Uniform data cached locally in the uniform map
[platform/core/uifw/dali-core.git] / dali / internal / render / renderers / render-renderer.cpp
index e3f1684..c6083a7 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 #include <dali/internal/render/renderers/render-renderer.h>
 
 // INTERNAL INCLUDES
+#include <dali/graphics-api/graphics-types.h>
+#include <dali/integration-api/debug.h>
 #include <dali/internal/common/image-sampler.h>
-#include <dali/internal/render/gl-resources/context.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/renderers/render-sampler.h>
-#include <dali/internal/render/shaders/scene-graph-shader.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/data-providers/node-data-provider.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 Dali::Internal
 {
-
-namespace Internal
-{
-
 namespace
 {
-
-
-/**
- * Helper to set view and projection matrices once per program
- * @param program to set the matrices to
- * @param modelMatrix to set
- * @param viewMatrix to set
- * @param projectionMatrix to set
- * @param modelViewMatrix to set
- * @param modelViewProjectionMatrix to set
- */
-inline void SetMatrices( Program& program,
-                         const Matrix& modelMatrix,
-                         const Matrix& viewMatrix,
-                         const Matrix& projectionMatrix,
-                         const Matrix& modelViewMatrix )
-{
-  GLint loc = program.GetUniformLocation( Program::UNIFORM_MODEL_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
-  {
-    program.SetUniformMatrix4fv( loc, 1, modelMatrix.AsFloat() );
-  }
-  loc = program.GetUniformLocation( Program::UNIFORM_VIEW_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+// Helper to get the property value getter by type
+typedef const float&(PropertyInputImpl::*FuncGetter )(BufferIndex) const;
+constexpr FuncGetter GetPropertyValueGetter(Property::Type type)
+{
+  switch(type)
   {
-    if( program.GetViewMatrix() != &viewMatrix )
+    case Property::BOOLEAN:
     {
-      program.SetViewMatrix( &viewMatrix );
-      program.SetUniformMatrix4fv( loc, 1, viewMatrix.AsFloat() );
+      return FuncGetter(&PropertyInputImpl::GetBoolean);
     }
-  }
-  // set projection matrix if program has not yet received it this frame or if it is dirty
-  loc = program.GetUniformLocation( Program::UNIFORM_PROJECTION_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
-  {
-    if( program.GetProjectionMatrix() != &projectionMatrix )
+    case Property::INTEGER:
     {
-      program.SetProjectionMatrix( &projectionMatrix );
-      program.SetUniformMatrix4fv( loc, 1, projectionMatrix.AsFloat() );
+      return FuncGetter(&PropertyInputImpl::GetInteger);
+    }
+    case Property::FLOAT:
+    {
+      return FuncGetter(&PropertyInputImpl::GetFloat);
+    }
+    case Property::VECTOR2:
+    {
+      return FuncGetter(&PropertyInputImpl::GetVector2);
+    }
+    case Property::VECTOR3:
+    {
+      return FuncGetter(&PropertyInputImpl::GetVector3);
+    }
+    case Property::VECTOR4:
+    {
+      return FuncGetter(&PropertyInputImpl::GetVector4);
+    }
+    case Property::MATRIX3:
+    {
+      return FuncGetter(&PropertyInputImpl::GetMatrix3);
+    }
+    case Property::MATRIX:
+    {
+      return FuncGetter(&PropertyInputImpl::GetMatrix);
+    }
+    default:
+    {
+      return nullptr;
     }
   }
-  loc = program.GetUniformLocation(Program::UNIFORM_MODELVIEW_MATRIX);
-  if( Program::UNIFORM_UNKNOWN != loc )
-  {
-    program.SetUniformMatrix4fv( loc, 1, modelViewMatrix.AsFloat() );
-  }
-
-  loc = program.GetUniformLocation( Program::UNIFORM_MVP_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
-  {
-    Matrix modelViewProjectionMatrix(false);
-    Matrix::Multiply( modelViewProjectionMatrix, modelViewMatrix, projectionMatrix );
-    program.SetUniformMatrix4fv( loc, 1, modelViewProjectionMatrix.AsFloat() );
-  }
+}
 
-  loc = program.GetUniformLocation( Program::UNIFORM_NORMAL_MATRIX );
-  if( Program::UNIFORM_UNKNOWN != loc )
+/**
+ * Helper function that returns size of uniform datatypes based
+ * on property type.
+ */
+constexpr int GetPropertyValueSizeForUniform( Property::Type type )
+{
+  switch(type)
   {
-    Matrix3 normalMatrix;
-    normalMatrix = modelViewMatrix;
-    normalMatrix.Invert();
-    normalMatrix.Transpose();
-    program.SetUniformMatrix3fv( loc, 1, normalMatrix.AsFloat() );
-  }
+    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;
+    }
+  };
 }
 
+/**
+ * Helper function to calculate the correct alignment of data for uniform buffers
+ * @param dataSize size of uniform buffer
+ * @return aligned offset of data
+ */
+inline uint32_t GetUniformBufferDataAlignment(uint32_t dataSize)
+{
+  return ((dataSize / 256u) + ((dataSize % 256u) ? 1u : 0u)) * 256u;
 }
 
+} // namespace
+
 namespace Render
 {
-
-Renderer* Renderer::New( SceneGraph::RenderDataProvider* dataProvider,
-                         Render::Geometry* geometry,
-                         uint32_t blendingBitmask,
-                         const Vector4& blendColor,
-                         FaceCullingMode::Type faceCullingMode,
-                         bool preMultipliedAlphaEnabled,
-                         DepthWriteMode::Type depthWriteMode,
-                         DepthTestMode::Type depthTestMode,
-                         DepthFunction::Type depthFunction,
-                         StencilParameters& stencilParameters )
-{
-  return new Renderer( dataProvider, geometry, blendingBitmask, blendColor,
-                       faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode,
-                       depthFunction, stencilParameters );
-}
-
-Renderer::Renderer( SceneGraph::RenderDataProvider* dataProvider,
-                    Render::Geometry* geometry,
-                    uint32_t blendingBitmask,
-                    const Vector4& blendColor,
-                    FaceCullingMode::Type faceCullingMode,
-                    bool preMultipliedAlphaEnabled,
-                    DepthWriteMode::Type depthWriteMode,
-                    DepthTestMode::Type depthTestMode,
-                    DepthFunction::Type depthFunction,
-                    StencilParameters& stencilParameters )
-: mRenderDataProvider( dataProvider ),
-  mContext( NULL),
-  mGeometry( geometry ),
+Renderer* Renderer::New(SceneGraph::RenderDataProvider* dataProvider,
+                        Render::Geometry*               geometry,
+                        uint32_t                        blendingBitmask,
+                        const Vector4&                  blendColor,
+                        FaceCullingMode::Type           faceCullingMode,
+                        bool                            preMultipliedAlphaEnabled,
+                        DepthWriteMode::Type            depthWriteMode,
+                        DepthTestMode::Type             depthTestMode,
+                        DepthFunction::Type             depthFunction,
+                        StencilParameters&              stencilParameters)
+{
+  return new Renderer(dataProvider, geometry, blendingBitmask, blendColor, faceCullingMode, preMultipliedAlphaEnabled, depthWriteMode, depthTestMode, depthFunction, stencilParameters);
+}
+
+Renderer::Renderer(SceneGraph::RenderDataProvider* dataProvider,
+                   Render::Geometry*               geometry,
+                   uint32_t                        blendingBitmask,
+                   const Vector4&                  blendColor,
+                   FaceCullingMode::Type           faceCullingMode,
+                   bool                            preMultipliedAlphaEnabled,
+                   DepthWriteMode::Type            depthWriteMode,
+                   DepthTestMode::Type             depthTestMode,
+                   DepthFunction::Type             depthFunction,
+                   StencilParameters&              stencilParameters)
+: mGraphicsController(nullptr),
+  mRenderDataProvider(dataProvider),
+  mGeometry(geometry),
+  mProgramCache(nullptr),
   mUniformIndexMap(),
-  mAttributesLocation(),
-  mStencilParameters( stencilParameters ),
+  mUniformsHash(),
+  mStencilParameters(stencilParameters),
   mBlendingOptions(),
-  mIndexedDrawFirstElement( 0 ),
-  mIndexedDrawElementsCount( 0 ),
-  mDepthFunction( depthFunction ),
-  mFaceCullingMode( faceCullingMode ),
-  mDepthWriteMode( depthWriteMode ),
-  mDepthTestMode( depthTestMode ),
-  mUpdateAttributesLocation( true ),
-  mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ),
-  mShaderChanged( false )
-{
-  if( blendingBitmask != 0u )
+  mIndexedDrawFirstElement(0),
+  mIndexedDrawElementsCount(0),
+  mDepthFunction(depthFunction),
+  mFaceCullingMode(faceCullingMode),
+  mDepthWriteMode(depthWriteMode),
+  mDepthTestMode(depthTestMode),
+  mPremultipliedAlphaEnabled(preMultipliedAlphaEnabled),
+  mShaderChanged(false),
+  mUpdated(true)
+{
+  if(blendingBitmask != 0u)
   {
-    mBlendingOptions.SetBitmask( blendingBitmask );
+    mBlendingOptions.SetBitmask(blendingBitmask);
   }
 
-  mBlendingOptions.SetBlendColor( blendColor );
-}
-
-void Renderer::Initialize( Context& context )
-{
-  mContext = &context;
-}
-
-Renderer::~Renderer()
-{
+  mBlendingOptions.SetBlendColor(blendColor);
 }
 
-void Renderer::SetGeometry( Render::Geometry* geometry )
+void Renderer::Initialize(Graphics::Controller& graphicsController, ProgramCache& programCache, Render::ShaderCache& shaderCache, Render::UniformBufferManager& uniformBufferManager, Render::PipelineCache& pipelineCache)
 {
-  mGeometry = geometry;
-  mUpdateAttributesLocation = true;
+  mGraphicsController   = &graphicsController;
+  mProgramCache         = &programCache;
+  mShaderCache          = &shaderCache;
+  mUniformBufferManager = &uniformBufferManager;
+  mPipelineCache        = &pipelineCache;
 }
 
-void Renderer::SetBlending( Context& context, bool blend )
-{
-  context.SetBlend( blend );
-  if( blend )
-  {
-    // Blend color is optional and rarely used
-    const Vector4* blendColor = mBlendingOptions.GetBlendColor();
-    if( blendColor )
-    {
-      context.SetCustomBlendColor( *blendColor );
-    }
-    else
-    {
-      context.SetDefaultBlendColor();
-    }
+Renderer::~Renderer() = default;
 
-    // Set blend source & destination factors
-    context.BlendFuncSeparate( mBlendingOptions.GetBlendSrcFactorRgb(),
-                               mBlendingOptions.GetBlendDestFactorRgb(),
-                               mBlendingOptions.GetBlendSrcFactorAlpha(),
-                               mBlendingOptions.GetBlendDestFactorAlpha() );
-
-    // Set blend equations
-    context.BlendEquationSeparate( mBlendingOptions.GetBlendEquationRgb(),
-                                   mBlendingOptions.GetBlendEquationAlpha() );
-  }
-}
-
-void Renderer::GlContextDestroyed()
+void Renderer::SetGeometry(Render::Geometry* geometry)
 {
-  mGeometry->GlContextDestroyed();
+  mGeometry  = geometry;
+  mUpdated   = true;
 }
-
-void Renderer::GlCleanup()
+void Renderer::SetDrawCommands(Dali::DevelRenderer::DrawCommand* pDrawCommands, uint32_t size)
 {
+  mDrawCommands.clear();
+  mDrawCommands.insert(mDrawCommands.end(), pDrawCommands, pDrawCommands + size);
 }
 
-void Renderer::SetUniforms( BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program )
+void Renderer::BindTextures(Graphics::CommandBuffer& commandBuffer, Vector<Graphics::Texture*>& boundTextures)
 {
-  // Check if the map has changed
-  DALI_ASSERT_DEBUG( mRenderDataProvider && "No Uniform map data provider available" );
-
-  const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
-
-  if( uniformMapDataProvider.GetUniformMapChanged( bufferIndex ) ||
-      node.GetUniformMapChanged(bufferIndex) ||
-      mUniformIndexMap.Count() == 0 ||
-      mShaderChanged )
-  {
-    // Reset shader pointer
-    mShaderChanged = false;
-
-    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
-    mUniformIndexMap.Resize( maxMaps );
-
-    uint32_t mapIndex = 0;
-    for(; mapIndex < uniformMap.Count() ; ++mapIndex )
-    {
-      mUniformIndexMap[mapIndex].propertyValue = uniformMap[mapIndex]->propertyPtr;
-      mUniformIndexMap[mapIndex].uniformIndex = program.RegisterUniform( uniformMap[mapIndex]->uniformName );
-    }
-
-    for( uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count() ; ++nodeMapIndex )
-    {
-      uint32_t uniformIndex = program.RegisterUniform( uniformMapNode[nodeMapIndex]->uniformName );
-      bool found(false);
-      for( uint32_t i = 0; i<uniformMap.Count(); ++i )
-      {
-        if( mUniformIndexMap[i].uniformIndex == uniformIndex )
-        {
-          mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
-          found = true;
-          break;
-        }
-      }
-
-      if( !found )
-      {
-        mUniformIndexMap[mapIndex].propertyValue = uniformMapNode[nodeMapIndex]->propertyPtr;
-        mUniformIndexMap[mapIndex].uniformIndex = uniformIndex;
-        ++mapIndex;
-      }
-    }
-
-    mUniformIndexMap.Resize( mapIndex );
-  }
+  uint32_t textureUnit = 0;
 
-  // Set uniforms in local map
-  for( UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
-         end = mUniformIndexMap.End() ;
-       iter != end ;
-       ++iter )
-  {
-    SetUniformFromProperty( bufferIndex, program, *iter );
-  }
+  std::vector<Render::Sampler*>& samplers(mRenderDataProvider->GetSamplers());
+  std::vector<Render::Texture*>& textures(mRenderDataProvider->GetTextures());
 
-  GLint sizeLoc = program.GetUniformLocation( Program::UNIFORM_SIZE );
-  if( -1 != sizeLoc )
+  std::vector<Graphics::TextureBinding> textureBindings;
+  for(uint32_t i = 0; i < static_cast<uint32_t>(textures.size()); ++i) // not expecting more than uint32_t of textures
   {
-    program.SetSizeUniform3f( sizeLoc, size.x, size.y, size.z );
-  }
-}
-
-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() )
+    if(textures[i] && textures[i]->GetGraphicsObject())
     {
-      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;
-      }
+      // if the sampler exists,
+      //   if it's default, delete the graphics object
+      //   otherwise re-initialize it if dirty
 
-      case Property::VECTOR3:
-      {
-        Vector3 value( map.propertyValue->GetVector3( bufferIndex ) );
-        program.SetUniform3f( location, value.x, value.y, value.z );
-        break;
-      }
+      const Graphics::Sampler* graphicsSampler = (samplers[i] ? samplers[i]->GetGraphicsObject()
+                                                              : nullptr);
 
-      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;
-      }
+      boundTextures.PushBack(textures[i]->GetGraphicsObject());
+      const Graphics::TextureBinding textureBinding{textures[i]->GetGraphicsObject(), graphicsSampler, textureUnit};
+      textureBindings.push_back(textureBinding);
 
-      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;
-      }
+      ++textureUnit;
     }
   }
-}
-
-bool Renderer::BindTextures( Context& context, Program& program, Vector<GLuint>& boundTextures )
-{
-  uint32_t textureUnit = 0;
-  bool result = true;
 
-  GLint uniformLocation(-1);
-  std::vector<Render::Sampler*>& samplers( mRenderDataProvider->GetSamplers() );
-  std::vector<Render::Texture*>& textures( mRenderDataProvider->GetTextures() );
-  for( uint32_t i = 0; i < static_cast<uint32_t>( textures.size() ) && result; ++i ) // not expecting more than uint32_t of textures
+  if(!textureBindings.empty())
   {
-    if( textures[i] )
-    {
-      result = textures[i]->Bind(context, textureUnit, samplers[i] );
-      boundTextures.PushBack( textures[i]->GetId() );
-      if( result && program.GetSamplerUniformLocation( i, uniformLocation ) )
-      {
-        program.SetUniform1i( uniformLocation, textureUnit );
-        ++textureUnit;
-      }
-    }
+    commandBuffer.BindTextures(textureBindings);
   }
-
-  return result;
 }
 
-void Renderer::SetFaceCullingMode( FaceCullingMode::Type mode )
+void Renderer::SetFaceCullingMode(FaceCullingMode::Type mode)
 {
-  mFaceCullingMode =  mode;
+  mFaceCullingMode = mode;
+  mUpdated         = true;
 }
 
-void Renderer::SetBlendingBitMask( uint32_t bitmask )
+void Renderer::SetBlendingBitMask(uint32_t bitmask)
 {
-  mBlendingOptions.SetBitmask( bitmask );
+  mBlendingOptions.SetBitmask(bitmask);
+  mUpdated = true;
 }
 
-void Renderer::SetBlendColor( const Vector4& color )
+void Renderer::SetBlendColor(const Vector4& color)
 {
-  mBlendingOptions.SetBlendColor( color );
+  mBlendingOptions.SetBlendColor(color);
+  mUpdated = true;
 }
 
-void Renderer::SetIndexedDrawFirstElement( uint32_t firstElement )
+void Renderer::SetIndexedDrawFirstElement(uint32_t firstElement)
 {
   mIndexedDrawFirstElement = firstElement;
+  mUpdated                 = true;
 }
 
-void Renderer::SetIndexedDrawElementsCount( uint32_t elementsCount )
+void Renderer::SetIndexedDrawElementsCount(uint32_t elementsCount)
 {
   mIndexedDrawElementsCount = elementsCount;
+  mUpdated                  = true;
 }
 
-void Renderer::EnablePreMultipliedAlpha( bool enable )
+void Renderer::EnablePreMultipliedAlpha(bool enable)
 {
-  mPremultipledAlphaEnabled = enable;
+  mPremultipliedAlphaEnabled = enable;
+  mUpdated                   = true;
 }
 
-void Renderer::SetDepthWriteMode( DepthWriteMode::Type depthWriteMode )
+void Renderer::SetDepthWriteMode(DepthWriteMode::Type depthWriteMode)
 {
   mDepthWriteMode = depthWriteMode;
+  mUpdated        = true;
 }
 
-void Renderer::SetDepthTestMode( DepthTestMode::Type depthTestMode )
+void Renderer::SetDepthTestMode(DepthTestMode::Type depthTestMode)
 {
   mDepthTestMode = depthTestMode;
+  mUpdated       = true;
 }
 
 DepthWriteMode::Type Renderer::GetDepthWriteMode() const
@@ -422,9 +285,10 @@ DepthTestMode::Type Renderer::GetDepthTestMode() const
   return mDepthTestMode;
 }
 
-void Renderer::SetDepthFunction( DepthFunction::Type depthFunction )
+void Renderer::SetDepthFunction(DepthFunction::Type depthFunction)
 {
   mDepthFunction = depthFunction;
+  mUpdated       = true;
 }
 
 DepthFunction::Type Renderer::GetDepthFunction() const
@@ -432,9 +296,10 @@ DepthFunction::Type Renderer::GetDepthFunction() const
   return mDepthFunction;
 }
 
-void Renderer::SetRenderMode( RenderMode::Type renderMode )
+void Renderer::SetRenderMode(RenderMode::Type renderMode)
 {
   mStencilParameters.renderMode = renderMode;
+  mUpdated                      = true;
 }
 
 RenderMode::Type Renderer::GetRenderMode() const
@@ -442,9 +307,10 @@ RenderMode::Type Renderer::GetRenderMode() const
   return mStencilParameters.renderMode;
 }
 
-void Renderer::SetStencilFunction( StencilFunction::Type stencilFunction )
+void Renderer::SetStencilFunction(StencilFunction::Type stencilFunction)
 {
   mStencilParameters.stencilFunction = stencilFunction;
+  mUpdated                           = true;
 }
 
 StencilFunction::Type Renderer::GetStencilFunction() const
@@ -452,9 +318,10 @@ StencilFunction::Type Renderer::GetStencilFunction() const
   return mStencilParameters.stencilFunction;
 }
 
-void Renderer::SetStencilFunctionMask( int stencilFunctionMask )
+void Renderer::SetStencilFunctionMask(int stencilFunctionMask)
 {
   mStencilParameters.stencilFunctionMask = stencilFunctionMask;
+  mUpdated                               = true;
 }
 
 int Renderer::GetStencilFunctionMask() const
@@ -462,9 +329,10 @@ int Renderer::GetStencilFunctionMask() const
   return mStencilParameters.stencilFunctionMask;
 }
 
-void Renderer::SetStencilFunctionReference( int stencilFunctionReference )
+void Renderer::SetStencilFunctionReference(int stencilFunctionReference)
 {
   mStencilParameters.stencilFunctionReference = stencilFunctionReference;
+  mUpdated                                    = true;
 }
 
 int Renderer::GetStencilFunctionReference() const
@@ -472,9 +340,10 @@ int Renderer::GetStencilFunctionReference() const
   return mStencilParameters.stencilFunctionReference;
 }
 
-void Renderer::SetStencilMask( int stencilMask )
+void Renderer::SetStencilMask(int stencilMask)
 {
   mStencilParameters.stencilMask = stencilMask;
+  mUpdated                       = true;
 }
 
 int Renderer::GetStencilMask() const
@@ -482,9 +351,10 @@ int Renderer::GetStencilMask() const
   return mStencilParameters.stencilMask;
 }
 
-void Renderer::SetStencilOperationOnFail( StencilOperation::Type stencilOperationOnFail )
+void Renderer::SetStencilOperationOnFail(StencilOperation::Type stencilOperationOnFail)
 {
   mStencilParameters.stencilOperationOnFail = stencilOperationOnFail;
+  mUpdated                                  = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnFail() const
@@ -492,9 +362,10 @@ StencilOperation::Type Renderer::GetStencilOperationOnFail() const
   return mStencilParameters.stencilOperationOnFail;
 }
 
-void Renderer::SetStencilOperationOnZFail( StencilOperation::Type stencilOperationOnZFail )
+void Renderer::SetStencilOperationOnZFail(StencilOperation::Type stencilOperationOnZFail)
 {
   mStencilParameters.stencilOperationOnZFail = stencilOperationOnZFail;
+  mUpdated                                   = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
@@ -502,9 +373,10 @@ StencilOperation::Type Renderer::GetStencilOperationOnZFail() const
   return mStencilParameters.stencilOperationOnZFail;
 }
 
-void Renderer::SetStencilOperationOnZPass( StencilOperation::Type stencilOperationOnZPass )
+void Renderer::SetStencilOperationOnZPass(StencilOperation::Type stencilOperationOnZPass)
 {
   mStencilParameters.stencilOperationOnZPass = stencilOperationOnZPass;
+  mUpdated                                   = true;
 }
 
 StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
@@ -512,92 +384,456 @@ StencilOperation::Type Renderer::GetStencilOperationOnZPass() const
   return mStencilParameters.stencilOperationOnZPass;
 }
 
-void Renderer::Upload( Context& context )
+void Renderer::Upload()
 {
-  mGeometry->Upload( context );
+  mGeometry->Upload(*mGraphicsController);
 }
 
-void Renderer::Render( Context& context,
-                       BufferIndex bufferIndex,
-                       const SceneGraph::NodeDataProvider& node,
-                       const Matrix& modelMatrix,
-                       const Matrix& modelViewMatrix,
-                       const Matrix& viewMatrix,
-                       const Matrix& projectionMatrix,
-                       const Vector3& size,
-                       bool blend,
-                       Vector<GLuint>& boundTextures )
+bool Renderer::Render(Graphics::CommandBuffer&                             commandBuffer,
+                      BufferIndex                                          bufferIndex,
+                      const SceneGraph::NodeDataProvider&                  node,
+                      const Matrix&                                        modelMatrix,
+                      const Matrix&                                        modelViewMatrix,
+                      const Matrix&                                        viewMatrix,
+                      const Matrix&                                        projectionMatrix,
+                      const Vector3&                                       size,
+                      bool                                                 blend,
+                      Vector<Graphics::Texture*>&                          boundTextures,
+                      const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+                      uint32_t                                             queueIndex)
 {
-  // Get the program to use:
-  Program* program = mRenderDataProvider->GetShader().GetProgram();
-  if( !program )
+  // Before doing anything test if the call happens in the right queue
+  if(mDrawCommands.empty() && queueIndex > 0)
+  {
+    return false;
+  }
+
+  // Prepare commands
+  std::vector<DevelRenderer::DrawCommand*> commands;
+  for(auto& cmd : mDrawCommands)
+  {
+    if(cmd.queue == queueIndex)
+    {
+      commands.emplace_back(&cmd);
+    }
+  }
+
+  // Have commands but nothing to be drawn - abort
+  if(!mDrawCommands.empty() && commands.empty())
+  {
+    return false;
+  }
+
+  // Set blending mode
+  if(!mDrawCommands.empty())
+  {
+    blend = (commands[0]->queue != DevelRenderer::RENDER_QUEUE_OPAQUE) && blend;
+  }
+
+  // Create Program
+  ShaderDataPtr            shaderData   = mRenderDataProvider->GetShader().GetShaderData();
+
+  Program* program         = Program::New(*mProgramCache,
+                                  shaderData,
+                                  *mGraphicsController);
+  if(!program)
+  {
+    DALI_LOG_ERROR("Failed to get program for shader at address %p.\n", reinterpret_cast<void*>(&mRenderDataProvider->GetShader()));
+    return false;
+  }
+
+  // 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());
+
+    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->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, 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
+
+  if(mDrawCommands.empty())
   {
-    DALI_LOG_ERROR( "Failed to get program for shader at address %p.\n", reinterpret_cast< void* >( &mRenderDataProvider->GetShader() ) );
-    return;
+    drawn = mGeometry->Draw(*mGraphicsController, commandBuffer, mIndexedDrawFirstElement, mIndexedDrawElementsCount);
+  }
+  else
+  {
+    for(auto& cmd : commands)
+    {
+      mGeometry->Draw(*mGraphicsController, commandBuffer, cmd->firstIndex, cmd->elementCount);
+    }
   }
 
-  //Set cull face  mode
-  context.CullFace( mFaceCullingMode );
+  mUpdated = false;
+  return drawn;
+}
 
-  //Set blending mode
-  SetBlending( context, blend );
+void Renderer::BuildUniformIndexMap(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider& node, const Vector3& size, Program& program)
+{
+  // Check if the map has changed
+  DALI_ASSERT_DEBUG(mRenderDataProvider && "No Uniform map data provider available");
 
-  // Take the program into use so we can send uniforms to it
-  program->Use();
+  const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
 
-  if( DALI_LIKELY( BindTextures( context, *program, boundTextures ) ) )
+  if(uniformMapDataProvider.GetUniformMapChanged(bufferIndex) ||
+     node.GetUniformMapChanged(bufferIndex) ||
+     mUniformIndexMap.Count() == 0 ||
+     mShaderChanged)
   {
-    // Only set up and draw if we have textures and they are all valid
+    // Reset shader pointer
+    mShaderChanged = false;
 
-    // set projection and view matrix if program has not yet received them yet this frame
-    SetMatrices( *program, modelMatrix, viewMatrix, projectionMatrix, modelViewMatrix );
+    const SceneGraph::CollectedUniformMap& uniformMap     = uniformMapDataProvider.GetUniformMap(bufferIndex);
+    const SceneGraph::CollectedUniformMap& uniformMapNode = node.GetUniformMap(bufferIndex);
+
+    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].uniformName            = uniformMap[mapIndex].uniformName;
+      mUniformIndexMap[mapIndex].uniformNameHash        = uniformMap[mapIndex].uniformNameHash;
+      mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMap[mapIndex].uniformNameHashNoArray;
+      mUniformIndexMap[mapIndex].arrayIndex             = uniformMap[mapIndex].arrayIndex;
+    }
 
-    // set color uniform
-    GLint loc = program->GetUniformLocation( Program::UNIFORM_COLOR );
-    if( Program::UNIFORM_UNKNOWN != loc )
+    for(uint32_t nodeMapIndex = 0; nodeMapIndex < uniformMapNode.Count(); ++nodeMapIndex)
     {
-      const Vector4& color = node.GetRenderColor( bufferIndex );
-      if( mPremultipledAlphaEnabled )
+      auto  hash = uniformMapNode[nodeMapIndex].uniformNameHash;
+      auto& name = uniformMapNode[nodeMapIndex].uniformName;
+      bool  found(false);
+      for(uint32_t i = 0; i < uniformMap.Count(); ++i)
       {
-        float alpha = color.a * mRenderDataProvider->GetOpacity( bufferIndex );
-        program->SetUniform4f( loc, color.r * alpha, color.g * alpha, color.b * alpha, alpha );
+        if(mUniformIndexMap[i].uniformNameHash == hash &&
+           mUniformIndexMap[i].uniformName == name)
+        {
+          mUniformIndexMap[i].propertyValue = uniformMapNode[nodeMapIndex].propertyPtr;
+          found                             = true;
+          break;
+        }
       }
-      else
+
+      if(!found)
       {
-        program->SetUniform4f( loc, color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity( bufferIndex ) );
+        mUniformIndexMap[mapIndex].propertyValue          = uniformMapNode[nodeMapIndex].propertyPtr;
+        mUniformIndexMap[mapIndex].uniformName            = uniformMapNode[nodeMapIndex].uniformName;
+        mUniformIndexMap[mapIndex].uniformNameHash        = uniformMapNode[nodeMapIndex].uniformNameHash;
+        mUniformIndexMap[mapIndex].uniformNameHashNoArray = uniformMapNode[nodeMapIndex].uniformNameHashNoArray;
+        mUniformIndexMap[mapIndex].arrayIndex             = uniformMapNode[nodeMapIndex].arrayIndex;
+        ++mapIndex;
       }
     }
 
-    SetUniforms( bufferIndex, node, size, *program );
+    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(
+  BufferIndex                          bufferIndex,
+  Graphics::CommandBuffer&             commandBuffer,
+  Program*                             program,
+  const SceneGraph::RenderInstruction& instruction,
+  const SceneGraph::NodeDataProvider&  node,
+  const Matrix&                        modelMatrix,
+  const Matrix&                        modelViewMatrix,
+  const Matrix&                        viewMatrix,
+  const Matrix&                        projectionMatrix,
+  const Vector3&                       size)
+{
+  // Create the UBO
+  uint32_t uboOffset{0u};
+
+  auto &reflection = mGraphicsController->GetProgramReflection(program->GetGraphicsProgram());
+
+  uint32_t uniformBlockAllocationBytes = program->GetUniformBlocksMemoryRequirements().totalSizeRequired;
+
+  // Create uniform buffer view from uniform buffer
+  Graphics::UniquePtr<Render::UniformBufferView> uboView{nullptr};
+  if(uniformBlockAllocationBytes)
+  {
+    auto uboPoolView = mUniformBufferManager->GetUniformBufferViewPool(bufferIndex);
+
+    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
+  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), *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, *uboView, modelViewProjectionMatrix);
+    }
+
+    auto normalUniformInfo = program->GetDefaultUniform(Program::DefaultUniformIndex::NORMAL_MATRIX);
+    if(normalUniformInfo && !normalUniformInfo->name.empty())
+    {
+      Matrix3 normalMatrix(modelViewMatrix);
+      normalMatrix.Invert();
+      normalMatrix.Transpose();
+      WriteDefaultUniform(normalUniformInfo, *uboView, normalMatrix);
+    }
 
-    if( mUpdateAttributesLocation || mGeometry->AttributesChanged() )
+    Vector4        finalColor;
+    const Vector4& color = node.GetRenderColor(bufferIndex);
+    if(mPremultipliedAlphaEnabled)
+    {
+      float alpha = color.a * mRenderDataProvider->GetOpacity(bufferIndex);
+      finalColor  = Vector4(color.r * alpha, color.g * alpha, color.b * alpha, alpha);
+    }
+    else
     {
-      mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
-      mUpdateAttributesLocation = false;
+      finalColor = Vector4(color.r, color.g, color.b, color.a * mRenderDataProvider->GetOpacity(bufferIndex));
     }
+    WriteDefaultUniform(program->GetDefaultUniform(Program::DefaultUniformIndex::COLOR), *uboView, finalColor);
+
+    // Write uniforms from the uniform map
+    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), *uboView, size);
 
-    mGeometry->Draw( context,
-                     bufferIndex,
-                     mAttributesLocation,
-                     mIndexedDrawFirstElement,
-                     mIndexedDrawElementsCount );
+    commandBuffer.BindUniformBuffers(*bindings);
   }
 }
 
-void Renderer::SetSortAttributes( BufferIndex bufferIndex,
-                                  SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
+template<class T>
+bool Renderer::WriteDefaultUniform(const Graphics::UniformInfo* uniformInfo, Render::UniformBufferView& ubo, const T& data)
 {
-  sortAttributes.shader = &( mRenderDataProvider->GetShader() );
+  if(uniformInfo && !uniformInfo->name.empty())
+  {
+    WriteUniform(ubo, *uniformInfo, data);
+    return true;
+  }
+  return false;
+}
+
+template<class T>
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const T& data)
+{
+  WriteUniform(ubo, uniformInfo, &data, sizeof(T));
+}
+
+void Renderer::WriteUniform(Render::UniformBufferView& ubo, const Graphics::UniformInfo& uniformInfo, const void* data, uint32_t size)
+{
+  ubo.Write(data, size, ubo.GetOffset() + uniformInfo.offset);
+}
+
+void Renderer::FillUniformBuffer(Program&                                      program,
+                                 const SceneGraph::RenderInstruction&          instruction,
+                                 Render::UniformBufferView&                    ubo,
+                                 std::vector<Graphics::UniformBufferBinding>*& outBindings,
+                                 uint32_t&                                     offset,
+                                 BufferIndex                                   updateBufferIndex)
+{
+  auto& reflection = mGraphicsController->GetProgramReflection(program.GetGraphicsProgram());
+  auto  uboCount   = reflection.GetUniformBlockCount();
+
+  // Setup bindings
+  uint32_t dataOffset = offset;
+  for(auto i = 0u; i < uboCount; ++i)
+  {
+    mUniformBufferBindings[i].dataSize = reflection.GetUniformBlockSize(i);
+    mUniformBufferBindings[i].binding  = reflection.GetUniformBlockBinding(i);
+
+    dataOffset += GetUniformBufferDataAlignment(mUniformBufferBindings[i].dataSize);
+    mUniformBufferBindings[i].buffer = ubo.GetBuffer(&mUniformBufferBindings[i].offset);
+
+    for(UniformIndexMappings::Iterator iter = mUniformIndexMap.Begin(),
+                                       end  = mUniformIndexMap.End();
+        iter != end;
+        ++iter)
+    {
+      auto& uniform = *iter;
+      int arrayIndex = uniform.arrayIndex;
+
+      if(!uniform.uniformFunc)
+      {
+        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;
+
+        if (uniformFound)
+        {
+          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
+  outBindings = &mUniformBufferBindings;
+
+  // Update offset
+  offset = dataOffset;
+}
+
+void Renderer::SetSortAttributes(SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes) const
+{
+  sortAttributes.shader   = &(mRenderDataProvider->GetShader());
   sortAttributes.geometry = mGeometry;
 }
 
-void Renderer::SetShaderChanged( bool value )
+void Renderer::SetShaderChanged(bool value)
 {
   mShaderChanged = value;
 }
 
-} // namespace SceneGraph
+bool Renderer::Updated(BufferIndex bufferIndex, const SceneGraph::NodeDataProvider* node)
+{
+  if(mUpdated)
+  {
+    mUpdated = false;
+    return true;
+  }
+
+  if(mShaderChanged || mGeometry->AttributesChanged())
+  {
+    return true;
+  }
+
+  for(const auto& texture : mRenderDataProvider->GetTextures())
+  {
+    if(texture && texture->IsNativeImage())
+    {
+      return true;
+    }
+  }
+
+  uint64_t                               hash           = 0xc70f6907UL;
+  const SceneGraph::CollectedUniformMap& uniformMapNode = node->GetUniformMap(bufferIndex);
+  for(const auto& uniformProperty : uniformMapNode)
+  {
+    hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+  }
+
+  const SceneGraph::UniformMapDataProvider& uniformMapDataProvider = mRenderDataProvider->GetUniformMap();
+  const SceneGraph::CollectedUniformMap&    uniformMap             = uniformMapDataProvider.GetUniformMap(bufferIndex);
+  for(const auto& uniformProperty : uniformMap)
+  {
+    hash = uniformProperty.propertyPtr->Hash(bufferIndex, hash);
+  }
+
+  if(mUniformsHash != hash)
+  {
+    mUniformsHash = hash;
+    return true;
+  }
+
+  return false;
+}
+
+Graphics::Pipeline& Renderer::PrepareGraphicsPipeline(
+  Program&                                             program,
+  const Dali::Internal::SceneGraph::RenderInstruction& instruction,
+  const SceneGraph::NodeDataProvider&                  node,
+  bool                                                 blend)
+{
+  if(mGeometry->AttributesChanged())
+  {
+    mUpdated = true;
+  }
+
+  // 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();
+
+  auto pipelineResult = mPipelineCache->GetPipeline( queryInfo, true );
+
+  // should be never null?
+  return *pipelineResult.pipeline;
+}
 
-} // namespace Internal
+} // namespace Render
 
-} // namespace Dali
+} // namespace Dali::Internal