+ /**
+ * Sets Render Pass key for this RenderTask.
+ * Shader code that matches this render pass is used for rendering.
+ * If no matching shader is found, the code with a render pass of 0 is used.
+ * In other cases, operation is not guaranteed.
+ * @param[in] renderPassTag RenderPassTag value for this render task.
+ * @note RenderPassTag of default RenderTask is 0u.
+ */
+ void SetRenderPassTag(uint32_t renderPassTag);
+
+ /**
+ * Gets Render Pass key for this RenderTask.
+ * @return RenderPassTag value for this render task.
+ */
+ uint32_t GetRenderPassTag() const;
+
+ /**
+ * Sets Order Index to define rendering order for this RenderTask.
+ * In the DALi, offscreen renderTasks are rendered earlier than onscreen renderTask.
+ * In each category of OffScreen RenderTask and OnScreen RenderTask,
+ * a RenderTask with a smaller orderIndex is rendered first.
+ * The RenderTasks in RenderTaskList is always sorted as acending order of the OrderIndex.
+ * The OrderIndex value is needed to be set between [-1000, 1000].
+ * Default orderIndex is 0.
+ * @param[in] orderIndex the order index for this render task.
+ * @note The order among RenderTasks whose OrderIndex has not changed follows the order in which they were created.
+ * @note Rendering order among RenderTasks those have same OrderIndex cannot be guaranteed after the OrderIndex is changed
+ */
+ void SetOrderIndex(int32_t orderIndex);