+ blurView.SetProperty( Actor::Property::SIZE, Vector2(100.0f, 100.0f) );
+
+ tet_infoline("Call SetTexture and add blurview to stage");
+ Texture inputTexture = CreateSolidColorTexture( application, Color::GREEN, 50, 50 );
+ blurView.SetTexture( inputTexture );
+
+ // start multiple guassian blur call, each guassian blur creates two render tasks
+ DALI_TEST_CHECK( application.GetScene().GetRenderTaskList().GetTaskCount() == 1+BLUR_LEVELS*2);
+ {
+ // create renderers for the original image and each blurred image
+ stage.Add( blurView );
+ Wait(application);
+ DALI_TEST_EQUALS(blurView.GetRendererCount(), BLUR_LEVELS+1, TEST_LOCATION );
+
+ tet_infoline("Wait for a second to allow blur to finish");
+ Wait(application, 1000);
+
+ tet_infoline("Remove from stage");
+ application.GetScene().Remove( blurView );
+ }
+
+ tet_infoline("Test that there are no render tasks remaining");
+ DALI_TEST_EQUALS(blurView.GetRendererCount(), 0, TEST_LOCATION );
+
+ tet_infoline("Call SetTexture a second time and add blurview back to stage");
+ Texture inputTexture2 = CreateSolidColorTexture( application, Color::CYAN, 50, 50 );
+ blurView.SetTexture( inputTexture2 );
+ // start multiple guassian blur call, each guassian blur creates two render tasks
+ DALI_TEST_CHECK( application.GetScene().GetRenderTaskList().GetTaskCount() == 1+BLUR_LEVELS*2);