Uniform data cached locally in the uniform map
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index 4885c4e..c6083a7 100644 (file)
 #include <dali/internal/render/renderers/render-renderer.h>
 
 // INTERNAL INCLUDES
-#include <dali/graphics-api/graphics-program.h>
 #include <dali/graphics-api/graphics-types.h>
 #include <dali/integration-api/debug.h>
 #include <dali/internal/common/image-sampler.h>
 #include <dali/internal/render/common/render-instruction.h>
 #include <dali/internal/render/data-providers/node-data-provider.h>
 #include <dali/internal/render/data-providers/uniform-map-data-provider.h>
-#include <dali/internal/render/gl-resources/context.h>
 #include <dali/internal/render/renderers/render-sampler.h>
 #include <dali/internal/render/renderers/render-texture.h>
 #include <dali/internal/render/renderers/render-vertex-buffer.h>
 #include <dali/internal/render/renderers/shader-cache.h>
+#include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
+#include <dali/internal/render/renderers/uniform-buffer-view.h>
 #include <dali/internal/render/shaders/program.h>
-#include <dali/internal/render/shaders/scene-graph-shader.h>
+#include <dali/internal/render/shaders/render-shader.h>
 #include <dali/internal/update/common/uniform-map.h>
+#include <dali/internal/render/renderers/pipeline-cache.h>
 
-namespace Dali
-{
-namespace Internal
+namespace Dali::Internal
 {
 namespace
 {
-// Size of uniform buffer page used when resizing
-constexpr uint32_t UBO_PAGE_SIZE = 8192u;
-
-// UBO allocation threshold below which the UBO will shrink
-constexpr auto UBO_SHRINK_THRESHOLD = 0.75f;
-
-// Helper to get the vertex input format
-Dali::Graphics::VertexInputFormat GetPropertyVertexFormat(Property::Type propertyType)
+// Helper to get the property value getter by type
+typedef const float&(PropertyInputImpl::*FuncGetter )(BufferIndex) const;
+constexpr FuncGetter GetPropertyValueGetter(Property::Type type)
 {
-  Dali::Graphics::VertexInputFormat type{};
-
-  switch(propertyType)
+  switch(type)
   {
-    case Property::NONE:
-    case Property::STRING:
-    case Property::ARRAY:
-    case Property::MAP:
-    case Property::EXTENTS:   // i4?
-    case Property::RECTANGLE: // i4/f4?
-    case Property::ROTATION:
-    {
-      type = Dali::Graphics::VertexInputFormat::UNDEFINED;
-      break;
-    }
     case Property::BOOLEAN:
     {
-      type = Dali::Graphics::VertexInputFormat::UNDEFINED; // type = GL_BYTE; @todo new type for this?
-      break;
+      return FuncGetter(&PropertyInputImpl::GetBoolean);
     }
     case Property::INTEGER:
     {
-      type = Dali::Graphics::VertexInputFormat::INTEGER; // (short)
-      break;
+      return FuncGetter(&PropertyInputImpl::GetInteger);
     }
     case Property::FLOAT:
     {
-      type = Dali::Graphics::VertexInputFormat::FLOAT;
-      break;
+      return FuncGetter(&PropertyInputImpl::GetFloat);
     }
     case Property::VECTOR2:
     {
-      type = Dali::Graphics::VertexInputFormat::FVECTOR2;
-      break;
+      return FuncGetter(&PropertyInputImpl::GetVector2);
     }
     case Property::VECTOR3:
     {
-      type = Dali::Graphics::VertexInputFormat::FVECTOR3;
-      break;
+      return FuncGetter(&PropertyInputImpl::GetVector3);
     }
     case Property::VECTOR4:
     {
-      type = Dali::Graphics::VertexInputFormat::FVECTOR4;
-      break;
+      return FuncGetter(&PropertyInputImpl::GetVector4);
     }
     case Property::MATRIX3:
     {
-      type = Dali::Graphics::VertexInputFormat::FLOAT;
-      break;
+      return FuncGetter(&PropertyInputImpl::GetMatrix3);
     }
     case Property::MATRIX:
     {
-      type = Dali::Graphics::VertexInputFormat::FLOAT;
-      break;
+      return FuncGetter(&PropertyInputImpl::GetMatrix);
     }
-  }
-
-  return type;
-}
-
-constexpr Graphics::CullMode ConvertCullFace(Dali::FaceCullingMode::Type mode)
-{
-  switch(mode)
-  {
-    case Dali::FaceCullingMode::NONE:
+    default:
     {
-      return Graphics::CullMode::NONE;
+      return nullptr;
     }
-    case Dali::FaceCullingMode::FRONT:
-    {
-      return Graphics::CullMode::FRONT;
-    }
-    case Dali::FaceCullingMode::BACK:
-    {
-      return Graphics::CullMode::BACK;
-    }
-    case Dali::FaceCullingMode::FRONT_AND_BACK:
-    {
-      return Graphics::CullMode::FRONT_AND_BACK;
-    }
-  }
-  return Graphics::CullMode::NONE;
-}
-
-constexpr Graphics::BlendFactor ConvertBlendFactor(BlendFactor::Type blendFactor)
-{
-  switch(blendFactor)
-  {
-    case BlendFactor::ZERO:
-      return Graphics::BlendFactor::ZERO;
-    case BlendFactor::ONE:
-      return Graphics::BlendFactor::ONE;
-    case BlendFactor::SRC_COLOR:
-      return Graphics::BlendFactor::SRC_COLOR;
-    case BlendFactor::ONE_MINUS_SRC_COLOR:
-      return Graphics::BlendFactor::ONE_MINUS_SRC_COLOR;
-    case BlendFactor::SRC_ALPHA:
-      return Graphics::BlendFactor::SRC_ALPHA;
-    case BlendFactor::ONE_MINUS_SRC_ALPHA:
-      return Graphics::BlendFactor::ONE_MINUS_SRC_ALPHA;
-    case BlendFactor::DST_ALPHA:
-      return Graphics::BlendFactor::DST_ALPHA;
-    case BlendFactor::ONE_MINUS_DST_ALPHA:
-      return Graphics::BlendFactor::ONE_MINUS_DST_ALPHA;
-    case BlendFactor::DST_COLOR:
-      return Graphics::BlendFactor::DST_COLOR;
-    case BlendFactor::ONE_MINUS_DST_COLOR:
-      return Graphics::BlendFactor::ONE_MINUS_DST_COLOR;
-    case BlendFactor::SRC_ALPHA_SATURATE:
-      return Graphics::BlendFactor::SRC_ALPHA_SATURATE;
-    case BlendFactor::CONSTANT_COLOR:
-      return Graphics::BlendFactor::CONSTANT_COLOR;
-    case BlendFactor::ONE_MINUS_CONSTANT_COLOR:
-      return Graphics::BlendFactor::ONE_MINUS_CONSTANT_COLOR;
-    case BlendFactor::CONSTANT_ALPHA:
-      return Graphics::BlendFactor::CONSTANT_ALPHA;
-    case BlendFactor::ONE_MINUS_CONSTANT_ALPHA:
-      return Graphics::BlendFactor::ONE_MINUS_CONSTANT_ALPHA;
   }
-  return Graphics::BlendFactor{};
 }
 
-constexpr Graphics::BlendOp ConvertBlendEquation(DevelBlendEquation::Type blendEquation)
-{
-  switch(blendEquation)
-  {
-    case DevelBlendEquation::ADD:
-      return Graphics::BlendOp::ADD;
-    case DevelBlendEquation::SUBTRACT:
-      return Graphics::BlendOp::SUBTRACT;
-    case DevelBlendEquation::REVERSE_SUBTRACT:
-      return Graphics::BlendOp::REVERSE_SUBTRACT;
-    case DevelBlendEquation::COLOR:
-    case DevelBlendEquation::COLOR_BURN:
-    case DevelBlendEquation::COLOR_DODGE:
-    case DevelBlendEquation::DARKEN:
-    case DevelBlendEquation::DIFFERENCE:
-    case DevelBlendEquation::EXCLUSION:
-    case DevelBlendEquation::HARD_LIGHT:
-    case DevelBlendEquation::HUE:
-    case DevelBlendEquation::LIGHTEN:
-    case DevelBlendEquation::LUMINOSITY:
-    case DevelBlendEquation::MAX:
-    case DevelBlendEquation::MIN:
-    case DevelBlendEquation::MULTIPLY:
-    case DevelBlendEquation::OVERLAY:
-    case DevelBlendEquation::SATURATION:
-    case DevelBlendEquation::SCREEN:
-    case DevelBlendEquation::SOFT_LIGHT:
-      return Graphics::BlendOp{};
-  }
-  return Graphics::BlendOp{};
+/**
+ * Helper function that returns size of uniform datatypes based
+ * on property type.
+ */
+constexpr int GetPropertyValueSizeForUniform( Property::Type type )
+{
+  switch(type)
+  {
+    case Property::Type::BOOLEAN:{ return sizeof(bool);}
+    case Property::Type::FLOAT:{ return sizeof(float);}
+    case Property::Type::INTEGER:{ return sizeof(int);}
+    case Property::Type::VECTOR2:{ return sizeof(Vector2);}
+    case Property::Type::VECTOR3:{ return sizeof(Vector3);}
+    case Property::Type::VECTOR4:{ return sizeof(Vector4);}
+    case Property::Type::MATRIX3:{ return sizeof(Matrix3);}
+    case Property::Type::MATRIX:{ return sizeof(Matrix);}
+    default:
+    {
+      return 0;
+    }
+  };
 }
 
 /**
@@ -244,11 +148,9 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
                    StencilParameters&              stencilParameters)
 : mGraphicsController(nullptr),
   mRenderDataProvider(dataProvider),
-  mContext(nullptr),
   mGeometry(geometry),
   mProgramCache(nullptr),
   mUniformIndexMap(),
-  mAttributeLocations(),
   mUniformsHash(),
   mStencilParameters(stencilParameters),
   mBlendingOptions(),
@@ -258,8 +160,7 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
   mFaceCullingMode(faceCullingMode),
   mDepthWriteMode(depthWriteMode),
   mDepthTestMode(depthTestMode),
-  mUpdateAttributeLocations(true),
-  mPremultipledAlphaEnabled(preMultipliedAlphaEnabled),
+  mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
   mShaderChanged(false),
   mUpdated(true)
 {
@@ -271,21 +172,21 @@ Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
   mBlendingOptions.SetBlendColor(blendColor);
 }
 
-void Renderer::Initialize(Context& context, Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager)
+void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager, Render::PipelineCache& pipelineCache)
 {
-  mContext              = &context;
   mGraphicsController   = &graphicsController;
   mProgramCache         = &programCache;
   mShaderCache          = &shaderCache;
   mUniformBufferManager = &uniformBufferManager;
+  mPipelineCache        = &pipelineCache;
 }
 
 Renderer::~Renderer() = default;
 
 void Renderer::SetGeometry(Render::Geometry* geometry)
 {
-  mGeometry                 = geometry;
-  mUpdateAttributeLocations = true;
+  mGeometry  = geometry;
+  mUpdated   = true;
 }
 void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
 {
@@ -293,80 +194,10 @@ void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands,
   mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
 }
 
-void Renderer::SetUniformFromProperty(BufferIndex bufferIndex, Program& program, UniformIndexMap& map)
-{
-  GLint location = program.GetUniformLocation(map.uniformIndex);
-  if(Program::UNIFORM_UNKNOWN != location)
-  {
-    // switch based on property type to use correct GL uniform setter
-    switch(map.propertyValue->GetType())
-    {
-      case Property::INTEGER:
-      {
-        program.SetUniform1i(location, map.propertyValue->GetInteger(bufferIndex));
-        break;
-      }
-      case Property::FLOAT:
-      {
-        program.SetUniform1f(location, map.propertyValue->GetFloat(bufferIndex));
-        break;
-      }
-      case Property::VECTOR2:
-      {
-        Vector2 value(map.propertyValue->GetVector2(bufferIndex));
-        program.SetUniform2f(location, value.x, value.y);
-        break;
-      }
-
-      case Property::VECTOR3:
-      {
-        Vector3 value(map.propertyValue->GetVector3(bufferIndex));
-        program.SetUniform3f(location, value.x, value.y, value.z);
-        break;
-      }
-
-      case Property::VECTOR4:
-      {
-        Vector4 value(map.propertyValue->GetVector4(bufferIndex));
-        program.SetUniform4f(location, value.x, value.y, value.z, value.w);
-        break;
-      }
-
-      case Property::ROTATION:
-      {
-        Quaternion value(map.propertyValue->GetQuaternion(bufferIndex));
-        program.SetUniform4f(location, value.mVector.x, value.mVector.y, value.mVector.z, value.mVector.w);
-        break;
-      }
-
-      case Property::MATRIX:
-      {
-        const Matrix& value = map.propertyValue->GetMatrix(bufferIndex);
-        program.SetUniformMatrix4fv(location, 1, value.AsFloat());
-        break;
-      }
-
-      case Property::MATRIX3:
-      {
-        const Matrix3& value = map.propertyValue->GetMatrix3(bufferIndex);
-        program.SetUniformMatrix3fv(location, 1, value.AsFloat());
-        break;
-      }
-
-      default:
-      {
-        // Other property types are ignored
-        break;
-      }
-    }
-  }
-}
-
-void Renderer::BindTextures(Program& program, Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures)
+void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures)
 {
   uint32_t textureUnit = 0;
 
-  GLint                          uniformLocation(-1);
   std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
   std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
 
@@ -375,26 +206,22 @@ void Renderer::BindTextures(Program& program, Graphics::CommandBuffer& commandBu
   {
     if(textures[i] && textures[i]->GetGraphicsObject())
     {
-      if(program.GetSamplerUniformLocation(i, uniformLocation))
-      {
-        // if the sampler exists,
-        //   if it's default, delete the graphics object
-        //   otherwise re-initialize it if dirty
+      // if the sampler exists,
+      //   if it's default, delete the graphics object
+      //   otherwise re-initialize it if dirty
 
-        const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject()
-                                                                : nullptr);
+      const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject()
+                                                              : nullptr);
 
-        boundTextures.PushBack(textures[i]->GetGraphicsObject());
-        const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
-        textureBindings.push_back(textureBinding);
+      boundTextures.PushBack(textures[i]->GetGraphicsObject());
+      const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
+      textureBindings.push_back(textureBinding);
 
-        program.SetUniform1i(uniformLocation, textureUnit); // Get through shader reflection
-        ++textureUnit;
-      }
+      ++textureUnit;
     }
   }
 
-  if(textureBindings.size() > 0)
+  if(!textureBindings.empty())
   {
     commandBuffer.BindTextures(textureBindings);
   }
@@ -432,8 +259,8 @@ void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
 
 void Renderer::EnablePreMultipliedAlpha(bool enable)
 {
-  mPremultipledAlphaEnabled = enable;
-  mUpdated                  = true;
+  mPremultipliedAlphaEnabled = enable;
+  mUpdated                   = true;
 }
 
 void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
@@ -562,7 +389,7 @@ void Renderer::Upload()
   mGeometry->Upload(*mGraphicsController);
 }
 
-bool Renderer::Render(Context&                                             context,
+bool Renderer::Render(Graphics::CommandBuffer&                             commandBuffer,
                       BufferIndex                                          bufferIndex,
                       const SceneGraph::NodeDataProvider&                  node,
                       const Matrix&                                        modelMatrix,
@@ -597,107 +424,79 @@ bool Renderer::Render(Context&                                             conte
     return false;
   }
 
-  // Create command buffer if not present
-  if(!mGraphicsCommandBuffer)
-  {
-    mGraphicsCommandBuffer = mGraphicsController->CreateCommandBuffer(
-      Graphics::CommandBufferCreateInfo()
-        .SetLevel(Graphics::CommandBufferLevel::SECONDARY),
-      nullptr);
-  }
-  else
-  {
-    mGraphicsCommandBuffer->Reset();
-  }
-
-  auto& commandBuffer = mGraphicsCommandBuffer;
-
   // Set blending mode
   if(!mDrawCommands.empty())
   {
-    blend = (commands[0]->queue == DevelRenderer::RENDER_QUEUE_OPAQUE ? false : blend);
+    blend = (commands[0]->queue != DevelRenderer::RENDER_QUEUE_OPAQUE) && blend;
   }
 
   // Create Program
   ShaderDataPtr            shaderData   = mRenderDataProvider->GetShader().GetShaderData();
-  const std::vector<char>& vertShader   = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::VERTEX_SHADER);
-  const std::vector<char>& fragShader   = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER);
-  Dali::Graphics::Shader&  vertexShader = mShaderCache->GetShader(
-    vertShader,
-    Graphics::PipelineStage::VERTEX_SHADER,
-    shaderData->GetSourceMode());
-
-  Dali::Graphics::Shader& fragmentShader = mShaderCache->GetShader(
-    fragShader,
-    Graphics::PipelineStage::FRAGMENT_SHADER,
-    shaderData->GetSourceMode());
-
-  std::vector<Graphics::ShaderState> shaderStates{
-    Graphics::ShaderState()
-      .SetShader(vertexShader)
-      .SetPipelineStage(Graphics::PipelineStage::VERTEX_SHADER),
-    Graphics::ShaderState()
-      .SetShader(fragmentShader)
-      .SetPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER)};
-
-  auto createInfo = Graphics::ProgramCreateInfo();
-  createInfo.SetShaderState(shaderStates);
-
-  auto     graphicsProgram = mGraphicsController->CreateProgram(createInfo, nullptr);
+
   Program* program         = Program::New(*mProgramCache,
                                   shaderData,
-                                  *mGraphicsController,
-                                  std::move(graphicsProgram),
-                                  (shaderData->GetHints() & Dali::Shader::Hint::MODIFIES_GEOMETRY) != 0x0);
-
+                                  *mGraphicsController);
   if(!program)
   {
     DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<void*>(&mRenderDataProvider->GetShader()));
     return false;
   }
 
-  // Temporarily create a pipeline here - this will be used for transporting
-  // topology, vertex format, attrs, rasterization state
-  mGraphicsPipeline = PrepareGraphicsPipeline(*program, instruction, blend, std::move(mGraphicsPipeline));
+  // If program doesn't have Gfx program object assigned yet, prepare it.
+  if(!program->GetGraphicsProgramPtr())
+  {
+    const std::vector<char> &vertShader   = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::VERTEX_SHADER);
+    const std::vector<char> &fragShader   = shaderData->GetShaderForPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER);
+    Dali::Graphics::Shader  &vertexShader = mShaderCache->GetShader(
+      vertShader,
+      Graphics::PipelineStage::VERTEX_SHADER,
+      shaderData->GetSourceMode());
+
+    Dali::Graphics::Shader &fragmentShader = mShaderCache->GetShader(
+      fragShader,
+      Graphics::PipelineStage::FRAGMENT_SHADER,
+      shaderData->GetSourceMode());
 
-  commandBuffer->BindPipeline(*mGraphicsPipeline.get());
+    std::vector<Graphics::ShaderState> shaderStates{
+      Graphics::ShaderState()
+        .SetShader(vertexShader)
+        .SetPipelineStage(Graphics::PipelineStage::VERTEX_SHADER),
+      Graphics::ShaderState()
+        .SetShader(fragmentShader)
+        .SetPipelineStage(Graphics::PipelineStage::FRAGMENT_SHADER)};
 
-  BindTextures(*program, *commandBuffer.get(), boundTextures);
+    auto createInfo = Graphics::ProgramCreateInfo();
+    createInfo.SetShaderState(shaderStates);
+    auto graphicsProgram = mGraphicsController->CreateProgram(createInfo, nullptr);
+    program->SetGraphicsProgram(std::move(graphicsProgram));
+  }
+
+  // Prepare the graphics pipeline. This may either re-use an existing pipeline or create a new one.
+  auto& pipeline = PrepareGraphicsPipeline(*program, instruction, node, blend);
+
+  commandBuffer.BindPipeline(pipeline);
+
+  BindTextures(commandBuffer, boundTextures);
 
   BuildUniformIndexMap(bufferIndex, node, size, *program);
 
-  WriteUniformBuffer(bufferIndex, *commandBuffer.get(), program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size);
+  WriteUniformBuffer(bufferIndex, commandBuffer, program, instruction, node, modelMatrix, modelViewMatrix, viewMatrix, projectionMatrix, size);
 
   bool drawn = false; // Draw can fail if there are no vertex buffers or they haven't been uploaded yet
                       // @todo We should detect this case much earlier to prevent unnecessary work
 
-  //@todo manage mDrawCommands in the same way as above command buffer?!
   if(mDrawCommands.empty())
   {
-    drawn = mGeometry->Draw(*mGraphicsController, *commandBuffer.get(), mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+    drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
   }
   else
   {
     for(auto& cmd : commands)
     {
-      // @todo This should generate a command buffer per cmd
-      // Tests WILL fail. (Temporarily commented out)
-      mGeometry->Draw(*mGraphicsController, *commandBuffer.get(), cmd->firstIndex, cmd->elementCount);
+      mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
     }
   }
 
-  // Command buffer contains Texture bindings, vertex bindings, index buffer binding, pipeline(vertex format)
-  // @todo We should return the command buffer(s) and let the calling method submit
-  // If not drawn, then don't add command buffer to submit info, and if empty, don't
-  // submit.
-  /*
-  if(drawn)
-  {
-    Graphics::SubmitInfo submitInfo{{}, 0 | Graphics::SubmitFlagBits::FLUSH};
-    submitInfo.cmdBuffer.push_back(commandBuffer.get());
-    mGraphicsController->SubmitCommandBuffers(submitInfo);
-  }
-  */
   mUpdated = false;
   return drawn;
 }
@@ -720,15 +519,15 @@ void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::N
     const SceneGraph::CollectedUniformMap& uniformMap     = uniformMapDataProvider.GetUniformMap(bufferIndex);
     const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
 
-    uint32_t maxMaps = static_cast<uint32_t>(uniformMap.Count() + uniformMapNode.Count()); // 4,294,967,295 maps should be enough
-    mUniformIndexMap.Clear();                                                              // Clear contents, but keep memory if we don't change size
+    auto maxMaps = static_cast<uint32_t>(uniformMap.Count() + uniformMapNode.Count()); // 4,294,967,295 maps should be enough
+    mUniformIndexMap.Clear();                                                          // Clear contents, but keep memory if we don't change size
     mUniformIndexMap.Resize(maxMaps);
 
+    // Copy uniform map into mUniformIndexMap
     uint32_t mapIndex = 0;
     for(; mapIndex < uniformMap.Count(); ++mapIndex)
     {
       mUniformIndexMap[mapIndex].propertyValue          = uniformMap[mapIndex].propertyPtr;
-      mUniformIndexMap[mapIndex].uniformIndex           = program.RegisterUniform(uniformMap[mapIndex].uniformName);
       mUniformIndexMap[mapIndex].uniformName            = uniformMap[mapIndex].uniformName;
       mUniformIndexMap[mapIndex].uniformNameHash        = uniformMap[mapIndex].uniformNameHash;
       mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMap[mapIndex].uniformNameHashNoArray;
@@ -737,11 +536,13 @@ void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::N
 
     for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex)
     {
-      uint32_t uniformIndex = program.RegisterUniform(uniformMapNode[nodeMapIndex].uniformName);
-      bool     found(false);
+      auto  hash = uniformMapNode[nodeMapIndex].uniformNameHash;
+      auto& name = uniformMapNode[nodeMapIndex].uniformName;
+      bool  found(false);
       for(uint32_t i = 0; i < uniformMap.Count(); ++i)
       {
-        if(mUniformIndexMap[i].uniformIndex == uniformIndex)
+        if(mUniformIndexMap[i].uniformNameHash == hash &&
+           mUniformIndexMap[i].uniformName == name)
         {
           mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
           found                             = true;
@@ -753,7 +554,6 @@ void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::N
       {
         mUniformIndexMap[mapIndex].propertyValue          = uniformMapNode[nodeMapIndex].propertyPtr;
         mUniformIndexMap[mapIndex].uniformName            = uniformMapNode[nodeMapIndex].uniformName;
-        mUniformIndexMap[mapIndex].uniformIndex           = uniformIndex;
         mUniformIndexMap[mapIndex].uniformNameHash        = uniformMapNode[nodeMapIndex].uniformNameHash;
         mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray;
         mUniformIndexMap[mapIndex].arrayIndex             = uniformMapNode[nodeMapIndex].arrayIndex;
@@ -763,6 +563,10 @@ void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::N
 
     mUniformIndexMap.Resize(mapIndex);
   }
+
+  // @todo Temporary workaround to reduce workload each frame. Find a better way.
+  auto& sceneGraphRenderer = const_cast<SceneGraph::Renderer&>(static_cast<const SceneGraph::Renderer&>(uniformMapDataProvider));
+  sceneGraphRenderer.AgeUniformMap();
 }
 
 void Renderer::WriteUniformBuffer(
@@ -778,64 +582,45 @@ void Renderer::WriteUniformBuffer(
   const Vector3&                       size)
 {
   // Create the UBO
-  uint32_t uniformBlockAllocationBytes{0u};
-  uint32_t uniformBlockMaxSize{0u};
   uint32_t uboOffset{0u};
 
-  auto& reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
-  for(auto i = 0u; i < reflection.GetUniformBlockCount(); ++i)
-  {
-    auto blockSize = GetUniformBufferDataAlignment(reflection.GetUniformBlockSize(i));
-    if(uniformBlockMaxSize < blockSize)
-    {
-      uniformBlockMaxSize = blockSize;
-    }
-    uniformBlockAllocationBytes += blockSize;
-  }
+  auto &reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
 
-  auto pagedAllocation = ((uniformBlockAllocationBytes / UBO_PAGE_SIZE + 1u)) * UBO_PAGE_SIZE;
+  uint32_t uniformBlockAllocationBytes = program->GetUniformBlocksMemoryRequirements().totalSizeRequired;
 
-  // Allocate twice memory as required by the uniform buffers
-  // todo: memory usage backlog to use optimal allocation
-  if(uniformBlockAllocationBytes && !mUniformBuffer[bufferIndex])
+  // Create uniform buffer view from uniform buffer
+  Graphics::UniquePtr<Render::UniformBufferView> uboView{nullptr};
+  if(uniformBlockAllocationBytes)
   {
-    mUniformBuffer[bufferIndex] = mUniformBufferManager->AllocateUniformBuffer(pagedAllocation);
-  }
-  else if(uniformBlockAllocationBytes && (mUniformBuffer[bufferIndex]->GetSize() < pagedAllocation ||
-                                          (pagedAllocation < uint32_t(float(mUniformBuffer[bufferIndex]->GetSize()) * UBO_SHRINK_THRESHOLD))))
-  {
-    mUniformBuffer[bufferIndex]->Reserve(pagedAllocation);
-  }
+    auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex);
 
-  // Clear UBO
-  if(mUniformBuffer[bufferIndex])
-  {
-    mUniformBuffer[bufferIndex]->Fill(0, 0u, 0u);
+    uboView = uboPoolView->CreateUniformBufferView(uniformBlockAllocationBytes);
   }
 
   // update the uniform buffer
   // pass shared UBO and offset, return new offset for next item to be used
   // don't process bindings if there are no uniform buffers allocated
-  auto ubo = mUniformBuffer[bufferIndex].get();
-  if(ubo)
+  if(uboView)
   {
     auto uboCount = reflection.GetUniformBlockCount();
     mUniformBufferBindings.resize(uboCount);
 
     std::vector<Graphics::UniformBufferBinding>* bindings{&mUniformBufferBindings};
 
+    mUniformBufferBindings[0].buffer = uboView->GetBuffer(&mUniformBufferBindings[0].offset);
+
     // Write default uniforms
-    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_MATRIX), *ubo, *bindings, modelMatrix);
-    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::VIEW_MATRIX), *ubo, *bindings, viewMatrix);
-    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::PROJECTION_MATRIX), *ubo, *bindings, projectionMatrix);
-    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_VIEW_MATRIX), *ubo, *bindings, modelViewMatrix);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_MATRIX), *uboView, modelMatrix);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::VIEW_MATRIX), *uboView, viewMatrix);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::PROJECTION_MATRIX), *uboView, projectionMatrix);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::MODEL_VIEW_MATRIX), *uboView, modelViewMatrix);
 
     auto mvpUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::MVP_MATRIX);
     if(mvpUniformInfo && !mvpUniformInfo->name.empty())
     {
       Matrix modelViewProjectionMatrix(false);
       Matrix::Multiply(modelViewProjectionMatrix, modelViewMatrix, projectionMatrix);
-      WriteDefaultUniform(mvpUniformInfo, *ubo, *bindings, modelViewProjectionMatrix);
+      WriteDefaultUniform(mvpUniformInfo, *uboView, modelViewProjectionMatrix);
     }
 
     auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX);
@@ -844,12 +629,12 @@ void Renderer::WriteUniformBuffer(
       Matrix3 normalMatrix(modelViewMatrix);
       normalMatrix.Invert();
       normalMatrix.Transpose();
-      WriteDefaultUniform(normalUniformInfo, *ubo, *bindings, normalMatrix);
+      WriteDefaultUniform(normalUniformInfo, *uboView, normalMatrix);
     }
 
     Vector4        finalColor;
     const Vector4& color = node.GetRenderColor(bufferIndex);
-    if(mPremultipledAlphaEnabled)
+    if(mPremultipliedAlphaEnabled)
     {
       float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
       finalColor  = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha);
@@ -858,43 +643,43 @@ void Renderer::WriteUniformBuffer(
     {
       finalColor = Vector4(color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex));
     }
-    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *ubo, *bindings, finalColor);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *uboView, finalColor);
 
     // Write uniforms from the uniform map
-    FillUniformBuffer(*program, instruction, *ubo, bindings, uboOffset, bufferIndex);
+    FillUniformBuffer(*program, instruction, *uboView, bindings, uboOffset, bufferIndex);
 
     // Write uSize in the end, as it shouldn't be overridable by dynamic properties.
-    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *ubo, *bindings, size);
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::SIZE), *uboView, size);
 
     commandBuffer.BindUniformBuffers(*bindings);
   }
 }
 
 template<class T>
-bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBuffer& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const T& data)
+bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBufferView& ubo, const T& data)
 {
   if(uniformInfo && !uniformInfo->name.empty())
   {
-    WriteUniform(ubo, bindings, *uniformInfo, data);
+    WriteUniform(ubo, *uniformInfo, data);
     return true;
   }
   return false;
 }
 
 template<class T>
-void Renderer::WriteUniform(Render::UniformBuffer& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const Graphics::UniformInfo& uniformInfo, const T& data)
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const T& data)
 {
-  WriteUniform(ubo, bindings, uniformInfo, &data, sizeof(T));
+  WriteUniform(ubo, uniformInfo, &data, sizeof(T));
 }
 
-void Renderer::WriteUniform(Render::UniformBuffer& ubo, const std::vector<Graphics::UniformBufferBinding>& bindings, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size)
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size)
 {
-  ubo.Write(data, size, bindings[uniformInfo.bufferIndex].offset + uniformInfo.offset);
+  ubo.Write(data, size, ubo.GetOffset() + uniformInfo.offset);
 }
 
 void Renderer::FillUniformBuffer(Program&                                      program,
                                  const SceneGraph::RenderInstruction&          instruction,
-                                 Render::UniformBuffer&                        ubo,
+                                 Render::UniformBufferView&                    ubo,
                                  std::vector<Graphics::UniformBufferBinding>*& outBindings,
                                  uint32_t&                                     offset,
                                  BufferIndex                                   updateBufferIndex)
@@ -908,103 +693,56 @@ void Renderer::FillUniformBuffer(Program&                                      p
   {
     mUniformBufferBindings[i].dataSize = reflection.GetUniformBlockSize(i);
     mUniformBufferBindings[i].binding  = reflection.GetUniformBlockBinding(i);
-    mUniformBufferBindings[i].offset   = dataOffset;
 
     dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize);
-    mUniformBufferBindings[i].buffer = ubo.GetBuffer();
+    mUniformBufferBindings[i].buffer = ubo.GetBuffer(&mUniformBufferBindings[i].offset);
 
     for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
                                        end  = mUniformIndexMap.End();
         iter != end;
         ++iter)
     {
-      // @todo This means parsing the uniform string every frame. Instead, store the array index if present.
-      int arrayIndex = (*iter).arrayIndex;
+      auto& uniform = *iter;
+      int arrayIndex = uniform.arrayIndex;
 
-      auto uniformInfo  = Graphics::UniformInfo{};
-      auto uniformFound = program.GetUniform((*iter).uniformName.GetCString(),
-                                             (*iter).uniformNameHashNoArray ? (*iter).uniformNameHashNoArray
-                                                                            : (*iter).uniformNameHash,
-                                             uniformInfo);
-
-      if(uniformFound)
+      if(!uniform.uniformFunc)
       {
-        auto dst = mUniformBufferBindings[uniformInfo.bufferIndex].offset + uniformInfo.offset;
+        auto uniformInfo  = Graphics::UniformInfo{};
+        auto uniformFound = program.GetUniform(uniform.uniformName.GetCString(),
+                                               uniform.uniformNameHashNoArray ? uniform.uniformNameHashNoArray
+                                                                              : uniform.uniformNameHash,
+                                               uniformInfo);
+
+        uniform.uniformOffset   = uniformInfo.offset;
+        uniform.uniformLocation = uniformInfo.location;
 
-        switch((*iter).propertyValue->GetType())
+        if (uniformFound)
         {
-          case Property::Type::BOOLEAN:
-          {
-            ubo.Write(&(*iter).propertyValue->GetBoolean(updateBufferIndex),
-                      sizeof(bool),
-                      dst + static_cast<uint32_t>(sizeof(bool)) * arrayIndex);
-            break;
-          }
-          case Property::Type::INTEGER:
-          {
-            ubo.Write(&(*iter).propertyValue->GetInteger(updateBufferIndex),
-                      sizeof(int32_t),
-                      dst + static_cast<int32_t>(sizeof(int32_t)) * arrayIndex);
-            break;
-          }
-          case Property::Type::FLOAT:
-          {
-            ubo.Write(&(*iter).propertyValue->GetFloat(updateBufferIndex),
-                      sizeof(float),
-                      dst + static_cast<uint32_t>(sizeof(float)) * arrayIndex);
-            break;
-          }
-          case Property::Type::VECTOR2:
-          {
-            ubo.Write(&(*iter).propertyValue->GetVector2(updateBufferIndex),
-                      sizeof(Vector2),
-                      dst + static_cast<uint32_t>(sizeof(Vector2)) * arrayIndex);
-            break;
-          }
-          case Property::Type::VECTOR3:
-          {
-            ubo.Write(&(*iter).propertyValue->GetVector3(updateBufferIndex),
-                      sizeof(Vector3),
-                      dst + static_cast<uint32_t>(sizeof(Vector3)) * arrayIndex);
-            break;
-          }
-          case Property::Type::VECTOR4:
-          {
-            ubo.Write(&(*iter).propertyValue->GetVector4(updateBufferIndex),
-                      sizeof(Vector4),
-                      dst + static_cast<uint32_t>(sizeof(Vector4)) * arrayIndex);
-            break;
-          }
-          case Property::Type::MATRIX:
-          {
-            ubo.Write(&(*iter).propertyValue->GetMatrix(updateBufferIndex),
-                      sizeof(Matrix),
-                      dst + static_cast<uint32_t>(sizeof(Matrix)) * arrayIndex);
-            break;
-          }
-          case Property::Type::MATRIX3:
-          {
-            // todo: handle data padding properly
-            // Vulkan:
-            //
-            //const auto& matrix = &(*iter).propertyValue->GetMatrix3(updateBufferIndex);
-            //for(int i = 0; i < 3; ++i)
-            //{
-            //ubo.Write(&matrix->AsFloat()[i * 3],
-            //          sizeof(float) * 3,
-            //          dst + (i * static_cast<uint32_t>(sizeof(Vector4))));
-            //}
-            // GL:
-            ubo.Write(&(*iter).propertyValue->GetMatrix3(updateBufferIndex),
-                      sizeof(Matrix3),
-                      dst + static_cast<uint32_t>(sizeof(Matrix3)) * arrayIndex);
-            break;
-          }
-          default:
-          {
-          }
+          auto       dst      = ubo.GetOffset() + uniformInfo.offset;
+          const auto typeSize = GetPropertyValueSizeForUniform((*iter).propertyValue->GetType());
+          const auto dest     = dst + static_cast<uint32_t>(typeSize) * arrayIndex;
+          const auto func     = GetPropertyValueGetter((*iter).propertyValue->GetType());
+
+          ubo.Write(&((*iter).propertyValue->*func)(updateBufferIndex),
+                    typeSize,
+                    dest);
+
+          uniform.uniformSize = typeSize;
+          uniform.uniformFunc = func;
         }
       }
+      else
+      {
+        auto       dst      = ubo.GetOffset() + uniform.uniformOffset;
+        const auto typeSize = uniform.uniformSize;
+        const auto dest     = dst + static_cast<uint32_t>(typeSize) * arrayIndex;
+        const auto func     = uniform.uniformFunc;
+
+
+        ubo.Write(&((*iter).propertyValue->*func)(updateBufferIndex),
+                  typeSize,
+                  dest);
+      }
     }
   }
   // write output bindings
@@ -1014,8 +752,7 @@ void Renderer::FillUniformBuffer(Program&                                      p
   offset = dataOffset;
 }
 
-void Renderer::SetSortAttributes(BufferIndex                                             bufferIndex,
-                                 SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
+void Renderer::SetSortAttributes(SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
 {
   sortAttributes.shader   = &(mRenderDataProvider->GetShader());
   sortAttributes.geometry = mGeometry;
@@ -1034,7 +771,7 @@ bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvid
     return true;
   }
 
-  if(mShaderChanged || mUpdateAttributeLocations || mGeometry->AttributesChanged())
+  if(mShaderChanged || mGeometry->AttributesChanged())
   {
     return true;
   }
@@ -1070,182 +807,33 @@ bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvid
   return false;
 }
 
-Graphics::UniquePtr<Graphics::Pipeline> Renderer::PrepareGraphicsPipeline(
+Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
   Program&                                             program,
   const Dali::Internal::SceneGraph::RenderInstruction& instruction,
-  bool                                                 blend,
-  Graphics::UniquePtr<Graphics::Pipeline>&&            oldPipeline)
+  const SceneGraph::NodeDataProvider&                  node,
+  bool                                                 blend)
 {
-  Graphics::InputAssemblyState inputAssemblyState{};
-  Graphics::VertexInputState   vertexInputState{};
-  Graphics::ProgramState       programState{};
-  uint32_t                     bindingIndex{0u};
-
-  if(mUpdateAttributeLocations || mGeometry->AttributesChanged())
+  if(mGeometry->AttributesChanged())
   {
-    mAttributeLocations.Clear();
-    mUpdateAttributeLocations = true;
+    mUpdated = true;
   }
 
-  auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
-
-  /**
-   * Bind Attributes
-   */
-  uint32_t base = 0;
-  for(auto&& vertexBuffer : mGeometry->GetVertexBuffers())
-  {
-    const VertexBuffer::Format& vertexFormat = *vertexBuffer->GetFormat();
-
-    vertexInputState.bufferBindings.emplace_back(vertexFormat.size, // stride
-                                                 Graphics::VertexInputRate::PER_VERTEX);
-
-    const uint32_t attributeCount = vertexBuffer->GetAttributeCount();
-    for(uint32_t i = 0; i < attributeCount; ++i)
-    {
-      if(mUpdateAttributeLocations)
-      {
-        auto    attributeName = vertexBuffer->GetAttributeName(i);
-        int32_t pLocation     = reflection.GetVertexAttributeLocation(std::string(attributeName.GetStringView()));
-        if(-1 == pLocation)
-        {
-          DALI_LOG_WARNING("Attribute not found in the shader: %s\n", attributeName.GetCString());
-        }
-        mAttributeLocations.PushBack(pLocation);
-      }
-
-      uint32_t location = static_cast<uint32_t>(mAttributeLocations[base + i]);
-
-      vertexInputState.attributes.emplace_back(location,
-                                               bindingIndex,
-                                               vertexFormat.components[i].offset,
-                                               GetPropertyVertexFormat(vertexFormat.components[i].type));
-    }
-    base += attributeCount;
-    ++bindingIndex;
-  }
-  mUpdateAttributeLocations = false;
+  // Prepare query info
+  PipelineCacheQueryInfo queryInfo{};
+  queryInfo.program = &program;
+  queryInfo.renderer = this;
+  queryInfo.geometry = mGeometry;
+  queryInfo.blendingEnabled = blend;
+  queryInfo.blendingOptions = &mBlendingOptions;
+  queryInfo.alphaPremultiplied = mPremultipliedAlphaEnabled;
+  queryInfo.cameraUsingReflection = instruction.GetCamera()->GetReflectionUsed();
 
-  // Get the topology
-  inputAssemblyState.SetTopology(mGeometry->GetTopology());
+  auto pipelineResult = mPipelineCache->GetPipeline( queryInfo, true );
 
-  // Get the program
-  programState.SetProgram(program.GetGraphicsProgram());
-
-  Graphics::RasterizationState rasterizationState{};
-
-  //Set cull face  mode
-  const Dali::Internal::SceneGraph::Camera* cam = instruction.GetCamera();
-  if(cam->GetReflectionUsed())
-  {
-    auto adjFaceCullingMode = mFaceCullingMode;
-    switch(mFaceCullingMode)
-    {
-      case FaceCullingMode::Type::FRONT:
-      {
-        adjFaceCullingMode = FaceCullingMode::Type::BACK;
-        break;
-      }
-      case FaceCullingMode::Type::BACK:
-      {
-        adjFaceCullingMode = FaceCullingMode::Type::FRONT;
-        break;
-      }
-      default:
-      {
-        // nothing to do, leave culling as it is
-      }
-    }
-    rasterizationState.SetCullMode(ConvertCullFace(adjFaceCullingMode));
-  }
-  else
-  {
-    rasterizationState.SetCullMode(ConvertCullFace(mFaceCullingMode));
-  }
-
-  rasterizationState.SetFrontFace(Graphics::FrontFace::COUNTER_CLOCKWISE);
-
-  /**
-   * Set Polygon mode
-   */
-  switch(mGeometry->GetTopology())
-  {
-    case Graphics::PrimitiveTopology::TRIANGLE_LIST:
-    case Graphics::PrimitiveTopology::TRIANGLE_STRIP:
-    case Graphics::PrimitiveTopology::TRIANGLE_FAN:
-      rasterizationState.SetPolygonMode(Graphics::PolygonMode::FILL);
-      break;
-    case Graphics::PrimitiveTopology::LINE_LIST:
-    case Graphics::PrimitiveTopology::LINE_LOOP:
-    case Graphics::PrimitiveTopology::LINE_STRIP:
-      rasterizationState.SetPolygonMode(Graphics::PolygonMode::LINE);
-      break;
-    case Graphics::PrimitiveTopology::POINT_LIST:
-      rasterizationState.SetPolygonMode(Graphics::PolygonMode::POINT);
-      break;
-  }
-
-  // @todo How to signal a blend barrier is needed?
-  //if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
-  //{
-  //  context.BlendBarrier();
-  //}
-
-  Graphics::ColorBlendState colorBlendState{};
-  colorBlendState.SetBlendEnable(false);
-
-  if(blend)
-  {
-    colorBlendState.SetBlendEnable(true);
-
-    Graphics::BlendOp rgbOp   = ConvertBlendEquation(mBlendingOptions.GetBlendEquationRgb());
-    Graphics::BlendOp alphaOp = ConvertBlendEquation(mBlendingOptions.GetBlendEquationRgb());
-    if(mBlendingOptions.IsAdvancedBlendEquationApplied() && mPremultipledAlphaEnabled)
-    {
-      if(rgbOp != alphaOp)
-      {
-        DALI_LOG_ERROR("Advanced Blend Equation MUST be applied by using BlendEquation.\n");
-        alphaOp = rgbOp;
-      }
-    }
-
-    colorBlendState
-      .SetSrcColorBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendSrcFactorRgb()))
-      .SetSrcAlphaBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendSrcFactorAlpha()))
-      .SetDstColorBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendDestFactorRgb()))
-      .SetDstAlphaBlendFactor(ConvertBlendFactor(mBlendingOptions.GetBlendDestFactorAlpha()))
-      .SetColorBlendOp(rgbOp)
-      .SetAlphaBlendOp(alphaOp);
-
-    // Blend color is optional and rarely used
-    Vector4* blendColor = const_cast<Vector4*>(mBlendingOptions.GetBlendColor());
-    if(blendColor)
-    {
-      colorBlendState.SetBlendConstants(blendColor->AsFloat());
-    }
-  }
-
-  // Take the program into use so we can send uniforms to it
-  // @todo Remove this call entirely!
-  program.Use();
-
-  mUpdated = true;
-
-  // Create a new pipeline
-  // @todo Passed as pointers - shallow copy will break. Implementation MUST deep copy.
-  return mGraphicsController->CreatePipeline(
-    Graphics::PipelineCreateInfo()
-      .SetInputAssemblyState(&inputAssemblyState)
-      .SetVertexInputState(&vertexInputState)
-      .SetRasterizationState(&rasterizationState)
-      .SetColorBlendState(&colorBlendState)
-      .SetProgramState(&programState)
-      .SetNextExtension(&mLegacyProgram),
-    std::move(oldPipeline));
+  // should be never null?
+  return *pipelineResult.pipeline;
 }
 
 } // namespace Render
 
-} // namespace Internal
-
-} // namespace Dali
+} // namespace Dali::Internal