Merge "Add UserInteractionEnabled property on actor for controlling user interaction...
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Actor.cpp
index 0b2a35b..9873aa7 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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-test-suite-utils.h>
 #include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/common/capabilities.h>
 #include <dali/integration-api/debug.h>
 #include <dali/integration-api/events/hover-event-integ.h>
 #include <dali/integration-api/events/touch-event-integ.h>
 #include <dali/public-api/dali-core.h>
 #include <mesh-builder.h>
+#include <test-actor-utils.h>
 
 #include <cfloat> // For FLT_MAX
 #include <string>
@@ -51,6 +53,7 @@ namespace
 bool gTouchCallBackCalled  = false;
 bool gTouchCallBackCalled2 = false;
 bool gTouchCallBackCalled3 = false;
+bool gHitTestTouchCallBackCalled = false;
 
 bool gHoverCallBackCalled = false;
 
@@ -110,6 +113,13 @@ static bool TestTouchCallback3(Actor, const TouchEvent&)
   END_TEST;
 }
 
+static bool TestHitTestTouchCallback(Actor, const TouchEvent&)
+{
+  gHitTestTouchCallBackCalled = true;
+  return false;
+  END_TEST;
+}
+
 static void ResetTouchCallbacks()
 {
   gTouchCallBackCalled  = false;
@@ -510,7 +520,7 @@ int UtcDaliActorAddN(void)
   catch(Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT(e);
-    DALI_TEST_ASSERT(e, "this != &child", TEST_LOCATION);
+    DALI_TEST_ASSERT(e, "&mOwner != &child", TEST_LOCATION);
     DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
   }
   catch(...)
@@ -635,6 +645,32 @@ int UtcDaliActorRemoveP(void)
   END_TEST;
 }
 
+int UtcDaliActorSwitchParentN(void)
+{
+  tet_infoline("Testing Actor::UtcDaliActorSwitchParentN");
+  TestApplication application;
+
+  Actor parent1 = Actor::New();
+  Actor child   = Actor::New();
+
+  DALI_TEST_EQUALS(parent1.GetChildCount(), 0u, TEST_LOCATION);
+
+  parent1.Add(child);
+
+  DALI_TEST_EQUALS(parent1.GetChildCount(), 1u, TEST_LOCATION);
+
+  Actor parent2 = Actor::New();
+
+  DALI_TEST_EQUALS(parent2.GetChildCount(), 0u, TEST_LOCATION);
+
+  // Try switch parent with that both of parent1 and parent2 are off scene.
+  DevelActor::SwitchParent(child, parent2);
+
+  DALI_TEST_EQUALS(parent1.GetChildCount(), 1u, TEST_LOCATION);
+  DALI_TEST_EQUALS(parent2.GetChildCount(), 0u, TEST_LOCATION);
+  END_TEST;
+}
+
 int UtcDaliActorGetChildCount(void)
 {
   TestApplication application;
@@ -2522,6 +2558,77 @@ int UtcDaliActorIsKeyboardFocusable(void)
   END_TEST;
 }
 
+int UtcDaliActorSetKeyboardFocusableChildren(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, true);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) == true);
+
+  actor.SetProperty(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, false);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) == false);
+  END_TEST;
+}
+
+int UtcDaliActorAreChildrenKeyBoardFocusable(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) == true);
+  END_TEST;
+}
+
+int UtcDaliActorSetTouchFocusable(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  actor.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE, true);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE) == true);
+
+  actor.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE, false);
+  DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE) == false);
+  END_TEST;
+}
+
+int UtcDaliActorIsTouchFocusable(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE) == false);
+  END_TEST;
+}
+
+int UtcDaliActorSetUserInteractionEnabled(void)
+{
+  TestApplication application;
+  Actor           actor = Actor::New();
+
+  bool enabled = !actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED);
+
+  actor.SetProperty(DevelActor::Property::USER_INTERACTION_ENABLED, enabled);
+
+  DALI_TEST_CHECK(enabled == actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED));
+  END_TEST;
+}
+
+int UtcDaliActorIsUserInteractionEnabled(void)
+{
+  TestApplication application;
+  Actor           actor = Actor::New();
+  actor.SetProperty(DevelActor::Property::USER_INTERACTION_ENABLED, true);
+
+  DALI_TEST_CHECK(true == actor.GetProperty<bool>(DevelActor::Property::USER_INTERACTION_ENABLED));
+  END_TEST;
+}
+
 int UtcDaliActorRemoveConstraints(void)
 {
   tet_infoline(" UtcDaliActorRemoveConstraints");
@@ -2962,9 +3069,9 @@ int UtcDaliActorSetDrawModeOverlayRender(void)
   ids.push_back(10); // third rendered actor
   application.GetGlAbstraction().SetNextTextureIds(ids);
 
-  Texture imageA = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
-  Texture imageB = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
-  Texture imageC = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+  Texture imageA = CreateTexture(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+  Texture imageB = CreateTexture(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+  Texture imageC = CreateTexture(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
   Actor   a      = CreateRenderableActor(imageA);
   Actor   b      = CreateRenderableActor(imageB);
   Actor   c      = CreateRenderableActor(imageC);
@@ -4103,7 +4210,7 @@ int UtcDaliActorRemoveRendererN(void)
 // Clipping test helper functions:
 Actor CreateActorWithContent(uint32_t width, uint32_t height)
 {
-  Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, width, height);
+  Texture image = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGBA8888, width, height);
   Actor   actor = CreateRenderableActor(image);
 
   // Setup dimensions and position so actor is not skipped by culling.
@@ -4141,7 +4248,9 @@ void CheckColorMask(TestGlAbstraction& glAbstraction, bool maskValue)
   DALI_TEST_EQUALS<bool>(colorMaskParams.red, maskValue, TEST_LOCATION);
   DALI_TEST_EQUALS<bool>(colorMaskParams.green, maskValue, TEST_LOCATION);
   DALI_TEST_EQUALS<bool>(colorMaskParams.blue, maskValue, TEST_LOCATION);
-  DALI_TEST_EQUALS<bool>(colorMaskParams.alpha, maskValue, TEST_LOCATION);
+
+  // @todo only test alpha if the framebuffer has an alpha channel
+  //DALI_TEST_EQUALS<bool>(colorMaskParams.alpha, maskValue, TEST_LOCATION);
 }
 
 int UtcDaliActorPropertyClippingP(void)
@@ -4250,7 +4359,9 @@ int UtcDaliActorPropertyClippingActor(void)
   CheckColorMask(glAbstraction, true);
 
   // Check the stencil buffer was enabled.
-  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "2960")); // 2960 is GL_STENCIL_TEST
+  std::ostringstream oss;
+  oss << std::hex << GL_STENCIL_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", oss.str()));
 
   // Check the stencil buffer was cleared.
   DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("ClearStencil", "0", startIndex));
@@ -4286,7 +4397,9 @@ int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
   CheckColorMask(glAbstraction, true);
 
   // Check the stencil buffer was enabled.
-  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "2960")); // 2960 is GL_STENCIL_TEST
+  std::ostringstream oss;
+  oss << std::hex << GL_STENCIL_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", oss.str()));
 
   // Check the stencil buffer was cleared.
   DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("ClearStencil", "0", startIndex));
@@ -4303,7 +4416,9 @@ int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
   GenerateTrace(application, enabledDisableTrace, stencilTrace);
 
   // Check the stencil buffer was disabled.
-  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Disable", "2960")); // 2960 is GL_STENCIL_TEST
+  std::ostringstream stencil;
+  stencil << std::hex << GL_STENCIL_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Disable", stencil.str()));
 
   // Ensure all values in stencil-mask are set to 1.
   startIndex = 0u;
@@ -4350,7 +4465,9 @@ int UtcDaliActorPropertyClippingNestedChildren(void)
   CheckColorMask(glAbstraction, true);
 
   // Check the stencil buffer was enabled.
-  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "2960")); // 2960 is GL_STENCIL_TEST
+  std::ostringstream oss;
+  oss << std::hex << GL_STENCIL_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", oss.str()));
 
   // Perform the test twice, once for 2D layer, and once for 3D.
   for(unsigned int i = 0u; i < 2u; ++i)
@@ -4366,7 +4483,7 @@ int UtcDaliActorPropertyClippingNestedChildren(void)
     DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilOp", "7680, 7681, 7681", startIndex)); // GL_KEEP, GL_REPLACE, GL_REPLACE
 
     // Check the correct setup was done to test against first bit-plane (only) of the stencil buffer.
-    DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilFunc", "514, 1, 255", startIndex));    // 514 is GL_EQUAL
+    DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilFunc", "514, 1, 1", startIndex));      // 514 is GL_EQUAL
     DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilOp", "7680, 7680, 7680", startIndex)); // GL_KEEP, GL_KEEP, GL_KEEP
 
     // Check we are set up to write to the second bitplane of the stencil buffer (only).
@@ -4376,7 +4493,7 @@ int UtcDaliActorPropertyClippingNestedChildren(void)
 
     // Check we are set up to test against both the first and second bit-planes of the stencil buffer.
     // (Both must be set to pass the check).
-    DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilFunc", "514, 3, 255", startIndex));    // 514 is GL_EQUAL, Test both bit-planes 1 & 2
+    DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilFunc", "514, 3, 3", startIndex));      // 514 is GL_EQUAL, Test both bit-planes 1 & 2
     DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilOp", "7680, 7680, 7680", startIndex)); // GL_KEEP, GL_KEEP, GL_KEEP
 
     // If we are on the first loop, set the layer to 3D and loop to perform the test again.
@@ -4411,7 +4528,7 @@ int UtcDaliActorPropertyClippingActorDrawOrder(void)
   Actor actors[5];
   for(int i = 0; i < 5; ++i)
   {
-    Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 16u, 16u);
+    Texture image = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGBA8888, 16u, 16u);
     Actor   actor = CreateRenderableActor(image);
 
     // Setup dimensions and position so actor is not skipped by culling.
@@ -4457,10 +4574,15 @@ int UtcDaliActorPropertyClippingActorDrawOrder(void)
      Note: Correct enable call trace:    StackTrace: Index:0, Function:Enable, ParamList:3042 StackTrace: Index:1, Function:Enable, ParamList:2960 StackTrace: Index:2, Function:Disable, ParamList:2960
            Incorrect enable call trace:  StackTrace: Index:0, Function:Enable, ParamList:3042 StackTrace: Index:1, Function:Enable, ParamList:2960
   */
-  size_t startIndex = 0u;
-  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Enable", "3042", startIndex));
-  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Enable", "2960", startIndex)); // 2960 is GL_STENCIL_TEST
-  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Disable", "2960", startIndex));
+  size_t             startIndex = 0u;
+  std::ostringstream blend;
+  blend << std::hex << GL_BLEND;
+  std::ostringstream stencil;
+  stencil << std::hex << GL_STENCIL_TEST;
+
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Enable", blend.str(), startIndex));
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Enable", stencil.str(), startIndex));
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Disable", stencil.str(), startIndex));
 
   // Swap the clipping actor from top of left branch to top of right branch.
   actors[1].SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED);
@@ -4476,13 +4598,13 @@ int UtcDaliActorPropertyClippingActorDrawOrder(void)
   // Check stencil is enabled but NOT disabled again (as right-hand branch of tree is drawn).
   // This proves the draw order has remained the same.
   startIndex = 0u;
-  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Enable", "2960", startIndex));
-  DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParamsFromStartIndex("Disable", "2960", startIndex));
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Enable", stencil.str(), startIndex));
+  DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParamsFromStartIndex("Disable", stencil.str(), startIndex));
 
   END_TEST;
 }
 
-int UtcDaliActorPropertyScissorClippingActor(void)
+int UtcDaliActorPropertyScissorClippingActor01(void)
 {
   // This test checks that an actor is correctly setup for clipping.
   tet_infoline("Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor");
@@ -4511,7 +4633,10 @@ int UtcDaliActorPropertyScissorClippingActor(void)
   CheckColorMask(glAbstraction, true);
 
   // Check scissor test was enabled.
-  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "3089")); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+  std::ostringstream scissor;
+  scissor << std::hex << GL_SCISSOR_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
 
   // Check the scissor was set, and the coordinates are correct.
   std::stringstream compareParametersString;
@@ -4533,6 +4658,68 @@ int UtcDaliActorPropertyScissorClippingActor(void)
   END_TEST;
 }
 
+int UtcDaliActorPropertyScissorClippingActor02(void)
+{
+  // This test checks that an actor is correctly setup for clipping.
+  tet_infoline("Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor with a transparent renderer");
+  TestApplication application;
+
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    scissorTrace        = glAbstraction.GetScissorTrace();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+  const Vector2 stageSize(TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT);
+  const Vector2 actorSize(16.0f, 16.0f);
+
+  // Create a clipping actor.
+  Actor clippingActorA                  = CreateRenderableActor();
+  clippingActorA[Actor::Property::SIZE] = actorSize;
+
+  Renderer renderer = clippingActorA.GetRendererAt(0);
+  DALI_TEST_CHECK(renderer);
+
+  // Make Renderer opacity 0.
+  renderer[DevelRenderer::Property::OPACITY] = 0.0f;
+
+  // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
+  // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
+  clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT);
+  clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT);
+  clippingActorA.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+  application.GetScene().Add(clippingActorA);
+
+  // Gather the call trace.
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
+
+  // Check we are writing to the color buffer.
+  CheckColorMask(glAbstraction, true);
+
+  // Check scissor test was enabled.
+
+  std::ostringstream scissor;
+  scissor << std::hex << GL_SCISSOR_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
+
+  // Check the scissor was set, and the coordinates are correct.
+  std::stringstream compareParametersString;
+  compareParametersString << "0, 0, " << actorSize.x << ", " << actorSize.y;
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with 0, 0, 16, 16
+
+  clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT);
+  clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_RIGHT);
+
+  // Gather the call trace.
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
+
+  // Check the scissor was set, and the coordinates are correct.
+  compareParametersString.str(std::string());
+  compareParametersString.clear();
+  compareParametersString << (stageSize.x - actorSize.x) << ", " << (stageSize.y - actorSize.y) << ", " << actorSize.x << ", " << actorSize.y;
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with 464, 784, 16, 16
+
+  END_TEST;
+}
+
 int UtcDaliActorPropertyScissorClippingActorSiblings(void)
 {
   // This test checks that an actor is correctly setup for clipping.
@@ -4572,7 +4759,9 @@ int UtcDaliActorPropertyScissorClippingActorSiblings(void)
   CheckColorMask(glAbstraction, true);
 
   // Check scissor test was enabled.
-  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "3089")); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+  std::ostringstream scissor;
+  scissor << std::hex << GL_SCISSOR_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
 
   // Check the scissor was set, and the coordinates are correct.
   std::stringstream compareParametersString;
@@ -4651,7 +4840,9 @@ int UtcDaliActorPropertyScissorClippingActorNested01(void)
     CheckColorMask(glAbstraction, true);
 
     // Check scissor test was enabled.
-    DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "3089")); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+    std::ostringstream scissor;
+    scissor << std::hex << GL_SCISSOR_TEST;
+    DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
 
     // Check the scissor was set, and the coordinates are correct.
     const Vector4&    expectResults(expect[test]);
@@ -4735,7 +4926,9 @@ int UtcDaliActorPropertyScissorClippingActorNested02(void)
   CheckColorMask(glAbstraction, true);
 
   // Check scissor test was enabled.
-  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "3089")); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+  std::ostringstream scissor;
+  scissor << std::hex << GL_SCISSOR_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
 
   // Check the scissor was set, and the coordinates are correct.
   std::string clipA("0, 500, 480, 200");
@@ -4747,7 +4940,7 @@ int UtcDaliActorPropertyScissorClippingActorNested02(void)
   DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipB));
   DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipC));
   DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipD));
-  DALI_TEST_CHECK(scissorTrace.CountMethod("Scissor") == 4); // Scissor rect should not be changed in clippingActorE case. So count should be 4.
+  DALI_TEST_EQUALS(scissorTrace.CountMethod("Scissor"), 4, TEST_LOCATION); // Scissor rect should not be changed in clippingActorE case. So count should be 4.
 
   END_TEST;
 }
@@ -4777,11 +4970,12 @@ int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
   CheckColorMask(glAbstraction, true);
 
   // Check the stencil buffer was not enabled.
-  DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParams("Enable", "2960")); // 2960 is GL_STENCIL_TEST
+  std::ostringstream stencil;
+  stencil << std::hex << GL_STENCIL_TEST;
+  DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParams("Enable", stencil.str()));
 
   // Check stencil functions are not called.
   DALI_TEST_CHECK(!stencilTrace.FindMethod("StencilFunc"));
-  DALI_TEST_CHECK(!stencilTrace.FindMethod("StencilMask"));
   DALI_TEST_CHECK(!stencilTrace.FindMethod("StencilOp"));
 
   // Check that scissor clipping is overriden by the renderer properties.
@@ -4793,13 +4987,73 @@ int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
   GenerateTrace(application, enabledDisableTrace, scissorTrace);
 
   // Check the stencil buffer was not enabled.
-  DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParams("Enable", "3089")); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+  std::ostringstream scissor;
+  scissor << std::hex << GL_SCISSOR_TEST;
+  DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
 
   DALI_TEST_CHECK(!scissorTrace.FindMethod("StencilFunc"));
 
   END_TEST;
 }
 
+int UtcDaliActorPropertyClippingActorCulled(void)
+{
+  // This test checks that child actors are clipped by an culled parent actor.
+  tet_infoline("Testing child actors are clipped by an culled parent actor");
+  TestApplication application;
+
+  TestGlAbstraction& glAbstraction       = application.GetGlAbstraction();
+  TraceCallStack&    scissorTrace        = glAbstraction.GetScissorTrace();
+  TraceCallStack&    enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+  const Vector2 actorSize(160.0f, 160.0f);
+
+  // Create a clipping actor.
+  Actor clippingActorA                  = CreateRenderableActor();
+  clippingActorA[Actor::Property::SIZE] = actorSize;
+
+  // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
+  // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
+  clippingActorA[Actor::Property::PARENT_ORIGIN] = ParentOrigin::BOTTOM_LEFT;
+  clippingActorA[Actor::Property::ANCHOR_POINT]  = AnchorPoint::BOTTOM_LEFT;
+  clippingActorA[Actor::Property::CLIPPING_MODE] = ClippingMode::CLIP_TO_BOUNDING_BOX;
+  application.GetScene().Add(clippingActorA);
+
+  // Create a child actor
+  Actor childActor                              = CreateRenderableActor();
+  childActor[Actor::Property::PARENT_ORIGIN]    = ParentOrigin::BOTTOM_LEFT;
+  childActor[Actor::Property::ANCHOR_POINT]     = AnchorPoint::BOTTOM_LEFT;
+  childActor[Actor::Property::SIZE]             = Vector2(50.0f, 50.0f);
+  childActor[Actor::Property::INHERIT_POSITION] = false;
+
+  // Gather the call trace.
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
+
+  // Check scissor test was enabled.
+  std::ostringstream scissor;
+  scissor << std::hex << GL_SCISSOR_TEST;
+  DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
+
+  // Check the scissor was set, and the coordinates are correct.
+  std::stringstream compareParametersString;
+  compareParametersString << "0, 0, " << actorSize.x << ", " << actorSize.y;
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with 0, 0, 16, 16
+
+  // Move the clipping actor out of screen
+  clippingActorA[Actor::Property::POSITION] = Vector2(2000.0f, 2000.0f);
+
+  // Gather the call trace.
+  GenerateTrace(application, enabledDisableTrace, scissorTrace);
+
+  // Check the scissor was set, and the coordinates are correct.
+  compareParametersString.str(std::string());
+  compareParametersString.clear();
+  compareParametersString << 2000 << ", " << 0 << ", " << 0 << ", " << 0;
+  DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Clipping area should be empty.
+
+  END_TEST;
+}
+
 int UtcDaliGetPropertyN(void)
 {
   tet_infoline("Testing Actor::GetProperty returns a non valid value if property index is out of range");
@@ -5023,9 +5277,9 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
   tet_printf("Trace Output:%s \n", glSetUniformStack.GetTraceString().c_str());
 
   // Test order of uniforms in stack
-  int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
-  int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
-  int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+  int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
   bool CBA = (indexC > indexB) && (indexB > indexA);
 
@@ -5067,8 +5321,7 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
 
   application.ProcessEvent(touchEvent);
 
-  glAbstraction.ResetSetUniformCallStack();
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+  glSetUniformStack.Reset();
 
   application.SendNotification();
   application.Render();
@@ -5076,9 +5329,9 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
   tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
 
   // Test order of uniforms in stack
-  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
-  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
-  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
   tet_infoline("Testing A above C and B at bottom\n");
   bool ACB = (indexA > indexC) && (indexC > indexB);
@@ -5104,8 +5357,7 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
 
   application.ProcessEvent(touchEvent);
 
-  glAbstraction.ResetSetUniformCallStack();
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+  glSetUniformStack.Reset();
 
   application.SendNotification();
   application.Render();
@@ -5113,9 +5365,9 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
   tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
 
   // Test order of uniforms in stack
-  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
-  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
-  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
   tet_infoline("Testing B above A and C at bottom\n");
   bool BAC = (indexB > indexA) && (indexA > indexC);
@@ -5152,8 +5404,7 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
 
   application.ProcessEvent(touchEvent);
 
-  glAbstraction.ResetSetUniformCallStack();
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
+  glSetUniformStack.Reset();
 
   application.SendNotification();
   application.Render();
@@ -5161,9 +5412,9 @@ int UtcDaliActorRaiseToTopLowerToBottom(void)
   tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
 
   // Test order of uniforms in stack
-  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
-  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
-  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
   tet_infoline("Testing C above A and B at bottom\n");
   bool CAB = (indexC > indexA) && (indexA > indexB);
@@ -5288,41 +5539,18 @@ int UtcDaliActorRaiseAbove(void)
   END_TEST;
 }
 
-int UtcDaliActorLowerBelow(void)
+int UtcDaliActorRaiseAbove2(void)
 {
-  tet_infoline("UtcDaliActor LowerBelow test \n");
+  tet_infoline("UtcDaliActor RaiseToAbove test using SIBLING_ORDER property\n");
 
   TestApplication application;
 
   Integration::Scene stage(application.GetScene());
 
-  // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each
-  // enables checking of which actor the uniform is assigned too
-  Shader shaderA = CreateShader();
-  shaderA.RegisterProperty("uRendererColor", 1.f);
-
-  Shader shaderB = CreateShader();
-  shaderB.RegisterProperty("uRendererColor", 2.f);
-
-  Shader shaderC = CreateShader();
-  shaderC.RegisterProperty("uRendererColor", 3.f);
-
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C,
-  Geometry geometry = CreateQuadGeometry();
-
-  Renderer rendererA = Renderer::New(geometry, shaderA);
-  actorA.AddRenderer(rendererA);
-
-  Renderer rendererB = Renderer::New(geometry, shaderB);
-  actorB.AddRenderer(rendererB);
-
-  Renderer rendererC = Renderer::New(geometry, shaderC);
-  actorC.AddRenderer(rendererC);
-
   actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
   actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
@@ -5341,48 +5569,15 @@ int UtcDaliActorLowerBelow(void)
   actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
   actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
-  Actor container = Actor::New();
-  container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
-  container.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
-  stage.Add(container);
-
-  container.Add(actorA);
-  container.Add(actorB);
-  container.Add(actorC);
+  stage.Add(actorA);
+  stage.Add(actorB);
+  stage.Add(actorC);
 
   ResetTouchCallbacks();
 
-  // Connect ChildOrderChangedSignal
-  bool                     orderChangedSignal(false);
-  Actor                    orderChangedActor;
-  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
-  DevelActor::ChildOrderChangedSignal(container).Connect(&application, f);
-
-  // Set up gl abstraction trace so can query the set uniform order
-  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-  glAbstraction.EnableSetUniformCallTrace(true);
-  glAbstraction.ResetSetUniformCallStack();
-  TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace();
-
-  glAbstraction.ResetSetUniformCallStack();
-
   application.SendNotification();
   application.Render();
 
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
-
-  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
-
-  // Test order of uniforms in stack
-  int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
-  int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
-  int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
-
-  tet_infoline("Testing C above B and A at bottom\n");
-  bool CBA = (indexC > indexB) && (indexB > indexA);
-
-  DALI_TEST_EQUALS(CBA, true, TEST_LOCATION);
-
   DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
@@ -5393,6 +5588,11 @@ int UtcDaliActorLowerBelow(void)
   actorB.TouchedSignal().Connect(TestTouchCallback2);
   actorC.TouchedSignal().Connect(TestTouchCallback3);
 
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
+
   Dali::Integration::Point point;
   point.SetDeviceId(1);
   point.SetState(PointState::DOWN);
@@ -5400,8 +5600,6 @@ int UtcDaliActorLowerBelow(void)
   Dali::Integration::TouchEvent touchEvent;
   touchEvent.AddPoint(point);
 
-  tet_infoline("UtcDaliActor Test Set up completed \n");
-
   application.ProcessEvent(touchEvent);
 
   DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
@@ -5410,35 +5608,17 @@ int UtcDaliActorLowerBelow(void)
 
   ResetTouchCallbacks();
 
-  tet_printf("Lower actor C below Actor B ( actor B and A on same level due to insertion order) so C is below both \n");
+  tet_printf("Raise actor B Above Actor C\n");
 
   DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorC.LowerBelow(actorB);
+  int newOrder                                = actorC[DevelActor::Property::SIBLING_ORDER];
+  actorB[DevelActor::Property::SIBLING_ORDER] = newOrder;
   DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
-  application.Render();
-
-  application.ProcessEvent(touchEvent); // touch event
-
-  glAbstraction.ResetSetUniformCallStack();
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
-
-  application.SendNotification();
-  application.Render();
-
-  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
-
-  // Test order of uniforms in stack
-  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
-  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
-  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
-
-  tet_infoline("Testing render order is A, C, B");
-  DALI_TEST_EQUALS(indexC > indexA, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(indexB > indexC, true, TEST_LOCATION);
+  application.ProcessEvent(touchEvent);
 
   DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
@@ -5446,106 +5626,64 @@ int UtcDaliActorLowerBelow(void)
 
   ResetTouchCallbacks();
 
-  tet_printf("Lower actor C below Actor A leaving B on top\n");
+  tet_printf("Raise actor A Above Actor B\n");
 
   orderChangedSignal = false;
 
   DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorC.LowerBelow(actorA);
+  newOrder                                    = actorB[DevelActor::Property::SIBLING_ORDER];
+  actorA[DevelActor::Property::SIBLING_ORDER] = newOrder;
   DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
-  application.Render();
 
-  application.ProcessEvent(touchEvent);
+  application.ProcessEvent(touchEvent); // process a touch event on ordered actors.
 
-  glAbstraction.ResetSetUniformCallStack();
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
-
-  application.Render();
-  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
-
-  // Test order of uniforms in stack
-  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
-  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
-  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
-
-  DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(indexB > indexA, true, TEST_LOCATION);
-
-  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
   ResetTouchCallbacks();
 
-  tet_printf("Lower actor B below Actor C leaving A on top\n");
-
-  orderChangedSignal = false;
-
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorB.LowerBelow(actorC);
-  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
-
-  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
-  application.SendNotification();
-  application.Render();
-
-  application.ProcessEvent(touchEvent);
-
-  glAbstraction.ResetSetUniformCallStack();
-  glSetUniformStack = glAbstraction.GetSetUniformTrace();
-
-  application.Render();
-  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
-
-  // Test order of uniforms in stack
-  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
-  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
-  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
-
-  DALI_TEST_EQUALS(indexC > indexB, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
-
   END_TEST;
 }
 
-int UtcDaliActorRaiseAboveDifferentParentsN(void)
+int UtcDaliActorLowerBelow(void)
 {
-  tet_infoline("UtcDaliActor RaiseToAbove test with actor and target actor having different parents \n");
+  tet_infoline("UtcDaliActor LowerBelow test \n");
 
   TestApplication application;
 
   Integration::Scene stage(application.GetScene());
 
-  Actor parentA = Actor::New();
-  Actor parentB = Actor::New();
-  parentA.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
-  parentA.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
-  parentB.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
-  parentB.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
-
-  parentA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
-  parentA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each
+  // enables checking of which actor the uniform is assigned too
+  Shader shaderA = CreateShader();
+  shaderA.RegisterProperty("uRendererColor", 1.f);
 
-  parentB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
-  parentB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  Shader shaderB = CreateShader();
+  shaderB.RegisterProperty("uRendererColor", 2.f);
 
-  stage.Add(parentA);
-  stage.Add(parentB);
+  Shader shaderC = CreateShader();
+  shaderC.RegisterProperty("uRendererColor", 3.f);
 
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
-  parentA.Add(actorA);
-  parentA.Add(actorB);
+  // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C,
+  Geometry geometry = CreateQuadGeometry();
 
-  tet_printf("Actor C added to different parent from A and B \n");
-  parentB.Add(actorC);
+  Renderer rendererA = Renderer::New(geometry, shaderA);
+  actorA.AddRenderer(rendererA);
+
+  Renderer rendererB = Renderer::New(geometry, shaderB);
+  actorB.AddRenderer(rendererB);
+
+  Renderer rendererC = Renderer::New(geometry, shaderC);
+  actorC.AddRenderer(rendererC);
 
   actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
   actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
@@ -5565,17 +5703,46 @@ int UtcDaliActorRaiseAboveDifferentParentsN(void)
   actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
   actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
+  Actor container = Actor::New();
+  container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  container.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+  stage.Add(container);
+
+  container.Add(actorA);
+  container.Add(actorB);
+  container.Add(actorC);
+
   ResetTouchCallbacks();
 
   // Connect ChildOrderChangedSignal
   bool                     orderChangedSignal(false);
   Actor                    orderChangedActor;
   ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
-  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
+  DevelActor::ChildOrderChangedSignal(container).Connect(&application, f);
+
+  // Set up gl abstraction trace so can query the set uniform order
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableSetUniformCallTrace(true);
+  glAbstraction.ResetSetUniformCallStack();
+  TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  glAbstraction.ResetSetUniformCallStack();
 
   application.SendNotification();
   application.Render();
 
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+  tet_infoline("Testing C above B and A at bottom\n");
+  bool CBA = (indexC > indexB) && (indexB > indexA);
+
+  DALI_TEST_EQUALS(CBA, true, TEST_LOCATION);
+
   DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
@@ -5593,6 +5760,8 @@ int UtcDaliActorRaiseAboveDifferentParentsN(void)
   Dali::Integration::TouchEvent touchEvent;
   touchEvent.AddPoint(point);
 
+  tet_infoline("UtcDaliActor Test Set up completed \n");
+
   application.ProcessEvent(touchEvent);
 
   DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
@@ -5601,38 +5770,141 @@ int UtcDaliActorRaiseAboveDifferentParentsN(void)
 
   ResetTouchCallbacks();
 
-  tet_printf("Raise actor A Above Actor C which have different parents\n");
+  tet_printf("Lower actor C below Actor B ( actor B and A on same level due to insertion order) so C is below both \n");
 
   DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorA.RaiseAbove(actorC);
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorC.LowerBelow(actorB);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
+  application.Render();
 
   application.ProcessEvent(touchEvent); // touch event
 
+  glSetUniformStack.Reset();
+
+  application.SendNotification();
+  application.Render();
+
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+  tet_infoline("Testing render order is A, C, B");
+  DALI_TEST_EQUALS(indexC > indexA, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexB > indexC, true, TEST_LOCATION);
+
   DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+  ResetTouchCallbacks();
+
+  tet_printf("Lower actor C below Actor A leaving B on top\n");
+
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorC.LowerBelow(actorA);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent(touchEvent);
+
+  glSetUniformStack.Reset();
+
+  application.Render();
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+  DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexB > indexA, true, TEST_LOCATION);
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
   ResetTouchCallbacks();
 
+  tet_printf("Lower actor B below Actor C leaving A on top\n");
+
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorB.LowerBelow(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent(touchEvent);
+
+  glSetUniformStack.Reset();
+
+  application.Render();
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+  DALI_TEST_EQUALS(indexC > indexB, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
+
   END_TEST;
 }
 
-int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
+int UtcDaliActorLowerBelow2(void)
 {
-  tet_infoline("UtcDaliActor Test  raiseAbove and lowerBelow api when target Actor has no parent \n");
+  tet_infoline("UtcDaliActor LowerBelow test using SIBLING_ORDER property\n");
 
   TestApplication application;
 
   Integration::Scene stage(application.GetScene());
 
+  // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each
+  // enables checking of which actor the uniform is assigned too
+  Shader shaderA = CreateShader();
+  shaderA.RegisterProperty("uRendererColor", 1.f);
+
+  Shader shaderB = CreateShader();
+  shaderB.RegisterProperty("uRendererColor", 2.f);
+
+  Shader shaderC = CreateShader();
+  shaderC.RegisterProperty("uRendererColor", 3.f);
+
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
+  // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C,
+  Geometry geometry = CreateQuadGeometry();
+
+  Renderer rendererA = Renderer::New(geometry, shaderA);
+  actorA.AddRenderer(rendererA);
+
+  Renderer rendererB = Renderer::New(geometry, shaderB);
+  actorB.AddRenderer(rendererB);
+
+  Renderer rendererC = Renderer::New(geometry, shaderC);
+  actorC.AddRenderer(rendererC);
+
   actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
   actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
@@ -5651,17 +5923,46 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
   actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
   actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
+  Actor container = Actor::New();
+  container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  container.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+  stage.Add(container);
+
+  container.Add(actorA);
+  container.Add(actorB);
+  container.Add(actorC);
+
   ResetTouchCallbacks();
 
   // Connect ChildOrderChangedSignal
   bool                     orderChangedSignal(false);
   Actor                    orderChangedActor;
   ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
-  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
+  DevelActor::ChildOrderChangedSignal(container).Connect(&application, f);
+
+  // Set up gl abstraction trace so can query the set uniform order
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableSetUniformCallTrace(true);
+  glAbstraction.ResetSetUniformCallStack();
+  TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+  glAbstraction.ResetSetUniformCallStack();
 
   application.SendNotification();
   application.Render();
 
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+  tet_infoline("Testing C above B and A at bottom\n");
+  bool CBA = (indexC > indexB) && (indexB > indexA);
+
+  DALI_TEST_EQUALS(CBA, true, TEST_LOCATION);
+
   DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
@@ -5679,101 +5980,93 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
   Dali::Integration::TouchEvent touchEvent;
   touchEvent.AddPoint(point);
 
-  tet_printf("Raise actor A Above Actor C which have no parents\n");
-
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorA.RaiseAbove(actorC);
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-
-  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
-  application.SendNotification();
+  tet_infoline("UtcDaliActor Test Set up completed \n");
 
   application.ProcessEvent(touchEvent);
 
-  tet_printf("Not parented so RaiseAbove should show no effect\n");
-
   DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
 
   ResetTouchCallbacks();
 
-  orderChangedSignal = false;
-
-  stage.Add(actorB);
-  tet_printf("Lower actor A below Actor C when only A is not on stage \n");
+  tet_printf("Lower actor C below Actor B ( actor B and A on same level due to insertion order) so C is below both \n");
 
   DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorA.LowerBelow(actorC);
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorC[DevelActor::Property::SIBLING_ORDER] = 1;
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
 
-  application.ProcessEvent(touchEvent);
-
-  tet_printf("Actor A not parented so LowerBelow should show no effect\n");
-  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
-
-  ResetTouchCallbacks();
-
-  orderChangedSignal = false;
+  application.ProcessEvent(touchEvent); // touch event
 
-  tet_printf("Adding Actor A to stage, will be on top\n");
+  glSetUniformStack.Reset();
 
-  stage.Add(actorA);
   application.SendNotification();
   application.Render();
 
-  tet_printf("Raise actor B Above Actor C when only B has a parent\n");
-
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorB.RaiseAbove(actorC);
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
 
-  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
-  application.SendNotification();
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
 
-  application.ProcessEvent(touchEvent);
+  tet_infoline("Testing render order is A, C, B");
+  DALI_TEST_EQUALS(indexC > indexA, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexB > indexC, true, TEST_LOCATION);
 
-  tet_printf("C not parented so RaiseAbove should show no effect\n");
-  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
   ResetTouchCallbacks();
 
-  orderChangedSignal = false;
+  tet_printf("Lower actor C below Actor A leaving B on top\n");
 
-  tet_printf("Lower actor A below Actor C when only A has a parent\n");
+  orderChangedSignal = false;
 
   DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorA.LowerBelow(actorC);
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorC[DevelActor::Property::SIBLING_ORDER] = 0;
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
+  application.Render();
 
   application.ProcessEvent(touchEvent);
 
-  tet_printf("C not parented so LowerBelow should show no effect\n");
-  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  glSetUniformStack.Reset();
+
+  application.Render();
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+  DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexB > indexA, true, TEST_LOCATION);
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
   ResetTouchCallbacks();
 
-  orderChangedSignal = false;
+  tet_printf("Lower actor B below Actor C leaving A on top\n");
 
-  stage.Add(actorC);
+  orderChangedSignal = false;
 
   DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorA.RaiseAbove(actorC);
+  actorB[DevelActor::Property::SIBLING_ORDER] = 0;
   DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
 
   // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
@@ -5781,26 +6074,56 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
 
   application.ProcessEvent(touchEvent);
 
-  tet_printf("Raise actor A Above Actor C, now both have same parent \n");
-  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+  glSetUniformStack.Reset();
+
+  application.Render();
+  tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+  // Test order of uniforms in stack
+  indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+  indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+  indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+  DALI_TEST_EQUALS(indexC > indexB, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
 
   END_TEST;
 }
 
-int UtcDaliActorTestAllAPIwhenActorNotParented(void)
+int UtcDaliActorRaiseAboveDifferentParentsN(void)
 {
-  tet_infoline("UtcDaliActor Test all raise/lower api when actor has no parent \n");
+  tet_infoline("UtcDaliActor RaiseToAbove test with actor and target actor having different parents \n");
 
   TestApplication application;
 
   Integration::Scene stage(application.GetScene());
 
+  Actor parentA = Actor::New();
+  Actor parentB = Actor::New();
+  parentA.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  parentA.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+  parentB.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  parentB.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+  parentA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  parentA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  parentB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  parentB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  stage.Add(parentA);
+  stage.Add(parentB);
+
   Actor actorA = Actor::New();
   Actor actorB = Actor::New();
   Actor actorC = Actor::New();
 
+  parentA.Add(actorA);
+  parentA.Add(actorB);
+
+  tet_printf("Actor C added to different parent from A and B \n");
+  parentB.Add(actorC);
+
   actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
   actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
@@ -5827,6 +6150,13 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
   ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
   DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
 
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
   // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
   // Only top actor will get touched.
   actorA.TouchedSignal().Connect(TestTouchCallback);
@@ -5840,118 +6170,37 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void)
   Dali::Integration::TouchEvent touchEvent;
   touchEvent.AddPoint(point);
 
-  stage.Add(actorA);
-  tet_printf("Raise actor B Above Actor C but B not parented\n");
-
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorB.Raise();
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-
-  application.SendNotification();
-  application.Render();
-
-  application.ProcessEvent(touchEvent);
-
-  tet_printf("Not parented so RaiseAbove should show no effect\n");
-
-  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
-
-  tet_printf("Raise actor B Above Actor C but B not parented\n");
-  ResetTouchCallbacks();
-
-  orderChangedSignal = false;
-
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorC.Lower();
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-
-  // Sort actor tree before next touch event
-  application.SendNotification();
-  application.Render();
-
   application.ProcessEvent(touchEvent);
 
-  tet_printf("Not parented so RaiseAbove should show no effect\n");
-
-  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
-  ResetTouchCallbacks();
-
-  orderChangedSignal = false;
-
-  tet_printf("Lower actor C below B but C not parented\n");
-
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorB.Lower();
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-
-  // Sort actor tree before next touch event
-  application.SendNotification();
-  application.Render();
-
-  application.ProcessEvent(touchEvent);
-
-  tet_printf("Not parented so Lower should show no effect\n");
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
 
-  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
   ResetTouchCallbacks();
 
-  orderChangedSignal = false;
-
-  tet_printf("Raise actor B to top\n");
+  tet_printf("Raise actor A Above Actor C which have different parents\n");
 
   DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorB.RaiseToTop();
+  actorA.RaiseAbove(actorC);
   DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
-  // Sort actor tree before next touch event
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
-  application.Render();
 
-  application.ProcessEvent(touchEvent);
-
-  tet_printf("Not parented so RaiseToTop should show no effect\n");
+  application.ProcessEvent(touchEvent); // touch event
 
-  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
-  ResetTouchCallbacks();
-
-  orderChangedSignal = false;
-
-  tet_printf("Add ActorB to stage so only Actor C not parented\n");
-
-  stage.Add(actorB);
-
-  tet_printf("Lower actor C to Bottom, B stays at top\n");
-
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorC.LowerToBottom();
-  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-
-  application.SendNotification();
-  application.Render();
-
-  application.ProcessEvent(touchEvent);
-
-  tet_printf("Not parented so LowerToBottom should show no effect\n");
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
 
-  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
   ResetTouchCallbacks();
 
   END_TEST;
 }
 
-int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
+int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
 {
-  tet_infoline("UtcDaliActor RaiseToAbove and  test with actor provided as target resulting in a no operation \n");
+  tet_infoline("UtcDaliActor Test  raiseAbove and lowerBelow api when target Actor has no parent \n");
 
   TestApplication application;
 
@@ -5979,16 +6228,6 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
   actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
   actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
-  stage.Add(actorA);
-  stage.Add(actorB);
-  stage.Add(actorC);
-
-  // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
-  // Only top actor will get touched.
-  actorA.TouchedSignal().Connect(TestTouchCallback);
-  actorB.TouchedSignal().Connect(TestTouchCallback2);
-  actorC.TouchedSignal().Connect(TestTouchCallback3);
-
   ResetTouchCallbacks();
 
   // Connect ChildOrderChangedSignal
@@ -6000,6 +6239,16 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
   application.SendNotification();
   application.Render();
 
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+  // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+  // Only top actor will get touched.
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
+
   Dali::Integration::Point point;
   point.SetDeviceId(1);
   point.SetState(PointState::DOWN);
@@ -6007,47 +6256,109 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
   Dali::Integration::TouchEvent touchEvent;
   touchEvent.AddPoint(point);
 
-  application.ProcessEvent(touchEvent);
-
-  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
-
-  ResetTouchCallbacks();
-
-  tet_infoline("Raise actor A Above Actor A which is the same actor!!\n");
+  tet_printf("Raise actor A Above Actor C which have no parents\n");
 
   DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorA.RaiseAbove(actorA);
-  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
-  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
+  actorA.RaiseAbove(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
-  application.Render();
 
   application.ProcessEvent(touchEvent);
 
-  tet_infoline("No target is source Actor so RaiseAbove should show no effect\n");
+  tet_printf("Not parented so RaiseAbove should show no effect\n");
 
   DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
-  DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
   ResetTouchCallbacks();
 
   orderChangedSignal = false;
 
+  stage.Add(actorB);
+  tet_printf("Lower actor A below Actor C when only A is not on stage \n");
+
   DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
-  actorA.RaiseAbove(actorC);
+  actorA.LowerBelow(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent(touchEvent);
+
+  tet_printf("Actor A not parented so LowerBelow should show no effect\n");
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+  ResetTouchCallbacks();
+
+  orderChangedSignal = false;
+
+  tet_printf("Adding Actor A to stage, will be on top\n");
+
+  stage.Add(actorA);
+  application.SendNotification();
+  application.Render();
+
+  tet_printf("Raise actor B Above Actor C when only B has a parent\n");
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorB.RaiseAbove(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+
+  application.ProcessEvent(touchEvent);
+
+  tet_printf("C not parented so RaiseAbove should show no effect\n");
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+  ResetTouchCallbacks();
+
+  orderChangedSignal = false;
+
+  tet_printf("Lower actor A below Actor C when only A has a parent\n");
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorA.LowerBelow(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+  application.SendNotification();
+
+  application.ProcessEvent(touchEvent);
+
+  tet_printf("C not parented so LowerBelow should show no effect\n");
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+  ResetTouchCallbacks();
+
+  orderChangedSignal = false;
+
+  stage.Add(actorC);
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorA.RaiseAbove(actorC);
   DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
   DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
 
+  // Ensure sorting happens at end of Core::ProcessEvents() before next touch
   application.SendNotification();
   application.Render();
 
   application.ProcessEvent(touchEvent);
 
-  tet_infoline("Raise actor A Above Actor C which will now be successful \n");
+  tet_printf("Raise actor A Above Actor C, now both have same parent \n");
   DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
   DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
@@ -6055,151 +6366,417 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
   END_TEST;
 }
 
-int UtcDaliActorGetScreenPosition(void)
+int UtcDaliActorTestAllAPIwhenActorNotParented(void)
 {
-  tet_infoline("UtcDaliActorGetScreenPosition Get screen coordinates of Actor \n");
+  tet_infoline("UtcDaliActor Test all raise/lower api when actor has no parent \n");
 
   TestApplication application;
 
   Integration::Scene stage(application.GetScene());
 
   Actor actorA = Actor::New();
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
+
   actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  Vector2 size2(10.0f, 20.0f);
-  actorA.SetProperty(Actor::Property::SIZE, size2);
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  tet_infoline("UtcDaliActorGetScreenPosition Center Anchor Point and 0,0 position \n");
+  actorA.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorA.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
-  stage.Add(actorA);
+  actorB.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorB.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
-  application.SendNotification();
-  application.Render();
+  actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
-  Vector3 actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
-  Vector2 actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+  ResetTouchCallbacks();
 
-  tet_printf("Actor World Position ( %f %f ) AnchorPoint::CENTER \n", actorWorldPosition.x, actorWorldPosition.y);
-  tet_printf("Actor Screen Position %f %f \n", actorScreenPosition.x, actorScreenPosition.y);
+  // Connect ChildOrderChangedSignal
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
 
-  DALI_TEST_EQUALS(actorScreenPosition.x, 0lu, TEST_LOCATION);
-  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
+  // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+  // Only top actor will get touched.
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
 
-  tet_infoline("UtcDaliActorGetScreenPosition Top Left Anchor Point and 0,0 position \n");
+  Dali::Integration::Point point;
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint(point);
 
-  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  stage.Add(actorA);
+  tet_printf("Raise actor B Above Actor C but B not parented\n");
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorB.Raise();
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
-  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
-  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+  application.ProcessEvent(touchEvent);
 
-  tet_printf("Actor World Position  ( %f %f ) AnchorPoint::TOP_LEFT  \n", actorWorldPosition.x, actorWorldPosition.y);
-  tet_printf("Actor Screen Position  ( %f %f ) AnchorPoint::TOP_LEFT \n", actorScreenPosition.x, actorScreenPosition.y);
+  tet_printf("Not parented so RaiseAbove should show no effect\n");
 
-  DALI_TEST_EQUALS(actorScreenPosition.x, 0lu, TEST_LOCATION);
-  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
 
-  tet_infoline("UtcDaliActorGetScreenPosition Bottom right Anchor Point and 0,0 position \n");
+  tet_printf("Raise actor B Above Actor C but B not parented\n");
+  ResetTouchCallbacks();
 
-  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorC.Lower();
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
+  // Sort actor tree before next touch event
   application.SendNotification();
   application.Render();
 
-  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
-  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+  application.ProcessEvent(touchEvent);
 
-  tet_printf("Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT   \n", actorWorldPosition.x, actorWorldPosition.y);
-  tet_printf("Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT  \n", actorScreenPosition.x, actorScreenPosition.y);
+  tet_printf("Not parented so RaiseAbove should show no effect\n");
 
-  DALI_TEST_EQUALS(actorScreenPosition.x, 0lu, TEST_LOCATION);
-  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+  ResetTouchCallbacks();
 
-  tet_infoline("UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,0 position \n");
+  orderChangedSignal = false;
 
-  actorA.SetProperty(Actor::Property::POSITION, Vector2(30.0, 0.0));
+  tet_printf("Lower actor C below B but C not parented\n");
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorB.Lower();
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
+  // Sort actor tree before next touch event
   application.SendNotification();
   application.Render();
 
-  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
-  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+  application.ProcessEvent(touchEvent);
 
-  tet_printf("Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n", actorWorldPosition.x, actorWorldPosition.y);
-  tet_printf("Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0   \n", actorScreenPosition.x, actorScreenPosition.y);
+  tet_printf("Not parented so Lower should show no effect\n");
 
-  DALI_TEST_EQUALS(actorScreenPosition.x, 30lu, TEST_LOCATION);
-  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+  ResetTouchCallbacks();
 
-  tet_infoline("UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,420 position \n");
+  orderChangedSignal = false;
 
-  actorA.SetProperty(Actor::Property::POSITION, Vector2(30.0, 420.0));
+  tet_printf("Raise actor B to top\n");
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorB.RaiseToTop();
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
+  // Sort actor tree before next touch event
   application.SendNotification();
   application.Render();
 
-  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
-  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+  application.ProcessEvent(touchEvent);
 
-  DALI_TEST_EQUALS(actorScreenPosition.x, 30lu, TEST_LOCATION);
-  DALI_TEST_EQUALS(actorScreenPosition.y, 420lu, TEST_LOCATION);
+  tet_printf("Not parented so RaiseToTop should show no effect\n");
 
-  tet_printf("Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0\n", actorWorldPosition.x, actorWorldPosition.y);
-  tet_printf("Actor Screen Position( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0 \n", actorScreenPosition.x, actorScreenPosition.y);
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+  ResetTouchCallbacks();
 
-  tet_infoline("UtcDaliActorGetScreenPosition Scale parent and check child's screen position \n");
+  orderChangedSignal = false;
 
-  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
-  actorA.SetProperty(Actor::Property::POSITION, Vector2(30.0, 30.0));
+  tet_printf("Add ActorB to stage so only Actor C not parented\n");
 
-  Actor actorB = Actor::New();
-  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
-  actorB.SetProperty(Actor::Property::SIZE, size2);
-  actorB.SetProperty(Actor::Property::POSITION, Vector2(10.f, 10.f));
-  actorA.Add(actorB);
+  stage.Add(actorB);
 
-  actorA.SetProperty(Actor::Property::SCALE, 2.0f);
+  tet_printf("Lower actor C to Bottom, B stays at top\n");
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorC.LowerToBottom();
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
 
   application.SendNotification();
   application.Render();
 
-  actorScreenPosition = actorB.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+  application.ProcessEvent(touchEvent);
 
-  DALI_TEST_EQUALS(actorScreenPosition.x, 50lu, TEST_LOCATION);
-  DALI_TEST_EQUALS(actorScreenPosition.y, 50lu, TEST_LOCATION);
+  tet_printf("Not parented so LowerToBottom should show no effect\n");
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+  ResetTouchCallbacks();
 
   END_TEST;
 }
 
-int UtcDaliActorGetScreenPositionAfterScaling(void)
+int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
 {
-  tet_infoline("UtcDaliActorGetScreenPositionAfterScaling Get screen coordinates of Actor \n");
+  tet_infoline("UtcDaliActor RaiseToAbove and  test with actor provided as target resulting in a no operation \n");
 
   TestApplication application;
 
   Integration::Scene stage(application.GetScene());
 
   Actor actorA = Actor::New();
-  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  Actor actorB = Actor::New();
+  Actor actorC = Actor::New();
 
-  Vector2 size2(10.0f, 20.0f);
-  actorA.SetProperty(Actor::Property::SIZE, size2);
-  actorA.SetProperty(Actor::Property::SCALE, 1.5f);
-  actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  tet_infoline("UtcDaliActorGetScreenPositionAfterScaling TopRight Anchor Point, scale 1.5f and 0,0 position \n");
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  stage.Add(actorA);
+  actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
 
-  application.SendNotification();
-  application.Render();
+  actorA.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorA.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
 
-  Vector3 actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
-  Vector2 actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+  actorB.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorB.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+  actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+  actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+  stage.Add(actorA);
+  stage.Add(actorB);
+  stage.Add(actorC);
+
+  // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+  // Only top actor will get touched.
+  actorA.TouchedSignal().Connect(TestTouchCallback);
+  actorB.TouchedSignal().Connect(TestTouchCallback2);
+  actorC.TouchedSignal().Connect(TestTouchCallback3);
+
+  ResetTouchCallbacks();
+
+  // Connect ChildOrderChangedSignal
+  bool                     orderChangedSignal(false);
+  Actor                    orderChangedActor;
+  ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+  DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
+
+  application.SendNotification();
+  application.Render();
+
+  Dali::Integration::Point point;
+  point.SetDeviceId(1);
+  point.SetState(PointState::DOWN);
+  point.SetScreenPosition(Vector2(10.f, 10.f));
+  Dali::Integration::TouchEvent touchEvent;
+  touchEvent.AddPoint(point);
+
+  application.ProcessEvent(touchEvent);
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
+
+  ResetTouchCallbacks();
+
+  tet_infoline("Raise actor A Above Actor A which is the same actor!!\n");
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorA.RaiseAbove(actorA);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
+
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent(touchEvent);
+
+  tet_infoline("No target is source Actor so RaiseAbove should show no effect\n");
+
+  DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
+
+  ResetTouchCallbacks();
+
+  orderChangedSignal = false;
+
+  DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+  actorA.RaiseAbove(actorC);
+  DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
+
+  application.SendNotification();
+  application.Render();
+
+  application.ProcessEvent(touchEvent);
+
+  tet_infoline("Raise actor A Above Actor C which will now be successful \n");
+  DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliActorGetScreenPosition(void)
+{
+  tet_infoline("UtcDaliActorGetScreenPosition Get screen coordinates of Actor \n");
+
+  TestApplication application;
+
+  Integration::Scene stage(application.GetScene());
+
+  Actor actorA = Actor::New();
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+
+  Vector2 size2(10.0f, 20.0f);
+  actorA.SetProperty(Actor::Property::SIZE, size2);
+
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
+
+  tet_infoline("UtcDaliActorGetScreenPosition Center Anchor Point and 0,0 position \n");
+
+  stage.Add(actorA);
+
+  application.SendNotification();
+  application.Render();
+
+  Vector3 actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  Vector2 actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::CENTER \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position %f %f \n", actorScreenPosition.x, actorScreenPosition.y);
+
+  DALI_TEST_EQUALS(actorScreenPosition.x, 0lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
+
+  tet_infoline("UtcDaliActorGetScreenPosition Top Left Anchor Point and 0,0 position \n");
+
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+
+  application.SendNotification();
+  application.Render();
+
+  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+
+  tet_printf("Actor World Position  ( %f %f ) AnchorPoint::TOP_LEFT  \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position  ( %f %f ) AnchorPoint::TOP_LEFT \n", actorScreenPosition.x, actorScreenPosition.y);
+
+  DALI_TEST_EQUALS(actorScreenPosition.x, 0lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
+
+  tet_infoline("UtcDaliActorGetScreenPosition Bottom right Anchor Point and 0,0 position \n");
+
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
+
+  application.SendNotification();
+  application.Render();
+
+  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT   \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT  \n", actorScreenPosition.x, actorScreenPosition.y);
+
+  DALI_TEST_EQUALS(actorScreenPosition.x, 0lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
+
+  tet_infoline("UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,0 position \n");
+
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(30.0, 0.0));
+
+  application.SendNotification();
+  application.Render();
+
+  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0   \n", actorScreenPosition.x, actorScreenPosition.y);
+
+  DALI_TEST_EQUALS(actorScreenPosition.x, 30lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 0lu, TEST_LOCATION);
+
+  tet_infoline("UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,420 position \n");
+
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(30.0, 420.0));
+
+  application.SendNotification();
+  application.Render();
+
+  actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+
+  DALI_TEST_EQUALS(actorScreenPosition.x, 30lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 420lu, TEST_LOCATION);
+
+  tet_printf("Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0\n", actorWorldPosition.x, actorWorldPosition.y);
+  tet_printf("Actor Screen Position( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0 \n", actorScreenPosition.x, actorScreenPosition.y);
+
+  tet_infoline("UtcDaliActorGetScreenPosition Scale parent and check child's screen position \n");
+
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(30.0, 30.0));
+
+  Actor actorB = Actor::New();
+  actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actorB.SetProperty(Actor::Property::SIZE, size2);
+  actorB.SetProperty(Actor::Property::POSITION, Vector2(10.f, 10.f));
+  actorA.Add(actorB);
+
+  actorA.SetProperty(Actor::Property::SCALE, 2.0f);
+
+  application.SendNotification();
+  application.Render();
+
+  actorScreenPosition = actorB.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
+
+  DALI_TEST_EQUALS(actorScreenPosition.x, 50lu, TEST_LOCATION);
+  DALI_TEST_EQUALS(actorScreenPosition.y, 50lu, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionAfterScaling(void)
+{
+  tet_infoline("UtcDaliActorGetScreenPositionAfterScaling Get screen coordinates of Actor \n");
+
+  TestApplication application;
+
+  Integration::Scene stage(application.GetScene());
+
+  Actor actorA = Actor::New();
+  actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+
+  Vector2 size2(10.0f, 20.0f);
+  actorA.SetProperty(Actor::Property::SIZE, size2);
+  actorA.SetProperty(Actor::Property::SCALE, 1.5f);
+  actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
+
+  tet_infoline("UtcDaliActorGetScreenPositionAfterScaling TopRight Anchor Point, scale 1.5f and 0,0 position \n");
+
+  stage.Add(actorA);
+
+  application.SendNotification();
+  application.Render();
+
+  Vector3 actorWorldPosition  = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+  Vector2 actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
 
   tet_printf("Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT \n", actorWorldPosition.x, actorWorldPosition.y);
   tet_printf("Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y);
@@ -7221,6 +7798,61 @@ int UtcDaliChildMovedSignalP(void)
   END_TEST;
 }
 
+int UtcDaliActorSwitchParentP(void)
+{
+  tet_infoline("Testing Actor::UtcDaliActorSwitchParentP");
+  TestApplication application;
+
+  Actor parent1 = Actor::New();
+  Actor child   = Actor::New();
+
+  application.GetScene().Add(parent1);
+
+  DALI_TEST_EQUALS(parent1.GetChildCount(), 0u, TEST_LOCATION);
+
+  child.OnSceneSignal().Connect(OnSceneCallback);
+  child.OffSceneSignal().Connect(OffSceneCallback);
+
+  // sanity check
+  DALI_TEST_CHECK(gOnSceneCallBackCalled == 0);
+  DALI_TEST_CHECK(gOffSceneCallBackCalled == 0);
+
+  parent1.Add(child);
+
+  DALI_TEST_EQUALS(parent1.GetChildCount(), 1u, TEST_LOCATION);
+
+  DALI_TEST_CHECK(gOnSceneCallBackCalled == 1);
+  DALI_TEST_CHECK(gOffSceneCallBackCalled == 0);
+
+  Actor parent2 = Actor::New();
+  application.GetScene().Add(parent2);
+
+  bool                  addSignalReceived = false;
+  ChildAddedSignalCheck addedSignal(addSignalReceived, child);
+  DevelActor::ChildAddedSignal(application.GetScene().GetRootLayer()).Connect(&application, addedSignal);
+  DALI_TEST_EQUALS(addSignalReceived, false, TEST_LOCATION);
+
+  bool                    removedSignalReceived = false;
+  ChildRemovedSignalCheck removedSignal(removedSignalReceived, child);
+  DevelActor::ChildRemovedSignal(application.GetScene().GetRootLayer()).Connect(&application, removedSignal);
+  DALI_TEST_EQUALS(removedSignalReceived, false, TEST_LOCATION);
+
+  DevelActor::SwitchParent(child, parent2);
+
+  DALI_TEST_EQUALS(addSignalReceived, false, TEST_LOCATION);
+  DALI_TEST_EQUALS(removedSignalReceived, false, TEST_LOCATION);
+
+  DALI_TEST_EQUALS(parent1.GetChildCount(), 0u, TEST_LOCATION);
+  DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
+
+  DALI_TEST_CHECK(gOnSceneCallBackCalled == 1);
+  DALI_TEST_CHECK(gOffSceneCallBackCalled == 0);
+  DALI_TEST_CHECK(child.GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE));
+  DALI_TEST_CHECK(child.GetParent() == parent2);
+
+  END_TEST;
+}
+
 int utcDaliActorCulled(void)
 {
   TestApplication application;
@@ -7468,59 +8100,974 @@ int utcDaliActorGetSizeAfterAnimation(void)
   DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
   DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
 
-  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
-  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
-  DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
-  DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
-  DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+  offset.height = 10.0f;
+
+  animation.Clear();
+  animation.AnimateBy(Property(actor, Actor::Property::SIZE_HEIGHT), offset.height);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(1100); // After the animation
+
+  targetValue.height += offset.height;
+
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+  DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+  // Set size again
+  actorSize = Vector3(300.0f, 300.0f, 0.0f);
+
+  actor.SetProperty(Actor::Property::SIZE, actorSize);
+
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+  application.SendNotification();
+  application.Render();
+
+  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+  DALI_TEST_EQUALS(currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorRelayoutAndAnimation(void)
+{
+  TestApplication application;
+  tet_infoline("Check the actor size when relayoutting and playing animation");
+
+  Vector3 parentSize(300.0f, 300.0f, 0.0f);
+  Vector3 actorSize(100.0f, 100.0f, 0.0f);
+
+  {
+    Actor parentA = Actor::New();
+    parentA.SetProperty(Actor::Property::SIZE, parentSize);
+    parentA.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    application.GetScene().Add(parentA);
+
+    Actor parentB = Actor::New();
+    parentB.SetProperty(Actor::Property::SIZE, parentSize);
+    parentB.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    application.GetScene().Add(parentB);
+
+    Actor actor = Actor::New();
+    actor.SetProperty(Actor::Property::SIZE, actorSize);
+    actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    parentA.Add(actor);
+
+    Vector3 size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    Vector3 targetValue(200.0f, 200.0f, 0.0f);
+
+    Animation animation = Animation::New(1.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetValue);
+    animation.Play();
+
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render(1100); // After the animation
+
+    // Size and current size should be updated.
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    Vector3 currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    // Trigger relayout
+    parentB.Add(actor);
+
+    application.SendNotification();
+    application.Render();
+
+    // Size and current size should be same.
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    actor.Unparent();
+    parentA.Unparent();
+    parentB.Unparent();
+  }
+
+  {
+    Actor parentA = Actor::New();
+    parentA.SetProperty(Actor::Property::SIZE, parentSize);
+    parentA.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    application.GetScene().Add(parentA);
+
+    Actor parentB = Actor::New();
+    parentB.SetProperty(Actor::Property::SIZE, parentSize);
+    parentB.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    application.GetScene().Add(parentB);
+
+    Actor actor = Actor::New();
+    actor.SetProperty(Actor::Property::SIZE, actorSize);
+    actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+    parentA.Add(actor);
+
+    Vector3 size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render();
+
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    Vector3 currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    Vector3 targetValue(200.0f, 200.0f, 0.0f);
+
+    // Make an animation
+    Animation animation = Animation::New(1.0f);
+    animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetValue);
+    animation.Play();
+
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    application.SendNotification();
+    application.Render(1100); // After the animation
+
+    // Size and current size should be updated.
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    // Trigger relayout
+    parentB.Add(actor);
+
+    application.SendNotification();
+    application.Render();
+
+    // Size and current size should be same.
+    size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+    DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+    actor.Unparent();
+    parentA.Unparent();
+    parentB.Unparent();
+  }
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdate(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged area");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int>              clippingRect;
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  // First render pass, nothing to render, adaptor would just do swap buffer.
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  application.SendNotification();
+
+  // 1. Actor added, damaged rect is added size of actor
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  // 2. Set new size
+  actor.SetProperty(Actor::Property::SIZE, Vector3(32.0f, 32.0f, 0));
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 752, 48, 48); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  // 3. Set new position
+  actor.SetProperty(Actor::Property::POSITION, Vector3(32.0f, 32.0f, 0));
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 736, 64, 64); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  application.GetScene().Remove(actor);
+  application.SendNotification();
+
+  // Actor removed, last 3 dirty rects are reported. Adaptor would merge them together.
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 3, TEST_LOCATION);
+
+  clippingRect = damagedRects[0];
+  clippingRect.Merge(damagedRects[1]);
+  clippingRect.Merge(damagedRects[2]);
+
+  DALI_TEST_EQUALS(clippingRect.IsEmpty(), false, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.IsValid(), true, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, Rect<int>(16, 736, 64, 64), TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateSetColor(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check uniform update");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int>              clippingRect;
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  // First render pass, nothing to render, adaptor would just do swap buffer.
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  application.SendNotification();
+
+  // 1. Actor added, damaged rect is added size of actor
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  // 2. Set new color
+  actor.SetProperty(Actor::Property::COLOR, Vector3(1.0f, 0.0f, 0.0f));
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  END_TEST;
+}
+
+const std::string SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME("uLightCameraProjectionMatrix");
+const std::string SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME("uLightCameraViewMatrix");
+const std::string SHADER_SHADOW_COLOR_PROPERTY_NAME("uShadowColor");
+const char* const RENDER_SHADOW_VERTEX_SOURCE =
+  " uniform mediump mat4 uLightCameraProjectionMatrix;\n"
+  " uniform mediump mat4 uLightCameraViewMatrix;\n"
+  "\n"
+  "void main()\n"
+  "{\n"
+  "  gl_Position = uProjection * uModelView * vec4(aPosition,1.0);\n"
+  "  vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix  * vec4(aPosition,1.0);\n"
+  "  vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);\n"
+  "}\n";
+
+const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
+  "uniform lowp vec4 uShadowColor;\n"
+  "void main()\n"
+  "{\n"
+  "  lowp float alpha;\n"
+  "  alpha = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a;\n"
+  "  gl_FragColor = vec4(uShadowColor.rgb, uShadowColor.a * alpha);\n"
+  "}\n";
+
+int utcDaliActorPartialUpdateSetProperty(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Set/Update property with partial update");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int>              clippingRect;
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  // First render pass, nothing to render, adaptor would just do swap buffer.
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  Texture image = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGBA8888, 4u, 4u);
+  Actor   actor = CreateRenderableActor(image, RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE);
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  actor.RegisterProperty(SHADER_SHADOW_COLOR_PROPERTY_NAME, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+
+  damagedRects.clear();
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  Property::Index shadowColorPropertyIndex = actor.GetPropertyIndex(SHADER_SHADOW_COLOR_PROPERTY_NAME);
+  actor.SetProperty(shadowColorPropertyIndex, Vector4(1.0f, 1.0f, 0.0f, 1.0f));
+
+  damagedRects.clear();
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  // Should be no damage rects, nothing changed
+  damagedRects.clear();
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // Should be 1 damage rect due to change in size
+  damagedRects.clear();
+  actor.SetProperty(Actor::Property::SIZE, Vector3(26.0f, 26.0f, 0.0f));
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  clippingRect = Rect<int>(16, 752, 32, 48); // new clipping rect size increased due to change in actor size
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateTwoActors(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged rects with partial update and two actors");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::POSITION, Vector3(100.0f, 100.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(50.0f, 50.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  Actor actor2 = CreateRenderableActor();
+  actor2.SetProperty(Actor::Property::POSITION, Vector3(150.0f, 150.0f, 0.0f));
+  actor2.SetProperty(Actor::Property::SIZE, Vector3(100.0f, 100.0f, 0.0f));
+  actor2.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor2);
+
+  application.SendNotification();
+  std::vector<Rect<int>> damagedRects;
+  application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 2, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(Rect<int>(64, 672, 64, 64), damagedRects[0], TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(Rect<int>(96, 592, 112, 112), damagedRects[1], TEST_LOCATION);
+
+  // in screen coordinates, adaptor would calculate it using previous frames information
+  Rect<int> clippingRect = Rect<int>(64, 592, 144, 192);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  // Change a Renderer of actor1
+  Geometry geometry    = CreateQuadGeometry();
+  Shader   shader      = CreateShader();
+  Renderer newRenderer = Renderer::New(geometry, shader);
+  Renderer renderer    = actor.GetRendererAt(0);
+
+  actor.RemoveRenderer(renderer);
+  actor.AddRenderer(newRenderer);
+
+  damagedRects.clear();
+
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(Rect<int>(64, 672, 64, 64), damagedRects[0], TEST_LOCATION);
+
+  // in screen coordinates, adaptor would calculate it using previous frames information
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateActorsWithSizeHint(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged rect with partial update and actor size hint");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::POSITION, Vector3(64.0f, 64.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(32.0f, 32.0f, 0.0f));
+  actor.SetProperty(DevelActor::Property::UPDATE_SIZE_HINT, Vector3(64.0f, 64.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  application.SendNotification();
+  std::vector<Rect<int>> damagedRects;
+  application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  Rect<int> clippingRect = Rect<int>(32, 704, 80, 80);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateAnimation(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged area with partial update and animation");
+
+  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
+  drawTrace.Enable(true);
+  drawTrace.Reset();
+
+  Actor actor1 = CreateRenderableActor();
+  actor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor1.SetProperty(Actor::Property::SIZE, Vector3(80.0f, 80.0f, 0.0f));
+  application.GetScene().Add(actor1);
+
+  Actor actor2 = CreateRenderableActor();
+  actor2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor2.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  application.GetScene().Add(actor2);
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int>              clippingRect;
+  Rect<int>              expectedRect1, expectedRect2;
+
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 2, TEST_LOCATION);
+
+  // Aligned by 16
+  expectedRect1 = Rect<int>(0, 720, 96, 96); // in screen coordinates, includes 3 last frames updates
+  expectedRect2 = Rect<int>(0, 784, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[0], TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect2, damagedRects[1], TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Make an animation
+  Animation animation = Animation::New(1.0f);
+  animation.AnimateTo(Property(actor2, Actor::Property::POSITION_X), 160.0f, TimePeriod(0.5f, 0.5f));
+  animation.Play();
+
+  application.SendNotification();
+
+  damagedRects.clear();
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  drawTrace.Reset();
+  damagedRects.clear();
+
+  // In animation deley time
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Skip rendering
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION);
+
+  drawTrace.Reset();
+  damagedRects.clear();
+
+  // Also in animation deley time
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.PreRenderWithPartialUpdate(100, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Skip rendering
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION);
+
+  // Unparent 2 actors and make a new actor
+  actor1.Unparent();
+  actor2.Unparent();
+
+  Actor actor3 = CreateRenderableActor();
+  actor3.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor3.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  application.GetScene().Add(actor3);
+
+  application.SendNotification();
+
+  // Started animation
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(500, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 5, TEST_LOCATION);
+
+  // The first dirty rect is actor3's.
+  // We don't know the exact dirty rect of actor2
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect2, damagedRects[0], TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[1], TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Finished animation, but the actor was already unparented
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(500, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect2, damagedRects[0], TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateChangeVisibility(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged rect with partial update and visibility change");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  application.SendNotification();
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int>              clippingRect;
+
+  // 1. Actor added, damaged rect is added size of actor
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // 2. Make the Actor invisible
+  actor.SetProperty(Actor::Property::VISIBLE, false);
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  // 3. Make the Actor visible again
+  actor.SetProperty(Actor::Property::VISIBLE, true);
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateOnOffScene(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check the damaged rect with partial update and on/off scene");
+
+  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+  Actor actor = CreateRenderableActor();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(actor);
+
+  application.SendNotification();
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int>              clippingRect;
+
+  // 1. Actor added, damaged rect is added size of actor
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // 2. Remove the Actor from the Scene
+  actor.Unparent();
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  // 3. Add the Actor to the Scene again
+  application.GetScene().Add(actor);
+  application.SendNotification();
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int utcDaliActorPartialUpdateSkipRendering(void)
+{
+  TestApplication application(
+    TestApplication::DEFAULT_SURFACE_WIDTH,
+    TestApplication::DEFAULT_SURFACE_HEIGHT,
+    TestApplication::DEFAULT_HORIZONTAL_DPI,
+    TestApplication::DEFAULT_VERTICAL_DPI,
+    true,
+    true);
+
+  tet_infoline("Check to skip rendering in case of the empty damaged rect");
+
+  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
+  drawTrace.Enable(true);
+  drawTrace.Reset();
+
+  Actor actor1 = CreateRenderableActor();
+  actor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor1.SetProperty(Actor::Property::SIZE, Vector3(80.0f, 80.0f, 0.0f));
+  application.GetScene().Add(actor1);
+
+  std::vector<Rect<int>> damagedRects;
+  Rect<int>              clippingRect;
+  Rect<int>              expectedRect1;
+
+  application.SendNotification();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  // Aligned by 16
+  expectedRect1 = Rect<int>(0, 720, 96, 96); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[0], TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
 
-  offset.height = 10.0f;
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
 
-  animation.Clear();
-  animation.AnimateBy(Property(actor, Actor::Property::SIZE_HEIGHT), offset.height);
-  animation.Play();
+  damagedRects.clear();
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Remove the actor
+  actor1.Unparent();
 
   application.SendNotification();
-  application.Render(1100); // After the animation
 
-  targetValue.height += offset.height;
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
 
-  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
-  DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
-  DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
-  DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
-  DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[0], TEST_LOCATION);
 
-  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
-  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
-  DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
-  DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
-  DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
 
-  // Set size again
-  actorSize = Vector3(300.0f, 300.0f, 0.0f);
+  // Render again without any change
+  damagedRects.clear();
+  drawTrace.Reset();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
 
-  actor.SetProperty(Actor::Property::SIZE, actorSize);
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
 
-  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
-  DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  clippingRect = Rect<int>();
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
 
-  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
-  DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  // Skip rendering
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION);
+
+  // Add the actor again
+  application.GetScene().Add(actor1);
 
   application.SendNotification();
-  application.Render();
 
-  size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
-  DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  damagedRects.clear();
+  drawTrace.Reset();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
 
-  currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
-  DALI_TEST_EQUALS(currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[0], TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
 
   END_TEST;
 }
 
-int utcDaliActorPartialUpdate(void)
+int utcDaliActorPartialUpdate3DNode(void)
 {
   TestApplication application(
     TestApplication::DEFAULT_SURFACE_WIDTH,
@@ -7530,102 +9077,81 @@ int utcDaliActorPartialUpdate(void)
     true,
     true);
 
-  tet_infoline("Check the damaged area");
+  tet_infoline("Partial update should be ignored in case of 3d layer of 3d node");
 
-  const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
+  drawTrace.Enable(true);
+  drawTrace.Reset();
+
+  Actor actor1 = CreateRenderableActor();
+  actor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+  actor1.SetProperty(Actor::Property::SIZE, Vector3(80.0f, 80.0f, 0.0f));
+  application.GetScene().Add(actor1);
 
   std::vector<Rect<int>> damagedRects;
   Rect<int>              clippingRect;
+
   application.SendNotification();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
 
-  // First render pass, nothing to render, adaptor would just do swap buffer.
-  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
 
-  Actor actor = CreateRenderableActor();
-  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
-  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
-  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
-  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
-  application.GetScene().Add(actor);
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+  // Change the layer to 3D
+  application.GetScene().GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);
 
   application.SendNotification();
 
-  // 1. Actor added, damaged rect is added size of actor
   damagedRects.clear();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
   DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(TestApplication::DEFAULT_SURFACE_RECT, damagedRects[0], TEST_LOCATION);
 
-  // Aligned by 16
-  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
-  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  drawTrace.Reset();
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
-  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
-
-  // 2. Set new size
-  actor.SetProperty(Actor::Property::SIZE, Vector3(32.0f, 32.0f, 0));
-  application.SendNotification();
 
-  damagedRects.clear();
-  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
-  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
 
-  // Aligned by 16
-  clippingRect = Rect<int>(16, 752, 48, 48); // in screen coordinates, includes 3 last frames updates
-  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
-  application.RenderWithPartialUpdate(damagedRects, clippingRect);
-  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+  // Change the layer to 2D
+  application.GetScene().GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_UI);
 
-  // 3. Set new position
-  actor.SetProperty(Actor::Property::POSITION, Vector3(32.0f, 32.0f, 0));
   application.SendNotification();
 
   damagedRects.clear();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
   DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
 
-  // Aligned by 16
-  clippingRect = Rect<int>(16, 736, 64, 64); // in screen coordinates, includes 3 last frames updates
-  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
-  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
 
-  application.GetScene().Remove(actor);
+  // Make 3D transform
+  actor1.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(90.0f), Vector3::YAXIS));
+
   application.SendNotification();
 
-  // Actor removed, last 3 dirty rects are reported. Adaptor would merge them together.
   damagedRects.clear();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
-  DALI_TEST_EQUALS(damagedRects.size(), 3, TEST_LOCATION);
-
-  clippingRect = damagedRects[0];
-  clippingRect.Merge(damagedRects[1]);
-  clippingRect.Merge(damagedRects[2]);
 
-  DALI_TEST_EQUALS(clippingRect.IsEmpty(), false, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.IsValid(), true, TEST_LOCATION);
-  DALI_TEST_EQUALS<Rect<int>>(clippingRect, Rect<int>(16, 736, 64, 64), TEST_LOCATION);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(TestApplication::DEFAULT_SURFACE_RECT, damagedRects[0], TEST_LOCATION);
 
+  clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+  drawTrace.Reset();
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
-  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
 
   END_TEST;
 }
 
-int utcDaliActorPartialUpdateSetColor(void)
+int utcDaliActorPartialUpdateNotRenderableActor(void)
 {
   TestApplication application(
     TestApplication::DEFAULT_SURFACE_WIDTH,
@@ -7635,36 +9161,35 @@ int utcDaliActorPartialUpdateSetColor(void)
     true,
     true);
 
-  tet_infoline("Check uniform update");
+  tet_infoline("Check the damaged rect with not renderable parent actor");
 
   const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
 
-  std::vector<Rect<int>> damagedRects;
-  Rect<int>              clippingRect;
-  application.SendNotification();
-  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
-
-  // First render pass, nothing to render, adaptor would just do swap buffer.
-  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
-  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  Actor parent                          = Actor::New();
+  parent[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+  parent[Actor::Property::POSITION]     = Vector3(16.0f, 16.0f, 0.0f);
+  parent[Actor::Property::SIZE]         = Vector3(16.0f, 16.0f, 0.0f);
+  parent.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(parent);
 
-  Actor actor = CreateRenderableActor();
-  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
-  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
-  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
-  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
-  application.GetScene().Add(actor);
+  Actor child                          = CreateRenderableActor();
+  child[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+  child[Actor::Property::SIZE]         = Vector3(16.0f, 16.0f, 0.0f);
+  child.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  parent.Add(child);
 
   application.SendNotification();
 
+  std::vector<Rect<int>> damagedRects;
+
   // 1. Actor added, damaged rect is added size of actor
-  damagedRects.clear();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
   DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
 
   // Aligned by 16
-  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  Rect<int> clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
   DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
   DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
@@ -7673,54 +9198,19 @@ int utcDaliActorPartialUpdateSetColor(void)
 
   damagedRects.clear();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
 
   damagedRects.clear();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
-
-  // 2. Set new color
-  actor.SetProperty(Actor::Property::COLOR, Vector3(1.0f, 0.0f, 0.0f));
-  application.SendNotification();
-
-  damagedRects.clear();
-  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
-  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
-
-  // Aligned by 16
-  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
-  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
-  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
 
   END_TEST;
 }
 
-const std::string SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME("uLightCameraProjectionMatrix");
-const std::string SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME("uLightCameraViewMatrix");
-const std::string SHADER_SHADOW_COLOR_PROPERTY_NAME("uShadowColor");
-const char* const RENDER_SHADOW_VERTEX_SOURCE =
-  " uniform mediump mat4 uLightCameraProjectionMatrix;\n"
-  " uniform mediump mat4 uLightCameraViewMatrix;\n"
-  "\n"
-  "void main()\n"
-  "{\n"
-  "  gl_Position = uProjection * uModelView * vec4(aPosition,1.0);\n"
-  "  vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix  * vec4(aPosition,1.0);\n"
-  "  vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);\n"
-  "}\n";
-
-const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
-  "uniform lowp vec4 uShadowColor;\n"
-  "void main()\n"
-  "{\n"
-  "  lowp float alpha;\n"
-  "  alpha = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a;\n"
-  "  gl_FragColor = vec4(uShadowColor.rgb, uShadowColor.a * alpha);\n"
-  "}\n";
-
-int utcDaliActorPartialUpdateSetProperty(void)
+int utcDaliActorPartialUpdateChangeTransparency(void)
 {
   TestApplication application(
     TestApplication::DEFAULT_SURFACE_WIDTH,
@@ -7730,77 +9220,119 @@ int utcDaliActorPartialUpdateSetProperty(void)
     true,
     true);
 
-  tet_infoline("Set/Update property with partial update");
+  tet_infoline("Check the damaged rect with changing transparency");
 
   const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
 
-  std::vector<Rect<int>> damagedRects;
-  Rect<int>              clippingRect;
-  application.SendNotification();
-  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
-
-  // First render pass, nothing to render, adaptor would just do swap buffer.
-  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
-  application.RenderWithPartialUpdate(damagedRects, clippingRect);
-
-  Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 4u, 4u);
-  Actor   actor = CreateRenderableActor(image, RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE);
-  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
-  actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
-  actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+  Actor actor                          = CreateRenderableActor();
+  actor[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+  actor[Actor::Property::POSITION]     = Vector3(16.0f, 16.0f, 0.0f);
+  actor[Actor::Property::SIZE]         = Vector3(16.0f, 16.0f, 0.0f);
   actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
   application.GetScene().Add(actor);
 
-  actor.RegisterProperty(SHADER_SHADOW_COLOR_PROPERTY_NAME, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
-
-  damagedRects.clear();
   application.SendNotification();
+
+  std::vector<Rect<int>> damagedRects;
+
+  // Actor added, damaged rect is added size of actor
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
   DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
 
   // Aligned by 16
-  clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  Rect<int> clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
   DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
   DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
 
-  Property::Index shadowColorPropertyIndex = actor.GetPropertyIndex(SHADER_SHADOW_COLOR_PROPERTY_NAME);
-  actor.SetProperty(shadowColorPropertyIndex, Vector4(1.0f, 1.0f, 0.0f, 1.0f));
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Make the actor transparent by changing opacity of the Renderer
+  // It changes a uniform value
+  Renderer renderer                          = actor.GetRendererAt(0);
+  renderer[DevelRenderer::Property::OPACITY] = 0.0f;
+
+  application.SendNotification();
+
+  // The damaged rect should be same
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
 
   damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // Make the actor opaque again
+  renderer[DevelRenderer::Property::OPACITY] = 1.0f;
+
   application.SendNotification();
+
+  // The damaged rect should not be empty
+  damagedRects.clear();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
   DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Make the actor culled
+  actor[Actor::Property::SIZE] = Vector3(0.0f, 0.0f, 0.0f);
+
+  application.SendNotification();
 
+  // The damaged rect should be same
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
   DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
-  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
 
-  damagedRects.clear();
-  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
-  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // Make the actor not culled again
+  actor[Actor::Property::SIZE] = Vector3(16.0f, 16.0f, 16.0f);
 
-  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
-  application.RenderWithPartialUpdate(damagedRects, clippingRect);
-  DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
-  DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+  application.SendNotification();
 
+  // The damaged rect should not be empty
   damagedRects.clear();
   application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
-  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
 
   END_TEST;
 }
 
-int utcDaliActorPartialUpdateTwoActors(void)
+int utcDaliActorPartialUpdateChangeParentOpacity(void)
 {
   TestApplication application(
     TestApplication::DEFAULT_SURFACE_WIDTH,
@@ -7810,43 +9342,69 @@ int utcDaliActorPartialUpdateTwoActors(void)
     true,
     true);
 
-  tet_infoline("Check the damaged rects with partial update and two actors");
+  tet_infoline("Check the damaged rect with changing parent's opacity");
 
   const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
 
-  Actor actor = CreateRenderableActor();
-  actor.SetProperty(Actor::Property::POSITION, Vector3(100.0f, 100.0f, 0.0f));
-  actor.SetProperty(Actor::Property::SIZE, Vector3(50.0f, 50.0f, 0.0f));
-  actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
-  application.GetScene().Add(actor);
+  Actor parent                          = Actor::New();
+  parent[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+  parent[Actor::Property::POSITION]     = Vector3(16.0f, 16.0f, 0.0f);
+  parent[Actor::Property::SIZE]         = Vector3(16.0f, 16.0f, 0.0f);
+  parent.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  application.GetScene().Add(parent);
 
-  Actor actor2 = CreateRenderableActor();
-  actor2.SetProperty(Actor::Property::POSITION, Vector3(150.0f, 150.0f, 0.0f));
-  actor2.SetProperty(Actor::Property::SIZE, Vector3(100.0f, 100.0f, 0.0f));
-  actor2.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
-  application.GetScene().Add(actor2);
+  Texture texture                      = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGBA8888, 16u, 16u);
+  Actor   child                        = CreateRenderableActor(texture);
+  child[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+  child[Actor::Property::SIZE]         = Vector3(16.0f, 16.0f, 0.0f);
+  child.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+  parent.Add(child);
 
   application.SendNotification();
+
   std::vector<Rect<int>> damagedRects;
-  application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
 
-  DALI_TEST_EQUALS(damagedRects.size(), 2, TEST_LOCATION);
-  DALI_TEST_EQUALS<Rect<int>>(Rect<int>(64, 672, 64, 64), damagedRects[0], TEST_LOCATION);
-  DALI_TEST_EQUALS<Rect<int>>(Rect<int>(96, 592, 112, 112), damagedRects[1], TEST_LOCATION);
+  // Actor added, damaged rect is added size of actor
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
 
-  // in screen coordinates, adaptor would calculate it using previous frames information
-  Rect<int> clippingRect = Rect<int>(64, 592, 144, 192);
-  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  // Aligned by 16
+  Rect<int> clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
 
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
   DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
 
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // Change the parent's opacity
+  parent[Actor::Property::OPACITY] = 0.5f;
+
+  application.SendNotification();
+
+  // The damaged rect should be same
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
   END_TEST;
 }
 
-int utcDaliActorPartialUpdateActorsWithSizeHint(void)
+int utcDaliActorPartialAddRemoveRenderer(void)
 {
   TestApplication application(
     TestApplication::DEFAULT_SURFACE_WIDTH,
@@ -7856,33 +9414,75 @@ int utcDaliActorPartialUpdateActorsWithSizeHint(void)
     true,
     true);
 
-  tet_infoline("Check the damaged rect with partial update and actor size hint");
+  tet_infoline("Check the damaged rect with adding / removing renderer");
 
   const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
 
-  Actor actor = CreateRenderableActor();
-  actor.SetProperty(Actor::Property::POSITION, Vector3(75.0f, 150.0f, 0.0f));
-  actor.SetProperty(Actor::Property::SIZE, Vector3(75.0f, 150.0f, 0.0f));
-  actor.SetProperty(DevelActor::Property::UPDATE_SIZE_HINT, Vector3(150, 300, 0));
+  Actor actor                          = CreateRenderableActor();
+  actor[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+  actor[Actor::Property::POSITION]     = Vector3(16.0f, 16.0f, 0.0f);
+  actor[Actor::Property::SIZE]         = Vector3(16.0f, 16.0f, 0.0f);
   actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
   application.GetScene().Add(actor);
 
   application.SendNotification();
+
   std::vector<Rect<int>> damagedRects;
-  application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
 
+  // Actor added, damaged rect is added size of actor
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
   DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
 
-  Rect<int> clippingRect = Rect<int>(0, 496, 160, 320);
+  // Aligned by 16
+  Rect<int> clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
   DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
 
   application.RenderWithPartialUpdate(damagedRects, clippingRect);
-
   DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
   DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
 
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Remove the Renderer
+  Renderer renderer = actor.GetRendererAt(0);
+  actor.RemoveRenderer(renderer);
+
+  application.SendNotification();
+
+  // The damaged rect should be the actor area
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_CHECK(damagedRects.size() > 0);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+  // Ensure the damaged rect is empty
+  DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+  // Add the Renderer again
+  actor.AddRenderer(renderer);
+
+  application.SendNotification();
+
+  // The damaged rect should be the actor area
+  damagedRects.clear();
+  application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+  application.RenderWithPartialUpdate(damagedRects, clippingRect);
+  DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+  DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
   END_TEST;
 }
 
@@ -7926,6 +9526,43 @@ int UtcDaliActorCaptureAllTouchAfterStartPropertyN(void)
   END_TEST;
 }
 
+int UtcDaliActorTouchAreaOffsetPropertyP(void)
+{
+  TestApplication application;
+
+  Actor     actor           = Actor::New();
+  Rect<int> touchAreaOffset = actor.GetProperty(DevelActor::Property::TOUCH_AREA_OFFSET).Get<Rect<int>>();
+  DALI_TEST_EQUALS(Rect<int>(0, 0, 0, 0), touchAreaOffset, TEST_LOCATION);
+  actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Rect<int>(10, 20, 30, 40));
+  touchAreaOffset = actor.GetProperty(DevelActor::Property::TOUCH_AREA_OFFSET).Get<Rect<int>>();
+  DALI_TEST_EQUALS(Rect<int>(10, 20, 30, 40), touchAreaOffset, TEST_LOCATION);
+  END_TEST;
+}
+
+int UtcDaliActorTouchAreaOffsetPropertyN(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+
+  // Make sure setting invalid types does not cause a crash
+  try
+  {
+    actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, 1.0f);
+    actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Vector2::ONE);
+    actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Vector3::ONE);
+    actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Vector4::ONE);
+    actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Property::Map());
+    actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Property::Array());
+    tet_result(TET_PASS);
+  }
+  catch(...)
+  {
+    tet_result(TET_FAIL);
+  }
+  END_TEST;
+}
+
 int UtcDaliActorLowerBelowNegative(void)
 {
   TestApplication application;
@@ -8575,3 +10212,206 @@ int UtcDaliActorGetParentNegative(void)
   }
   END_TEST;
 }
+
+int UtcDaliActorPropertyBlendEquation(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test SetProperty AdvancedBlendEquation");
+
+  Geometry geometry  = CreateQuadGeometry();
+  Shader   shader    = CreateShader();
+  Renderer renderer1 = Renderer::New(geometry, shader);
+
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::OPACITY, 0.1f);
+
+  actor.AddRenderer(renderer1);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(400, 400));
+  application.GetScene().Add(actor);
+
+  if(!Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SCREEN))
+  {
+    actor.SetProperty(Dali::DevelActor::Property::BLEND_EQUATION, Dali::DevelBlendEquation::SCREEN);
+    int equation = actor.GetProperty<int>(Dali::DevelActor::Property::BLEND_EQUATION);
+    DALI_TEST_EQUALS((Dali::DevelBlendEquation::SCREEN == equation), false, TEST_LOCATION);
+  }
+
+  if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SCREEN))
+  {
+    actor.SetProperty(Dali::DevelActor::Property::BLEND_EQUATION, Dali::DevelBlendEquation::SCREEN);
+    int equation = actor.GetProperty<int>(Dali::DevelActor::Property::BLEND_EQUATION);
+    DALI_TEST_EQUALS((Dali::DevelBlendEquation::SCREEN == equation), true, TEST_LOCATION);
+  }
+
+  Renderer renderer2 = Renderer::New(geometry, shader);
+  actor.AddRenderer(renderer2);
+
+  END_TEST;
+}
+
+int UtcDaliActorRegisterProperty(void)
+{
+  tet_infoline("Test property registration and uniform map update\n");
+
+  TestApplication application;
+
+  Geometry geometry  = CreateQuadGeometry();
+  Shader   shader    = CreateShader();
+  Renderer renderer1 = Renderer::New(geometry, shader);
+  Renderer renderer2 = Renderer::New(geometry, shader);
+
+  Actor actor1 = Actor::New();
+  actor1.AddRenderer(renderer1);
+  actor1.SetProperty(Actor::Property::SIZE, Vector2(100, 100));
+  actor1.RegisterProperty("uCustom", 1);
+  application.GetScene().Add(actor1);
+
+  Actor actor2 = Actor::New();
+  actor2.AddRenderer(renderer2);
+  actor2.SetProperty(Actor::Property::SIZE, Vector2(100, 100));
+  application.GetScene().Add(actor2);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  TraceCallStack&    callStack     = glAbstraction.GetSetUniformTrace();
+  glAbstraction.EnableSetUniformCallTrace(true);
+
+  application.SendNotification();
+  application.Render();
+
+  std::stringstream out;
+  out.str("1");
+  std::string params;
+
+  // Test uniform value of the custom property
+  DALI_TEST_CHECK(callStack.FindMethodAndGetParameters("uCustom", params));
+  DALI_TEST_EQUALS(out.str(), params, TEST_LOCATION);
+
+  // Make invisible
+  actor1[Actor::Property::VISIBLE] = false;
+
+  application.SendNotification();
+  application.Render();
+
+  // Make visible again
+  actor1[Actor::Property::VISIBLE] = true;
+  actor1["uCustom"]                = 2;
+
+  glAbstraction.ResetSetUniformCallStack();
+
+  application.SendNotification();
+  application.Render();
+
+  out.str("2");
+
+  // The uniform value should not be changed
+  DALI_TEST_CHECK(callStack.FindMethodAndGetParameters("uCustom", params));
+  DALI_TEST_EQUALS(out.str(), params, TEST_LOCATION);
+
+  END_TEST;
+}
+
+int UtcDaliActorDoesWantedHitTest(void)
+{
+  struct HitTestData
+  {
+  public:
+    HitTestData(const Vector3& scale, const Vector2& touchPoint, bool result)
+    : mScale(scale),
+      mTouchPoint(touchPoint),
+      mResult(result)
+    {
+    }
+
+    Vector3 mScale;
+    Vector2 mTouchPoint;
+    bool    mResult;
+  };
+
+  TestApplication application;
+  tet_infoline(" UtcDaliActorDoesWantedHitTest");
+
+  // Fill a vector with different hit tests.
+  struct HitTestData* hitTestData[] = {
+    //                    scale                     touch point           result
+    new HitTestData(Vector3(100.f, 100.f, 1.f), Vector2(289.f, 400.f), true),  // touch point close to the right edge (inside)
+    new HitTestData(Vector3(100.f, 100.f, 1.f), Vector2(291.f, 400.f), false), // touch point close to the right edge (outside)
+    new HitTestData(Vector3(110.f, 100.f, 1.f), Vector2(291.f, 400.f), true),  // same point as above with a wider scale. Should be inside.
+    new HitTestData(Vector3(100.f, 100.f, 1.f), Vector2(200.f, 451.f), false), // touch point close to the down edge (outside)
+    new HitTestData(Vector3(100.f, 110.f, 1.f), Vector2(200.f, 451.f), true),  // same point as above with a wider scale. Should be inside.
+    NULL,
+  };
+
+  // get the root layer
+  Actor actor = Actor::New();
+  actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  Actor lowerActor = Actor::New();
+  lowerActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+  lowerActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+  // actor and lowerActor have no relationship.
+  application.GetScene().Add(lowerActor);
+  application.GetScene().Add(actor);
+
+  ResetTouchCallbacks();
+  gHitTestTouchCallBackCalled = false;
+
+  unsigned int index = 0;
+  while(NULL != hitTestData[index])
+  {
+    actor.SetProperty(Actor::Property::SIZE, Vector2(1.f, 1.f));
+    actor.SetProperty(Actor::Property::SCALE, Vector3(hitTestData[index]->mScale.x, hitTestData[index]->mScale.y, hitTestData[index]->mScale.z));
+
+    lowerActor.SetProperty(Actor::Property::SIZE, Vector2(1.f, 1.f));
+    lowerActor.SetProperty(Actor::Property::SCALE, Vector3(hitTestData[index]->mScale.x, hitTestData[index]->mScale.y, hitTestData[index]->mScale.z));
+
+    // flush the queue and render once
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_CHECK(!gTouchCallBackCalled);
+    DALI_TEST_CHECK(!gTouchCallBackCalled2);
+    DALI_TEST_CHECK(!gHitTestTouchCallBackCalled);
+
+    // connect to its touch signal
+    actor.TouchedSignal().Connect(TestTouchCallback);
+    lowerActor.TouchedSignal().Connect(TestTouchCallback2);
+
+    // connect to its hit-test signal
+    Dali::DevelActor::HitTestResultSignal(actor).Connect(TestHitTestTouchCallback);
+
+    Dali::Integration::Point point;
+    point.SetState(PointState::DOWN);
+    point.SetScreenPosition(Vector2(hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y));
+    Dali::Integration::TouchEvent event;
+    event.AddPoint(point);
+
+    // flush the queue and render once
+    application.SendNotification();
+    application.Render();
+    application.ProcessEvent(event);
+
+    // check hit-test events
+    DALI_TEST_CHECK(gHitTestTouchCallBackCalled == hitTestData[index]->mResult);
+    // Passed all hit-tests of actor.
+    DALI_TEST_CHECK(gTouchCallBackCalled == false);
+    // The lowerActor was hit-tested.
+    DALI_TEST_CHECK(gTouchCallBackCalled2 == hitTestData[index]->mResult);
+
+    if(gTouchCallBackCalled2 != hitTestData[index]->mResult)
+      tet_printf("Test failed:\nScale %f %f %f\nTouchPoint %f, %f\nResult %d\n",
+                 hitTestData[index]->mScale.x,
+                 hitTestData[index]->mScale.y,
+                 hitTestData[index]->mScale.z,
+                 hitTestData[index]->mTouchPoint.x,
+                 hitTestData[index]->mTouchPoint.y,
+                 hitTestData[index]->mResult);
+
+    ResetTouchCallbacks();
+    gHitTestTouchCallBackCalled = false;
+    ++index;
+  }
+  END_TEST;
+}