Renaming PropertyBuffer to VertexBuffer
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Renderer.cpp
index 4f64bb8..7b700ce 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
 // EXTERNAL INCLUDES
 #include <dali/devel-api/actors/actor-devel.h>
 #include <dali/devel-api/rendering/renderer-devel.h>
+#include <dali/devel-api/common/stage.h>
 
 #include <dali/public-api/dali-core.h>
-#include <dali/devel-api/images/texture-set-image.h>
+#include <dali/integration-api/render-task-list-integ.h>
 #include <cstdio>
 #include <string>
 
@@ -139,6 +140,57 @@ int UtcDaliRendererAssignmentOperator(void)
   END_TEST;
 }
 
+int UtcDaliRendererMoveConstructor(void)
+{
+  TestApplication application;
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+  Renderer renderer = Renderer::New( geometry, shader );
+  DALI_TEST_CHECK( renderer );
+  DALI_TEST_EQUALS( 1, renderer.GetBaseObject().ReferenceCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::TRANSPARENT, TEST_LOCATION );
+
+  renderer.SetProperty( Renderer::Property::BLEND_COLOR, Color::MAGENTA );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::MAGENTA, TEST_LOCATION );
+
+  Renderer move = std::move( renderer );
+  DALI_TEST_CHECK( move );
+  DALI_TEST_EQUALS( 1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( move.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::MAGENTA, TEST_LOCATION );
+  DALI_TEST_CHECK( !renderer );
+
+  END_TEST;
+}
+
+int UtcDaliRendererMoveAssignment(void)
+{
+  TestApplication application;
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+  Renderer renderer = Renderer::New( geometry, shader );
+  DALI_TEST_CHECK( renderer );
+  DALI_TEST_EQUALS( 1, renderer.GetBaseObject().ReferenceCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::TRANSPARENT, TEST_LOCATION );
+
+  renderer.SetProperty( Renderer::Property::BLEND_COLOR, Color::MAGENTA );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::MAGENTA, TEST_LOCATION );
+
+  Renderer move;
+  move = std::move( renderer );
+  DALI_TEST_CHECK( move );
+  DALI_TEST_EQUALS( 1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( move.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::MAGENTA, TEST_LOCATION );
+  DALI_TEST_CHECK( !renderer );
+
+  END_TEST;
+}
+
 int UtcDaliRendererDownCast01(void)
 {
   TestApplication application;
@@ -204,12 +256,13 @@ int UtcDaliRendererDefaultProperties(void)
   DALI_PROPERTY( "stencilOperationOnZFail",         INTEGER,   true, false,  false, Dali::Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL )
   DALI_PROPERTY( "stencilOperationOnZPass",         INTEGER,   true, false,  false, Dali::Renderer::Property::STENCIL_OPERATION_ON_Z_PASS )
   DALI_PROPERTY( "opacity",                         FLOAT,     true, true,   true,  Dali::DevelRenderer::Property::OPACITY )
+  DALI_PROPERTY( "renderingBehavior",               INTEGER,   true, false,  false, Dali::DevelRenderer::Property::RENDERING_BEHAVIOR )
 */
 
   Geometry geometry = CreateQuadGeometry();
   Shader shader = CreateShader();
   Renderer renderer = Renderer::New(geometry, shader);
-  DALI_TEST_EQUALS( renderer.GetPropertyCount(), 25, TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetPropertyCount(), 26, TEST_LOCATION );
 
   TEST_RENDERER_PROPERTY( renderer, "depthIndex",              Property::INTEGER, true, false, false, Renderer::Property::DEPTH_INDEX, TEST_LOCATION );
   TEST_RENDERER_PROPERTY( renderer, "faceCullingMode",         Property::INTEGER, true, false, false, Renderer::Property::FACE_CULLING_MODE, TEST_LOCATION  );
@@ -236,6 +289,7 @@ int UtcDaliRendererDefaultProperties(void)
   TEST_RENDERER_PROPERTY( renderer, "stencilOperationOnZFail", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, TEST_LOCATION  );
   TEST_RENDERER_PROPERTY( renderer, "stencilOperationOnZPass", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, TEST_LOCATION  );
   TEST_RENDERER_PROPERTY( renderer, "opacity",                 Property::FLOAT,   true, true,  true,  DevelRenderer::Property::OPACITY, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "renderingBehavior",       Property::INTEGER, true, false, false, DevelRenderer::Property::RENDERING_BEHAVIOR, TEST_LOCATION );
 
   END_TEST;
 }
@@ -252,8 +306,8 @@ int UtcDaliRendererSetGetGeometry(void)
   Renderer renderer = Renderer::New(geometry1, shader);
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render(0);
@@ -287,8 +341,8 @@ int UtcDaliRendererSetGetShader(void)
   Renderer renderer = Renderer::New(geometry, shader1);
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   TestGlAbstraction& gl = application.GetGlAbstraction();
   application.SendNotification();
@@ -327,8 +381,8 @@ int UtcDaliRendererSetGetDepthIndex(void)
   Renderer renderer = Renderer::New(geometry, shader);
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   application.SendNotification();
   application.Render(0);
@@ -366,8 +420,8 @@ int UtcDaliRendererSetGetFaceCullingMode(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   // By default, none of the faces should be culled
   unsigned int cullFace = renderer.GetProperty<int>( Renderer::Property::FACE_CULLING_MODE );
@@ -451,10 +505,10 @@ int UtcDaliRendererBlendOptions01(void)
 
   Actor actor = Actor::New();
   // set a transparent actor color so that blending is enabled
-  actor.SetOpacity( 0.5f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.5f );
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB,    BlendFactor::ONE_MINUS_SRC_COLOR );
   renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB,   BlendFactor::SRC_ALPHA_SATURATE  );
@@ -496,10 +550,10 @@ int UtcDaliRendererBlendOptions02(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.5f ); // enable blending
+  actor.SetProperty( Actor::Property::OPACITY, 0.5f ); // enable blending
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB,    BlendFactor::CONSTANT_COLOR );
   renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB,   BlendFactor::ONE_MINUS_CONSTANT_COLOR );
@@ -543,8 +597,8 @@ int UtcDaliRendererBlendOptions03(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   // Test the defaults as documented in blending.h
   int equationRgb   = renderer.GetProperty<int>( Renderer::Property::BLEND_EQUATION_RGB );
@@ -567,10 +621,10 @@ int UtcDaliRendererBlendOptions04(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.1f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.1f );
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   // Test the single blending equation setting
   {
@@ -612,10 +666,10 @@ int UtcDaliRendererSetBlendMode01(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.98f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.98f );
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
 
@@ -644,10 +698,10 @@ int UtcDaliRendererSetBlendMode01b(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.0f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.0f );
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
 
@@ -679,10 +733,10 @@ int UtcDaliRendererSetBlendMode02(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.15f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.15f );
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF);
 
@@ -711,10 +765,10 @@ int UtcDaliRendererSetBlendMode03(void)
   Renderer renderer = Renderer::New( geometry, shader );
 
   Actor actor = Actor::New();
-  actor.SetOpacity( 0.75f );
+  actor.SetProperty( Actor::Property::OPACITY, 0.75f );
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
 
@@ -744,8 +798,8 @@ int UtcDaliRendererSetBlendMode04(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
 
@@ -775,9 +829,9 @@ int UtcDaliRendererSetBlendMode04b(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+  application.GetScene().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
 
@@ -807,9 +861,9 @@ int UtcDaliRendererSetBlendMode04c(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  actor.SetColor( Color::MAGENTA );
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Color::MAGENTA );
+  application.GetScene().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
 
@@ -834,7 +888,7 @@ int UtcDaliRendererSetBlendMode05(void)
   tet_infoline("Test setting the blend mode to auto with an opaque color and an image with an alpha channel renders with blending enabled");
 
   Geometry geometry = CreateQuadGeometry();
-  BufferImage image = BufferImage::New( 40, 40, Pixel::RGBA8888 );
+  Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 40, 40);
 
   Shader shader = CreateShader();
   TextureSet textureSet = CreateTextureSet( image );
@@ -843,8 +897,8 @@ int UtcDaliRendererSetBlendMode05(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
 
@@ -874,8 +928,8 @@ int UtcDaliRendererSetBlendMode06(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
 
@@ -901,15 +955,15 @@ int UtcDaliRendererSetBlendMode07(void)
   Geometry geometry = CreateQuadGeometry();
   Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
 
-  BufferImage image = BufferImage::New( 50, 50, Pixel::RGB888 );
+  Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGB888, 50, 50);
   TextureSet textureSet = CreateTextureSet( image );
   Renderer renderer = Renderer::New( geometry, shader );
   renderer.SetTextures( textureSet );
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
 
@@ -961,15 +1015,15 @@ int UtcDaliRendererSetBlendColor(void)
   Geometry geometry = CreateQuadGeometry();
   Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
   TextureSet textureSet = TextureSet::New();
-  BufferImage image = BufferImage::New( 50, 50, Pixel::RGBA8888 );
-  TextureSetImage( textureSet, 0u, image );
+  Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 50, 50);
+  textureSet.SetTexture(0u, image);
   Renderer renderer = Renderer::New( geometry, shader );
   renderer.SetTextures( textureSet );
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
 
@@ -1040,9 +1094,9 @@ int UtcDaliRendererPreMultipledAlpha(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+  application.GetScene().Add(actor);
 
   Property::Value value = renderer.GetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
   bool preMultipliedAlpha;
@@ -1136,8 +1190,8 @@ int UtcDaliRendererConstraint01(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   Vector4 initialColor = Color::WHITE;
   Property::Index colorIndex = renderer.RegisterProperty( "uFadeColor", initialColor );
@@ -1178,8 +1232,8 @@ int UtcDaliRendererConstraint02(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
   application.SendNotification();
   application.Render(0);
 
@@ -1232,8 +1286,8 @@ int UtcDaliRendererAnimatedProperty01(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   Vector4 initialColor = Color::WHITE;
   Property::Index colorIndex = renderer.RegisterProperty( "uFadeColor", initialColor );
@@ -1273,8 +1327,8 @@ int UtcDaliRendererAnimatedProperty02(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
   application.SendNotification();
   application.Render(0);
 
@@ -1316,7 +1370,7 @@ int UtcDaliRendererUniformMapPrecendence01(void)
 
   tet_infoline("Test the uniform map precedence is applied properly");
 
-  Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+  Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
 
   Shader shader = Shader::New("VertexSource", "FragmentSource");
   TextureSet textureSet = CreateTextureSet( image );
@@ -1327,8 +1381,8 @@ int UtcDaliRendererUniformMapPrecendence01(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
   application.SendNotification();
   application.Render(0);
 
@@ -1373,7 +1427,7 @@ int UtcDaliRendererUniformMapPrecendence02(void)
 
   tet_infoline("Test the uniform map precedence is applied properly");
 
-  Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+  Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
 
   Shader shader = Shader::New("VertexSource", "FragmentSource");
   TextureSet textureSet = CreateTextureSet( image );
@@ -1384,8 +1438,8 @@ int UtcDaliRendererUniformMapPrecendence02(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
   application.SendNotification();
   application.Render(0);
 
@@ -1431,7 +1485,7 @@ int UtcDaliRendererUniformMapPrecendence03(void)
 
   tet_infoline("Test the uniform map precedence is applied properly");
 
-  Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+  Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
 
   Shader shader = Shader::New("VertexSource", "FragmentSource");
   TextureSet textureSet = CreateTextureSet( image );
@@ -1442,8 +1496,8 @@ int UtcDaliRendererUniformMapPrecendence03(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
   application.SendNotification();
   application.Render(0);
 
@@ -1469,7 +1523,7 @@ int UtcDaliRendererUniformMapMultipleUniforms01(void)
 
   tet_infoline("Test the uniform maps are collected from all objects (same type)");
 
-  Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+  Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
 
   Shader shader = Shader::New("VertexSource", "FragmentSource");
   TextureSet textureSet = CreateTextureSet( image );
@@ -1480,8 +1534,8 @@ int UtcDaliRendererUniformMapMultipleUniforms01(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
   application.SendNotification();
   application.Render(0);
 
@@ -1516,7 +1570,7 @@ int UtcDaliRendererUniformMapMultipleUniforms02(void)
 
   tet_infoline("Test the uniform maps are collected from all objects (different types)");
 
-  Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+  Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 64, 64);
 
   Shader shader = Shader::New("VertexSource", "FragmentSource");
   TextureSet textureSet = CreateTextureSet( image );
@@ -1527,8 +1581,8 @@ int UtcDaliRendererUniformMapMultipleUniforms02(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
   application.SendNotification();
   application.Render(0);
 
@@ -1565,7 +1619,7 @@ int UtcDaliRendererUniformMapMultipleUniforms02(void)
 
 Renderer CreateRenderer( Actor actor, Geometry geometry, Shader shader, int depthIndex )
 {
-  Image image0 = BufferImage::New( 64, 64, Pixel::RGB888 );
+  Texture image0 = Texture::New(TextureType::TEXTURE_2D, Pixel::RGB888, 64, 64);
   TextureSet textureSet0 = CreateTextureSet( image0 );
   Renderer renderer0 = Renderer::New( geometry, shader );
   renderer0.SetTextures( textureSet0 );
@@ -1578,10 +1632,10 @@ Renderer CreateRenderer( Actor actor, Geometry geometry, Shader shader, int dept
 Actor CreateActor( Actor parent, int siblingOrder, const char* location )
 {
   Actor actor = Actor::New();
-  actor.SetAnchorPoint(AnchorPoint::CENTER);
-  actor.SetParentOrigin(AnchorPoint::CENTER);
-  actor.SetPosition(0.0f,0.0f);
-  actor.SetSize(100, 100);
+  actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+  actor.SetProperty( Actor::Property::PARENT_ORIGIN,AnchorPoint::CENTER);
+  actor.SetProperty( Actor::Property::POSITION, Vector2(0.0f,0.0f));
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
   parent.Add(actor);
   actor.SetProperty( Dali::DevelActor::Property::SIBLING_ORDER, siblingOrder );
   DALI_TEST_EQUALS( actor.GetProperty<int>( Dali::DevelActor::Property::SIBLING_ORDER), siblingOrder, TEST_INNER_LOCATION(location) );
@@ -1597,7 +1651,7 @@ int UtcDaliRendererRenderOrder2DLayer(void)
   Shader shader = Shader::New("VertexSource", "FragmentSource");
   Geometry geometry = CreateQuadGeometry();
 
-  Actor root = Stage::GetCurrent().GetRootLayer();
+  Actor root = application.GetScene().GetRootLayer();
 
   Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
   Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 0 );
@@ -1689,7 +1743,7 @@ int UtcDaliRendererRenderOrder2DLayerMultipleRenderers(void)
   Shader shader = Shader::New("VertexSource", "FragmentSource");
   Geometry geometry = CreateQuadGeometry();
 
-  Actor root = Stage::GetCurrent().GetRootLayer();
+  Actor root = application.GetScene().GetRootLayer();
 
   Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
   Actor actor1 = CreateActor( actor0, 0, TEST_LOCATION );
@@ -1777,7 +1831,7 @@ int UtcDaliRendererRenderOrder2DLayerSiblingOrder(void)
 
   Shader shader = Shader::New("VertexSource", "FragmentSource");
   Geometry geometry = CreateQuadGeometry();
-  Actor root = Stage::GetCurrent().GetRootLayer();
+  Actor root = application.GetScene().GetRootLayer();
   Actor actor0 = CreateActor( root,   1, TEST_LOCATION );
   Actor actor1 = CreateActor( root,   0, TEST_LOCATION );
   Actor actor2 = CreateActor( actor0, 0, TEST_LOCATION );
@@ -1844,7 +1898,7 @@ int UtcDaliRendererRenderOrder2DLayerOverlay(void)
 
   Shader shader = Shader::New("VertexSource", "FragmentSource");
   Geometry geometry = CreateQuadGeometry();
-  Actor root = Stage::GetCurrent().GetRootLayer();
+  Actor root = application.GetScene().GetRootLayer();
 
   /*
    * Create the following hierarchy:
@@ -1868,18 +1922,18 @@ int UtcDaliRendererRenderOrder2DLayerOverlay(void)
    */
 
   Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
-  actor0.SetDrawMode( DrawMode::OVERLAY_2D );
+  actor0.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
   Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 0 );
 
   Actor actor1 = CreateActor( root, 0, TEST_LOCATION );
-  actor1.SetDrawMode( DrawMode::OVERLAY_2D );
+  actor1.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
   Renderer renderer1 = CreateRenderer( actor1, geometry, shader, 0 );
 
   Actor actor2 = CreateActor( root, 0, TEST_LOCATION );
   Renderer renderer2 = CreateRenderer( actor2, geometry, shader, 0 );
 
   Actor actor3 = CreateActor( root, 0, TEST_LOCATION );
-  actor3.SetDrawMode( DrawMode::OVERLAY_2D );
+  actor3.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
   Renderer renderer3 = CreateRenderer( actor3, geometry, shader, 0 );
 
   Actor actor4 = CreateActor( root, 0, TEST_LOCATION );
@@ -1945,7 +1999,7 @@ int UtcDaliRendererSetIndexRange(void)
   gl.EnableDrawCallTrace( true );
 
   Actor actor = Actor::New();
-  actor.SetSize( 100, 100 );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
 
   // create geometry
   Geometry geometry = Geometry::New();
@@ -1974,7 +2028,7 @@ int UtcDaliRendererSetIndexRange(void)
   };
   Property::Map vertexFormat;
   vertexFormat["aPosition"] = Property::VECTOR2;
-  PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
+  VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
   vertexBuffer.SetData( shapes, sizeof(shapes)/sizeof(shapes[0]));
 
   // --------------------------------------------------------------------------
@@ -1986,8 +2040,8 @@ int UtcDaliRendererSetIndexRange(void)
   Renderer renderer = Renderer::New( geometry, shader );
   actor.AddRenderer( renderer );
 
-  Stage stage = Stage::GetCurrent();
-  stage.Add( actor );
+  Integration::Scene scene = application.GetScene();
+  scene.Add( actor );
 
   char buffer[ 128 ];
 
@@ -2078,10 +2132,10 @@ int UtcDaliRendererSetDepthFunction(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage stage = Stage::GetCurrent();
-  stage.GetRootLayer().SetBehavior( Layer::LAYER_3D );
-  stage.Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  Integration::Scene scene = application.GetScene();
+  scene.GetRootLayer().SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_3D );
+  scene.Add(actor);
 
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
   glAbstraction.EnableEnableDisableCallTrace(true);
@@ -2251,8 +2305,8 @@ int UtcDaliRendererEnumProperties(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetSize(400, 400);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add(actor);
 
   /*
    * Here we use a templatized function to perform several checks on each enumeration property.
@@ -2287,10 +2341,10 @@ Renderer RendererTestFixture( TestApplication& application )
 
   Actor actor = Actor::New();
   actor.AddRenderer( renderer );
-  actor.SetSize( 400.0f, 400.0f );
-  Stage stage = Stage::GetCurrent();
-  stage.GetRootLayer().SetBehavior( Layer::LAYER_3D );
-  stage.Add( actor );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  Integration::Scene scene = application.GetScene();
+  scene.GetRootLayer().SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_3D );
+  scene.Add( actor );
 
   return renderer;
 }
@@ -2336,9 +2390,9 @@ int UtcDaliRendererSetDepthTestMode(void)
   DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetDepthTestString() ) );
   DALI_TEST_CHECK( !glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
 
-  // Change the layer behavior to LAYER_2D.
+  // Change the layer behavior to LAYER_UI.
   // Note this will also disable depth testing for the layer by default, we test this first.
-  Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_2D );
+  application.GetScene().GetRootLayer().SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_UI );
 
   glEnableDisableStack.Reset();
   application.SendNotification();
@@ -2348,7 +2402,7 @@ int UtcDaliRendererSetDepthTestMode(void)
   DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
 
   // Turn the layer depth-test flag back on, and confirm that depth testing is now on.
-  Stage::GetCurrent().GetRootLayer().SetDepthTestDisabled( false );
+  application.GetScene().GetRootLayer().SetProperty(Layer::Property::DEPTH_TEST, true );
 
   glEnableDisableStack.Reset();
   application.SendNotification();
@@ -2781,9 +2835,9 @@ int UtcDaliRendererWrongNumberOfTextures(void)
 
   Actor actor= Actor::New();
   actor.AddRenderer(renderer);
-  actor.SetPosition(0.0f,0.0f);
-  actor.SetSize(100, 100);
-  Stage::GetCurrent().Add(actor);
+  actor.SetProperty( Actor::Property::POSITION, Vector2(0.0f,0.0f));
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+  application.GetScene().Add(actor);
 
   TestGlAbstraction& gl = application.GetGlAbstraction();
   TraceCallStack& drawTrace = gl.GetDrawTrace();
@@ -2823,9 +2877,9 @@ int UtcDaliRendererOpacity(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer( renderer );
-  actor.SetSize( 400, 400 );
-  actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
-  Stage::GetCurrent().Add( actor );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+  application.GetScene().Add( actor );
 
   Property::Value value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
   float opacity;
@@ -2871,9 +2925,9 @@ int UtcDaliRendererOpacityAnimation(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer( renderer );
-  actor.SetSize( 400, 400 );
-  actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
-  Stage::GetCurrent().Add( actor );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+  application.GetScene().Add( actor );
 
   application.SendNotification();
   application.Render(0);
@@ -2894,9 +2948,10 @@ int UtcDaliRendererOpacityAnimation(void)
   DALI_TEST_CHECK( value.Get( opacity ) );
   DALI_TEST_EQUALS( opacity, 0.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
 
+  // Need to clear the animation before setting the property as the animation value is baked and will override any previous setters
+  animation.Clear();
   renderer.SetProperty( DevelRenderer::Property::OPACITY, 0.1f );
 
-  animation.Clear();
   animation.AnimateBy( Property( renderer, DevelRenderer::Property::OPACITY ), 0.5f );
   animation.Play();
 
@@ -2906,6 +2961,7 @@ int UtcDaliRendererOpacityAnimation(void)
   value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
   DALI_TEST_CHECK( value.Get( opacity ) );
   DALI_TEST_EQUALS( opacity, 0.6f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( opacity, renderer.GetCurrentProperty( DevelRenderer::Property::OPACITY ).Get< float >(), Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
 
   END_TEST;
 }
@@ -2922,8 +2978,8 @@ int UtcDaliRendererInvalidProperty(void)
 
   Actor actor = Actor::New();
   actor.AddRenderer( renderer );
-  actor.SetSize( 400, 400 );
-  Stage::GetCurrent().Add( actor );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  application.GetScene().Add( actor );
 
   application.SendNotification();
   application.Render(0);
@@ -2936,3 +2992,278 @@ int UtcDaliRendererInvalidProperty(void)
 
   END_TEST;
 }
+
+int UtcDaliRendererRenderingBehavior(void)
+{
+  TestApplication application;
+
+  tet_infoline( "Test RENDERING_BEHAVIOR property" );
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer( renderer );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+  application.GetScene().Add( actor );
+
+  Property::Value value = renderer.GetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
+  int renderingBehavior;
+  DALI_TEST_CHECK( value.Get( renderingBehavior ) );
+  DALI_TEST_EQUALS( static_cast< DevelRenderer::Rendering::Type >( renderingBehavior ), DevelRenderer::Rendering::IF_REQUIRED, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render();
+
+  uint32_t updateStatus = application.GetUpdateStatus();
+
+  DALI_TEST_CHECK( !( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING ) );
+
+  renderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::CONTINUOUSLY );
+
+  value = renderer.GetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
+  DALI_TEST_CHECK( value.Get( renderingBehavior ) );
+  DALI_TEST_EQUALS( static_cast< DevelRenderer::Rendering::Type >( renderingBehavior ), DevelRenderer::Rendering::CONTINUOUSLY, TEST_LOCATION );
+
+  // Render and check the update status
+  application.SendNotification();
+  application.Render();
+
+  updateStatus = application.GetUpdateStatus();
+
+  DALI_TEST_CHECK( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING );
+
+  value = renderer.GetCurrentProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
+  DALI_TEST_CHECK( value.Get( renderingBehavior ) );
+  DALI_TEST_EQUALS( static_cast< DevelRenderer::Rendering::Type >( renderingBehavior ), DevelRenderer::Rendering::CONTINUOUSLY, TEST_LOCATION );
+
+  // Render again and check the update status
+  application.SendNotification();
+  application.Render();
+
+  updateStatus = application.GetUpdateStatus();
+
+  DALI_TEST_CHECK( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING );
+
+  // Change rendering behavior
+  renderer.SetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR, DevelRenderer::Rendering::IF_REQUIRED );
+
+  // Render and check the update status
+  application.SendNotification();
+  application.Render();
+
+  updateStatus = application.GetUpdateStatus();
+
+  DALI_TEST_CHECK( !( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererRegenerateUniformMap(void)
+{
+  TestApplication application;
+
+  tet_infoline( "Test regenerating uniform map when attaching renderer to the node" );
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer( renderer );
+  actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+  actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+  application.GetScene().Add( actor );
+
+  application.SendNotification();
+  application.Render();
+
+  actor.RemoveRenderer( renderer );
+  shader = Shader::New( "vertexSrc", "fragmentSrc" );
+  shader.RegisterProperty( "opacity", 0.5f );
+  renderer.SetShader( shader );
+
+  Stage::GetCurrent().KeepRendering( 1.0f );
+
+  // Update for several frames
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+  application.Render();
+
+  // Add Renderer
+  actor.AddRenderer( renderer );
+  application.SendNotification();
+  application.Render();
+
+  // Nothing to test here, the test must not crash
+  auto updateStatus = application.GetUpdateStatus();
+  DALI_TEST_CHECK( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING );
+
+  END_TEST;
+}
+
+int UtcDaliRendererAddDrawCommands(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test adding draw commands to the renderer");
+
+  TestGlAbstraction &glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace(true);
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader   shader   = Shader::New("vertexSrc", "fragmentSrc");
+  Renderer renderer = Renderer::New(geometry, shader);
+
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, Dali::BlendMode::ON );
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetProperty(Actor::Property::SIZE, Vector2(400.0f, 400.0f));
+  actor.SetProperty(Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 1.0f));
+  application.GetScene().Add(actor);
+
+  // Expect delivering a single draw call
+  auto &drawTrace = glAbstraction.GetDrawTrace();
+  drawTrace.Reset();
+  drawTrace.Enable(true);
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION );
+
+  auto drawCommand1 = DevelRenderer::DrawCommand{};
+  drawCommand1.drawType     = DevelRenderer::DrawType::INDEXED;
+  drawCommand1.firstIndex   = 0;
+  drawCommand1.elementCount = 2;
+  drawCommand1.queue        = DevelRenderer::RENDER_QUEUE_OPAQUE;
+
+  auto drawCommand2 = DevelRenderer::DrawCommand{};
+  drawCommand2.drawType     = DevelRenderer::DrawType::INDEXED;
+  drawCommand2.firstIndex   = 2;
+  drawCommand2.elementCount = 2;
+  drawCommand2.queue        = DevelRenderer::RENDER_QUEUE_TRANSPARENT;
+
+  auto drawCommand3 = DevelRenderer::DrawCommand{};
+  drawCommand3.drawType     = DevelRenderer::DrawType::ARRAY;
+  drawCommand3.firstIndex   = 2;
+  drawCommand3.elementCount = 2;
+  drawCommand3.queue        = DevelRenderer::RENDER_QUEUE_OPAQUE;
+
+  DevelRenderer::AddDrawCommand(renderer, drawCommand1);
+  DevelRenderer::AddDrawCommand(renderer, drawCommand2);
+  DevelRenderer::AddDrawCommand(renderer, drawCommand3);
+
+  drawTrace.Reset();
+  drawTrace.Enable(true);
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 3, TEST_LOCATION);
+
+  END_TEST;
+}
+int UtcDaliRendererSetGeometryNegative(void)
+{
+  TestApplication application;
+  Dali::Renderer instance;
+  try
+  {
+    Dali::Geometry arg1;
+    instance.SetGeometry(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliRendererSetTexturesNegative(void)
+{
+  TestApplication application;
+  Dali::Renderer instance;
+  try
+  {
+    Dali::TextureSet arg1;
+    instance.SetTextures(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliRendererSetShaderNegative(void)
+{
+  TestApplication application;
+  Dali::Renderer instance;
+  try
+  {
+    Dali::Shader arg1;
+    instance.SetShader(arg1);
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliRendererGetGeometryNegative(void)
+{
+  TestApplication application;
+  Dali::Renderer instance;
+  try
+  {
+    instance.GetGeometry();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliRendererGetTexturesNegative(void)
+{
+  TestApplication application;
+  Dali::Renderer instance;
+  try
+  {
+    instance.GetTextures();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}
+
+int UtcDaliRendererGetShaderNegative(void)
+{
+  TestApplication application;
+  Dali::Renderer instance;
+  try
+  {
+    instance.GetShader();
+    DALI_TEST_CHECK(false); // Should not get here
+  }
+  catch(...)
+  {
+    DALI_TEST_CHECK(true); // We expect an assert
+  }
+  END_TEST;
+}