Migrated Render::Texture to use memory pool
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index 91cb4c5..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.
 #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>
@@ -95,6 +98,7 @@ inline Graphics::Rect2D RecalculateScissorArea(Graphics::Rect2D scissorArea, int
   return newScissorArea;
 }
 } // namespace
+
 /**
  * Structure to contain internal data
  */
@@ -105,15 +109,7 @@ struct RenderManager::Impl
        Integration::StencilBufferAvailable stencilBufferAvailableParam,
        Integration::PartialUpdateAvailable partialUpdateAvailableParam)
   : graphicsController(graphicsController),
-    renderQueue(),
     renderAlgorithms(graphicsController),
-    frameCount(0u),
-    renderBufferIndex(SceneGraphBuffers::INITIAL_UPDATE_BUFFER_INDEX),
-    rendererContainer(),
-    samplerContainer(),
-    textureContainer(),
-    frameBufferContainer(),
-    lastFrameWasRendered(false),
     programController(graphicsController),
     shaderCache(graphicsController),
     depthBufferAvailable(depthBufferAvailableParam),
@@ -153,26 +149,18 @@ struct RenderManager::Impl
   }
 
   // the order is important for destruction,
-  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
+  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
@@ -187,6 +175,12 @@ 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 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,
@@ -245,36 +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)
@@ -301,16 +297,13 @@ void RenderManager::RemoveFrameBuffer(Render::FrameBuffer* 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->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
   }
 }
 
@@ -349,6 +342,11 @@ void RenderManager::AttachDepthStencilTextureToFrameBuffer(Render::FrameBuffer*
   frameBuffer->AttachDepthStencilTexture(texture, mipmapLevel);
 }
 
+void RenderManager::SetMultiSamplingLevelToFrameBuffer(Render::FrameBuffer* frameBuffer, uint8_t multiSamplingLevel)
+{
+  frameBuffer->SetMultiSamplingLevel(multiSamplingLevel);
+}
+
 void RenderManager::AddVertexBuffer(OwnerPointer<Render::VertexBuffer>& vertexBuffer)
 {
   mImpl->vertexBufferContainer.PushBack(vertexBuffer.Release());
@@ -381,13 +379,11 @@ void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
 
 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
 {
-  auto it = std::find_if(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), [geometry](auto& item) {
-    return geometry == item;
-  });
+  auto iter = std::find(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), geometry);
 
-  if(it != mImpl->geometryContainer.end())
+  if(iter != mImpl->geometryContainer.end())
   {
-    mImpl->geometryContainer.Erase(it);
+    mImpl->geometryContainer.Erase(iter);
   }
 }
 
@@ -436,7 +432,7 @@ void RenderManager::RemoveRenderTracker(Render::RenderTracker* renderTracker)
   mImpl->RemoveRenderTracker(renderTracker);
 }
 
-void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear, bool uploadOnly)
+void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear)
 {
   DALI_PRINT_RENDER_START(mImpl->renderBufferIndex);
 
@@ -470,6 +466,8 @@ void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear
       geom->Upload(mImpl->graphicsController);
     }
   }
+
+  mImpl->commandBufferSubmitted = false;
 }
 
 void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
@@ -491,8 +489,9 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
   class DamagedRectsCleaner
   {
   public:
-    explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
+    explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
     : mDamagedRects(damagedRects),
+      mSurfaceRect(surfaceRect),
       mCleanOnReturn(true)
     {
     }
@@ -507,22 +506,25 @@ 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;
@@ -535,37 +537,36 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
 
     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;
@@ -575,7 +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
@@ -591,85 +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 listCount = renderList->Count();
-          for(uint32_t listIndex = 0u; listIndex < listCount; ++listIndex)
+          if(!renderList->IsEmpty())
           {
-            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)
+            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->SetUpdatedTree(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 = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, 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;
 
-                int c = 1;
-                while(++dirtyRectPos != itemsDirtyRects.end())
+                Vector4 updateArea = item.mRenderer ? item.mRenderer->GetVisualTransformedUpdateArea(mImpl->renderBufferIndex, item.mUpdateArea) : item.mUpdateArea;
+
+                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;
-                  }
+                    // Same item, merge it with the previous rect
+                    rect.Merge(dirtyRectPos->rect);
 
-                  dirtyRectPos->visited = true;
-                  Rect<int>& dirtRect   = dirtyRectPos->rect;
-                  rect.Merge(dirtRect);
-
-                  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)
+                {
+                  dirtyRectPos->visited = true;
+                }
+                else
                 {
-                  break;
+                  // 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++;
               }
             }
           }
@@ -696,17 +710,29 @@ 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();
 
@@ -719,6 +745,18 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
   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);
@@ -733,8 +771,11 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
     Rect<int32_t> viewportRect;
 
-    Rect<int32_t> surfaceRect        = sceneObject->GetSurfaceRect();
-    int32_t       surfaceOrientation = sceneObject->GetSurfaceOrientation();
+    int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation() + sceneObject->GetScreenOrientation();
+    if(surfaceOrientation >= 360)
+    {
+      surfaceOrientation -= 360;
+    }
 
     // @todo Should these be part of scene?
     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;
@@ -893,7 +934,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
     // 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);
+    scissorArea = RecalculateScissorArea(scissorArea, surfaceOrientation, surfaceRect);
 
     // Begin render pass
     mainCommandBuffer->BeginRenderPass(
@@ -918,7 +959,8 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
       mImpl->boundTextures,
       viewportRect,
       clippingRect,
-      surfaceOrientation);
+      surfaceOrientation,
+      Uint16Pair(surfaceRect.width, surfaceRect.height));
 
     Graphics::SyncObject* syncObject{nullptr};
     // If the render instruction has an associated render tracker (owned separately)
@@ -931,7 +973,12 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
     }
     mainCommandBuffer->EndRenderPass(syncObject);
   }
+
+  // Unlock standalone uniform buffer.
+  mImpl->uniformBufferManager->UnlockUniformBuffer(mImpl->renderBufferIndex);
+
   mImpl->renderAlgorithms.SubmitCommandBuffer();
+  mImpl->commandBufferSubmitted = true;
 
   std::sort(targetstoPresent.begin(), targetstoPresent.end());
 
@@ -946,14 +993,31 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
   }
 }
 
-void RenderManager::PostRender(bool uploadOnly)
+void RenderManager::PostRender()
 {
+  if(!mImpl->commandBufferSubmitted)
+  {
+    // 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);
+
+    mImpl->commandBufferSubmitted = true;
+  }
+
   // 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;