calls for the currently context are executed
-          mImpl->graphicsController.GetGlContextHelperAbstraction().WaitClient();
+      syncObject                 = instruction.mRenderTracker->CreateSyncObject(mImpl->graphicsController);
+      instruction.mRenderTracker = nullptr;
+    }
+    mainCommandBuffer->EndRenderPass(syncObject);
+  }
 
-          // Clear the dependency list
-          mImpl->textureDependencyList.Clear();
-        }
-        else
-        {
-          // Worker thread lambda function
-          auto& glContextHelperAbstraction = mImpl->graphicsController.GetGlContextHelperAbstraction();
-          auto  workerFunction             = [&glContextHelperAbstraction](int workerThread) {
-            // Switch to the shared context in the worker thread
-            glContextHelperAbstraction.MakeSurfacelessContextCurrent();
-
-            // Wait until all rendering calls for the shared context are executed
-            glContextHelperAbstraction.WaitClient();
-
-            // Must clear the context in the worker thread
-            // Otherwise the shared context cannot be switched to from the render thread
-            glContextHelperAbstraction.MakeContextNull();
-          };
-
-          auto future = mImpl->threadPool->SubmitTask(0u, workerFunction);
-          if(future)
-          {
-            mImpl->threadPool->Wait();
+  // Unlock standalone uniform buffer.
+  mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex);
 
-            // Clear the dependency list
-            mImpl->textureDependencyList.Clear();
-          }
-        }
-      }
-    }
+  mImpl->renderAlgorithms.SubmitCommandBuffer();
+  mImpl->commandBufferSubmitted = true;
 
-    if(instruction.mRenderTracker && instruction.mFrameBuffer)
-    {
-      // 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->graphicsController.GetGlSyncAbstraction());
-      instruction.mRenderTracker = nullptr; // Only create once.
-    }
+  std::sort(targetstoPresent.begin(), targetstoPresent.end());
 
-    if(renderToFbo)
+  Graphics::RenderTarget* rt = nullptr;
+  for(auto& target : targetstoPresent)
+  {
+    if(target != rt)
     {
-      mImpl->currentContext->Flush();
+      mImpl->graphicsController.PresentRenderTarget(target);
+      rt = target;
     }
   }
-
-  GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
-  mImpl->currentContext->InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
 }
 
-void RenderManager::PostRender(bool uploadOnly)
+void RenderManager::PostRender()
 {
-  if(!uploadOnly)
+  if(!mImpl->commandBufferSubmitted)
   {
-    if(mImpl->currentContext->IsSurfacelessContextSupported())
-    {
-      mImpl->graphicsController.GetGlContextHelperAbstraction().MakeSurfacelessContextCurrent();
-    }
+    // Rendering is skipped but there may be pending tasks. Flush them.
+    Graphics::SubmitInfo submitInfo;
+    submitInfo.cmdBuffer.clear(); // Only flush
+    submitInfo.flags = 0 | Graphics::SubmitFlagBits::FLUSH;
+    mImpl->graphicsController.SubmitCommandBuffers(submitInfo);
 
-    GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
-    mImpl->context.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
+    mImpl->commandBufferSubmitted = true;
   }
 
-  //Notify RenderGeometries that rendering has finished
+  // Notify RenderGeometries that rendering has finished
   for(auto&& iter : mImpl->geometryContainer)
   {
     iter->OnRenderFinished();
   }
 
+  // Notify RenderTexture that rendering has finished
+  for(auto&& iter : mImpl->textureContainer)
+  {
+    iter->OnRenderFinished();
+  }
+
   mImpl->UpdateTrackers();
 
   uint32_t count = 0u;
-  for(uint32_t i = 0; i < mImpl->sceneContainer.size(); ++i)
+  for(auto& scene : mImpl->sceneContainer)
   {
-    count += mImpl->sceneContainer[i]->GetRenderInstructions().Count(mImpl->renderBufferIndex);
+    count += scene->GetRenderInstructions().Count(mImpl->renderBufferIndex);
   }
 
   const bool haveInstructions = count > 0u;