Ensure cached values of properties animated using AnimateTo are updated
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-RenderTask.cpp
index 8cc7e8f..7e9ad26 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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 <iostream>
-
 #include <stdlib.h>
 #include <dali/public-api/dali-core.h>
 #include <dali/devel-api/events/hit-test-algorithm.h>
+#include <dali/devel-api/object/handle-devel.h>
 #include <dali-test-suite-utils.h>
 #include <dali/integration-api/debug.h>
 #include <test-native-image.h>
@@ -28,6 +28,7 @@
 
 #define BOOLSTR(x) ((x)?"T":"F")
 
+//& set: DaliRenderTask
 
 using namespace Dali;
 
@@ -169,56 +170,30 @@ bool TestScreenToFrameBufferFunction( Vector2& coordinates )
   return true;
 }
 
-ImageActor CreateLoadingImageActor(TestApplication& application, std::string filename, ResourceImage::LoadPolicy loadPolicy, Image::ReleasePolicy releasePolicy)
+Actor CreateRenderableActorSuccess(TestApplication& application, std::string filename)
 {
-  Image image = ResourceImage::New(filename, loadPolicy, releasePolicy);
-  DALI_TEST_CHECK( image );
-  application.SendNotification();
-  application.Render(16);
-  DALI_TEST_CHECK( application.GetPlatform().WasCalled(TestPlatformAbstraction::LoadResourceFunc) );
-  ImageActor actor = ImageActor::New(image);
+  PrepareResourceImage( application, 80u, 80u, Pixel::RGBA8888 );
+  Image image = ResourceImage::New(filename);
+  Actor actor = CreateRenderableActor(image);
   actor.SetSize( 80, 80 );
-  application.SendNotification();
-  application.Render(16);
   return actor;
 }
 
-Image CreateLoadingImage(TestApplication& application, std::string filename, ResourceImage::LoadPolicy loadPolicy, Image::ReleasePolicy releasePolicy)
+Actor CreateRenderableActorFailed(TestApplication& application, std::string filename)
 {
-  Image image = ResourceImage::New(filename, loadPolicy, releasePolicy);
+  Image image = ResourceImage::New(filename);
   DALI_TEST_CHECK( image );
-  application.SendNotification();
-  application.Render(16);
-  DALI_TEST_CHECK( application.GetPlatform().WasCalled(TestPlatformAbstraction::LoadResourceFunc) );
-
-  return image;
-}
-
-void CompleteImageLoad(TestApplication& application, Integration::ResourceId resourceId, Integration::ResourceTypeId requestType)
-{
-  std::vector<GLuint> ids;
-  ids.push_back( 23 );
-  application.GetGlAbstraction().SetNextTextureIds( ids );
-
-  Integration::Bitmap* bitmap = Integration::Bitmap::New( Integration::Bitmap::BITMAP_2D_PACKED_PIXELS, ResourcePolicy::OWNED_DISCARD );
-  Integration::ResourcePointer resource(bitmap);
-  bitmap->GetPackedPixelsProfile()->ReserveBuffer(Pixel::RGBA8888, 80, 80, 80, 80);
-
-  application.GetPlatform().SetResourceLoaded(resourceId, requestType, resource);
-}
-
-void FailImageLoad(TestApplication& application, Integration::ResourceId resourceId )
-{
-  application.GetPlatform().SetResourceLoadFailed(resourceId, Integration::FailureUnknown);
+  Actor actor = CreateRenderableActor(image);
+  actor.SetSize( 80, 80 );
+  return actor;
 }
 
-void ReloadImage(TestApplication& application, ResourceImage image)
+Image CreateResourceImage(TestApplication& application, std::string filename)
 {
-  application.GetPlatform().ClearReadyResources();
-  application.GetPlatform().DiscardRequest();
-  application.GetPlatform().ResetTrace();
-  application.GetPlatform().SetClosestImageSize(Vector2(80.0f, 80.0f)); // Ensure reload is called.
-  image.Reload();
+  PrepareResourceImage( application, 80u, 80u, Pixel::RGBA8888 );
+  Image image = ResourceImage::New(filename);
+  DALI_TEST_CHECK( image );
+  return image;
 }
 
 RenderTask CreateRenderTask(TestApplication& application,
@@ -254,13 +229,17 @@ RenderTask CreateRenderTask(TestApplication& application,
   newTask.SetExclusive( true );
   newTask.SetRefreshRate( refreshRate );
   newTask.SetTargetFrameBuffer( frameBufferImage );
+  newTask.SetProperty( RenderTask::Property::REQUIRES_SYNC, glSync );
   return newTask;
 }
 
-bool UpdateRender(TestApplication& application, TraceCallStack& callStack, bool testDrawn, bool& finishedSig, bool testFinished, bool testKeepUpdating )
+bool UpdateRender(TestApplication& application, TraceCallStack& callStack, bool testDrawn, bool& finishedSig, bool testFinished, bool testKeepUpdating, int lineNumber )
 {
   finishedSig = false;
   callStack.Reset();
+
+  tet_printf("TestApplication::UpdateRender().\n");
+
   application.Render(16);
   application.SendNotification();
 
@@ -299,10 +278,11 @@ bool UpdateRender(TestApplication& application, TraceCallStack& callStack, bool
 
   bool result = (sigPassed && drawPassed && keepUpdatingPassed);
 
-  tet_printf("UpdateRender: Expected: Draw:%s Signal:%s Keep Updating: %s  Actual: Draw:%s  Signal:%s KeepUpdating: %s  %s\n",
+  tet_printf("UpdateRender: Expected: Draw:%s Signal:%s KeepUpdating: %s  Actual: Draw:%s  Signal:%s KeepUpdating: %s  %s, line %d\n",
              BOOLSTR(testDrawn), BOOLSTR(testFinished), BOOLSTR(testKeepUpdating),
              BOOLSTR(drawResult), BOOLSTR(finishedSig), BOOLSTR(keepUpdating),
-             result ? "Passed":"Failed");
+             result ? "Passed":"Failed",
+             lineNumber );
 
   return result;
 }
@@ -411,22 +391,14 @@ int UtcDaliRenderTaskSetSourceActorP01(void)
   tet_infoline("Testing RenderTask::SetSourceActor() Positive - check that setting a non-renderable actor stops existing source actor being rendered ");
 
   Stage stage = Stage::GetCurrent();
-
-  const std::vector<GLuint>& boundTextures = application.GetGlAbstraction().GetBoundTextures( GL_TEXTURE0 );
-
   RenderTaskList taskList = stage.GetRenderTaskList();
-
   RenderTask task = taskList.GetTask( 0u );
 
   Actor actor = task.GetSourceActor();
   DALI_TEST_CHECK( actor );
 
-  std::vector<GLuint> ids;
-  ids.push_back( 7 );
-  application.GetGlAbstraction().SetNextTextureIds( ids );
-
   BufferImage img = BufferImage::New( 1,1 );
-  ImageActor newActor = ImageActor::New( img );
+  Actor newActor = CreateRenderableActor( img );
   newActor.SetSize(1,1);
   stage.Add( newActor );
 
@@ -439,13 +411,17 @@ int UtcDaliRenderTaskSetSourceActorP01(void)
   DALI_TEST_CHECK( task.GetSourceActor() != actor );
   DALI_TEST_CHECK( task.GetSourceActor() == nonRenderableActor );
 
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  TraceCallStack& drawTrace = gl.GetDrawTrace();
+  drawTrace.Enable(true);
+
   // Update & Render nothing!
   application.GetGlAbstraction().ClearBoundTextures();
   application.SendNotification();
   application.Render();
 
   // Check that nothing was rendered
-  DALI_TEST_EQUALS( boundTextures.size(), 0u, TEST_LOCATION );
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION );
 
   END_TEST;
 }
@@ -459,8 +435,6 @@ int UtcDaliRenderTaskSetSourceActorP02(void)
 
   Stage stage = Stage::GetCurrent();
 
-  const std::vector<GLuint>& boundTextures = application.GetGlAbstraction().GetBoundTextures( GL_TEXTURE0 );
-
   RenderTaskList taskList = stage.GetRenderTaskList();
 
   RenderTask task = taskList.GetTask( 0u );
@@ -468,18 +442,19 @@ int UtcDaliRenderTaskSetSourceActorP02(void)
   Actor actor = task.GetSourceActor();
   DALI_TEST_CHECK( actor );
 
-  std::vector<GLuint> ids;
-  ids.push_back( 7 );
-  application.GetGlAbstraction().SetNextTextureIds( ids );
 
   BufferImage img = BufferImage::New( 1,1 );
-  ImageActor newActor = ImageActor::New( img );
+  Actor newActor = CreateRenderableActor( img );
   newActor.SetSize(1,1);
   stage.Add( newActor );
 
   Actor nonRenderableActor = Actor::New();
   stage.Add( nonRenderableActor );
 
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  TraceCallStack& drawTrace = gl.GetDrawTrace();
+  drawTrace.Enable(true);
+
   // Stop the newActor from being rendered by changing the source actor
   DALI_TEST_CHECK( nonRenderableActor );
   task.SetSourceActor( nonRenderableActor );
@@ -492,7 +467,8 @@ int UtcDaliRenderTaskSetSourceActorP02(void)
   application.Render();
 
   // Check that nothing was rendered
-  DALI_TEST_EQUALS( boundTextures.size(), 0u, TEST_LOCATION );
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION );
+  drawTrace.Reset();
 
   // Set newActor as the new source Actor
   task.SetSourceActor( newActor );
@@ -505,11 +481,7 @@ int UtcDaliRenderTaskSetSourceActorP02(void)
   application.Render();
 
   // Check that the newActor was rendered
-  DALI_TEST_EQUALS( boundTextures.size(), 1u, TEST_LOCATION );
-  if ( boundTextures.size() )
-  {
-    DALI_TEST_EQUALS( boundTextures[0], 7u, TEST_LOCATION );
-  }
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION );
   END_TEST;
 }
 
@@ -520,34 +492,28 @@ int UtcDaliRenderTaskSetSourceActorOffStage(void)
   tet_infoline("Testing RenderTask::SetSourceActor (on/off stage testing)");
 
   Stage stage = Stage::GetCurrent();
-
-  const std::vector<GLuint>& boundTextures = application.GetGlAbstraction().GetBoundTextures( GL_TEXTURE0 );
-
   RenderTaskList taskList = stage.GetRenderTaskList();
-
   RenderTask task = taskList.GetTask( 0u );
 
   Actor actor = task.GetSourceActor();
   DALI_TEST_CHECK( actor );
 
-  std::vector<GLuint> ids;
-  GLuint expectedTextureId( 3 );
-  ids.push_back( expectedTextureId );
-  application.GetGlAbstraction().SetNextTextureIds( ids );
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  TraceCallStack& drawTrace = gl.GetDrawTrace();
+  drawTrace.Enable(true);
 
   BufferImage img = BufferImage::New( 1,1 );
-  ImageActor newActor = ImageActor::New( img );
+  Actor newActor = CreateRenderableActor( img );
   newActor.SetSize(1,1);
   task.SetSourceActor( newActor );
   // Don't add newActor to stage yet   //'
 
   // Update & Render with the actor initially off-stage
-  application.GetGlAbstraction().ClearBoundTextures();
   application.SendNotification();
   application.Render();
 
   // Check that nothing was rendered
-  DALI_TEST_EQUALS( boundTextures.size(), 0u, TEST_LOCATION );
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION );
 
   // Now add to stage
   stage.Add( newActor );
@@ -558,19 +524,17 @@ int UtcDaliRenderTaskSetSourceActorOffStage(void)
   application.Render();
 
   // Check that the newActor was rendered
-  DALI_TEST_EQUALS( boundTextures.size(), 1u, TEST_LOCATION );
-  if ( boundTextures.size() )
-  {
-    DALI_TEST_EQUALS( boundTextures[0], expectedTextureId, TEST_LOCATION );
-  }
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION );
+  drawTrace.Reset();
 
   // Now remove from stage
   stage.Remove( newActor );
 
   // Update & Render with the actor off-stage
-  application.GetGlAbstraction().ClearBoundTextures();
   application.SendNotification();
   application.Render();
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -581,23 +545,14 @@ int UtcDaliRenderTaskSetSourceActorEmpty(void)
   tet_infoline("Testing RenderTask::SetSourceActor (empty handle case)");
 
   Stage stage = Stage::GetCurrent();
-
-  const std::vector<GLuint>& boundTextures = application.GetGlAbstraction().GetBoundTextures( GL_TEXTURE0 );
-
   RenderTaskList taskList = stage.GetRenderTaskList();
-
   RenderTask task = taskList.GetTask( 0u );
 
   Actor actor = task.GetSourceActor();
   DALI_TEST_CHECK( actor );
 
-  std::vector<GLuint> ids;
-  GLuint expectedTextureId( 5 );
-  ids.push_back( expectedTextureId );
-  application.GetGlAbstraction().SetNextTextureIds( ids );
-
   BufferImage img = BufferImage::New( 1,1 );
-  ImageActor newActor = ImageActor::New( img );
+  Actor newActor = CreateRenderableActor( img );
   newActor.SetSize(1,1);
   stage.Add( newActor );
 
@@ -608,13 +563,16 @@ int UtcDaliRenderTaskSetSourceActorEmpty(void)
   task.SetSourceActor( Actor() );
   DALI_TEST_CHECK( ! task.GetSourceActor() );
 
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  TraceCallStack& drawTrace = gl.GetDrawTrace();
+  drawTrace.Enable(true);
+
   // Update & Render nothing!
-  application.GetGlAbstraction().ClearBoundTextures();
   application.SendNotification();
   application.Render();
 
   // Check that nothing was rendered
-  DALI_TEST_EQUALS( boundTextures.size(), 0u, TEST_LOCATION );
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION );
 
   // Set with non-empty handle
   task.SetSourceActor( newActor );
@@ -626,11 +584,7 @@ int UtcDaliRenderTaskSetSourceActorEmpty(void)
   application.Render();
 
   // Check that the newActor was rendered
-  DALI_TEST_EQUALS( boundTextures.size(), 1u, TEST_LOCATION );
-  if ( boundTextures.size() )
-  {
-    DALI_TEST_EQUALS( boundTextures[0], expectedTextureId, TEST_LOCATION );
-  }
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION );
   END_TEST;
 }
 
@@ -681,7 +635,7 @@ int UtcDaliRenderTaskGetSourceActorN(void)
   {
     Actor actor = task.GetSourceActor();
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -698,7 +652,7 @@ int UtcDaliRenderTaskSetExclusive(void)
 
   RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
 
-  // Manipulate the GenTextures behaviour, to identify different ImageActors
+  // Manipulate the GenTextures behaviour, to identify different actors
 
   std::vector<GLuint> ids;
   ids.push_back( 8 ); // 8 = actor1
@@ -707,7 +661,7 @@ int UtcDaliRenderTaskSetExclusive(void)
   application.GetGlAbstraction().SetNextTextureIds( ids );
 
   BufferImage img1 = BufferImage::New( 1,1 );
-  ImageActor actor1 = ImageActor::New( img1 );
+  Actor actor1 = CreateRenderableActor( img1 );
   actor1.SetSize(1,1);
   Stage::GetCurrent().Add( actor1 );
 
@@ -725,7 +679,7 @@ int UtcDaliRenderTaskSetExclusive(void)
   }
 
   BufferImage img2 = BufferImage::New( 1,1 );
-  ImageActor actor2 = ImageActor::New( img2 );
+  Actor actor2 = CreateRenderableActor( img2 );
   actor2.SetSize(1,1);
 
   // Force actor2 to be rendered before actor1
@@ -749,7 +703,7 @@ int UtcDaliRenderTaskSetExclusive(void)
   }
 
   BufferImage img3 = BufferImage::New( 1,1 );
-  ImageActor actor3 = ImageActor::New( img3 );
+  Actor actor3 = CreateRenderableActor( img3 );
   actor3.SetSize(1,1);
 
   // Force actor3 to be rendered before actor2
@@ -838,7 +792,7 @@ int UtcDaliRenderTaskSetExclusive02(void)
   application.GetGlAbstraction().SetNextTextureIds( ids );
 
   BufferImage img1 = BufferImage::New( 1,1 );
-  ImageActor actor1 = ImageActor::New( img1 );
+  Actor actor1 = CreateRenderableActor( img1 );
   actor1.SetSize(1,1);
   Stage::GetCurrent().Add( actor1 );
 
@@ -856,7 +810,7 @@ int UtcDaliRenderTaskSetExclusive02(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawArrays"), 1, TEST_LOCATION );
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION );
 
   // Set task to non-exclusive - actor1 should render twice:
   drawTrace.Reset();
@@ -864,7 +818,7 @@ int UtcDaliRenderTaskSetExclusive02(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawArrays"), 2, TEST_LOCATION );
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 2, TEST_LOCATION );
 
   END_TEST;
 }
@@ -880,7 +834,7 @@ int UtcDaliRenderTaskSetExclusiveN(void)
   {
     task.SetExclusive(true);
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -933,9 +887,9 @@ int UtcDaliRenderTaskIsExclusiveN(void)
   try
   {
     bool x = task.IsExclusive();
-    x=x;
+    (void) x;
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1057,7 +1011,7 @@ int UtcDaliRenderTaskGetCameraActorN(void)
   {
     Actor actor = task.GetCameraActor();
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1129,6 +1083,70 @@ int UtcDaliRenderTaskGetTargetFrameBufferN(void)
   END_TEST;
 }
 
+int UtcDaliRenderTaskSetFrameBufferP(void)
+{
+  TestApplication application;
+
+  tet_infoline("Testing RenderTask::SetFrameBuffer()");
+
+  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
+
+  RenderTask task = taskList.GetTask( 0u );
+
+  FrameBuffer newFrameBuffer = FrameBuffer::New( 128u, 128u, FrameBuffer::Attachment::NONE );
+  task.SetFrameBuffer( newFrameBuffer );
+  DALI_TEST_CHECK( task.GetFrameBuffer() == newFrameBuffer );
+  END_TEST;
+}
+
+int UtcDaliRenderTaskSetFrameBufferN(void)
+{
+  TestApplication application;
+
+  tet_infoline("Testing RenderTask::SetFrameBuffer()");
+
+  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
+
+  RenderTask task = taskList.GetTask( 0u );
+  FrameBuffer newFrameBuffer; // Empty handle
+  task.SetFrameBuffer( newFrameBuffer );
+  DALI_TEST_EQUALS( (bool)task.GetFrameBuffer(), false, TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliRenderTaskGetFrameBufferP(void)
+{
+  TestApplication application;
+
+  tet_infoline("Testing RenderTask::GetFrameBuffer()");
+
+  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
+
+  RenderTask task = taskList.GetTask( 0u );
+
+  FrameBuffer newFrameBuffer = FrameBuffer::New( 1u, 1u, FrameBuffer::Attachment::NONE  );
+  task.SetFrameBuffer( newFrameBuffer );
+  DALI_TEST_CHECK( task.GetFrameBuffer() == newFrameBuffer );
+  END_TEST;
+}
+
+int UtcDaliRenderTaskGetFrameBufferN(void)
+{
+  TestApplication application;
+
+  tet_infoline("Testing RenderTask::GetFrameBuffer()");
+
+  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
+
+  RenderTask task = taskList.GetTask( 0u );
+
+  // By default render-tasks do not render off-screen
+  FrameBuffer frameBuffer = task.GetFrameBuffer();
+  DALI_TEST_CHECK( !frameBuffer );
+
+  END_TEST;
+}
+
 int UtcDaliRenderTaskSetScreenToFrameBufferFunctionP(void)
 {
   TestApplication application;
@@ -1169,7 +1187,7 @@ int UtcDaliRenderTaskSetScreenToFrameBufferFunctionN(void)
   {
     task.SetScreenToFrameBufferFunction( TestScreenToFrameBufferFunction );
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1206,9 +1224,9 @@ int UtcDaliRenderTaskGetScreenToFrameBufferFunctionN(void)
   try
   {
     RenderTask::ScreenToFrameBufferFunction func = task.GetScreenToFrameBufferFunction();
-    func=func;
+    (void) func;
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1243,7 +1261,7 @@ int UtcDaliRenderTaskGetScreenToFrameBufferMappingActorN(void)
     Actor mappingActor;
     task.SetScreenToFrameBufferMappingActor(mappingActor);
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1309,9 +1327,9 @@ int UtcDaliRenderTaskGetViewportN(void)
   try
   {
     Viewport viewport = task.GetViewport();
-    viewport = viewport;
+    (void) viewport;
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1356,7 +1374,7 @@ int UtcDaliRenderTaskSetViewportN(void)
     Viewport newViewport( 0, 0, stageSize.width * 0.5f, stageSize.height * 0.5f );
     task.SetViewport( newViewport );
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1397,21 +1415,30 @@ int UtcDaliRenderTaskSetViewportPosition(void)
   // Set by Property test
   Vector2 newPosition2(32.0f, 32.0f);
   task.SetProperty( RenderTask::Property::VIEWPORT_POSITION, newPosition2 );
+  DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_POSITION ), newPosition2, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition, TEST_LOCATION ); // still the old position
 
   // Update
   application.SendNotification();
   application.Render();
 
   DALI_TEST_EQUALS( task.GetCurrentViewportPosition(), newPosition2, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_POSITION ), newPosition2, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition2, TEST_LOCATION );
 
   Vector2 newPosition3(64.0f, 0.0f);
   Animation animation = Animation::New(1.0f);
   animation.AnimateTo( Property( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition3, AlphaFunction::LINEAR );
   animation.Play();
 
+  DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_POSITION ), newPosition3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition2, TEST_LOCATION );
+
   // Perform 1000ms worth of updates at which point animation should have completed.
   Wait(application, 1000);
   DALI_TEST_EQUALS( task.GetCurrentViewportPosition(), newPosition3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_POSITION ), newPosition3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1445,21 +1472,30 @@ int UtcDaliRenderTaskSetViewportSize(void)
   // Set by Property test
   Vector2 newSize2(50.0f, 50.0f);
   task.SetProperty( RenderTask::Property::VIEWPORT_SIZE, newSize2 );
+  DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_SIZE ), newSize2, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_SIZE ), newSize, TEST_LOCATION ); // still the old position
 
   // Update
   application.SendNotification();
   application.Render();
 
   DALI_TEST_EQUALS( task.GetCurrentViewportSize(), newSize2, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_SIZE ), newSize2, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_SIZE ), newSize2, TEST_LOCATION );
 
   Vector2 newSize3(10.0f, 10.0f);
   Animation animation = Animation::New(1.0f);
   animation.AnimateTo( Property( task, RenderTask::Property::VIEWPORT_SIZE ), newSize3, AlphaFunction::LINEAR );
   animation.Play();
 
+  DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_SIZE  ), newSize3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_SIZE ), newSize2, TEST_LOCATION );
+
   // Perform 1000ms worth of updates at which point animation should have completed.
   Wait(application, 1000);
   DALI_TEST_EQUALS( task.GetCurrentViewportSize(), newSize3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_SIZE ), newSize3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_SIZE  ), newSize3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
 
   END_TEST;
 }
@@ -1486,11 +1522,29 @@ int UtcDaliRenderTaskSetClearColorP(void)
   DALI_TEST_EQUALS( task.GetClearColor(), testColor, TEST_LOCATION );
 
   task.SetProperty( RenderTask::Property::CLEAR_COLOR, testColor2 );
+  DALI_TEST_EQUALS( task.GetProperty< Vector4 >( RenderTask::Property::CLEAR_COLOR ), testColor2, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( task, RenderTask::Property::CLEAR_COLOR ), testColor, TEST_LOCATION ); // still the old color
 
   // Wait a frame.
   Wait(application);
 
   DALI_TEST_EQUALS( task.GetClearColor(), testColor2, TEST_LOCATION );
+  DALI_TEST_EQUALS( task.GetProperty< Vector4 >( RenderTask::Property::CLEAR_COLOR ), testColor2, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( task, RenderTask::Property::CLEAR_COLOR ), testColor2, TEST_LOCATION );
+
+  Vector4 newColor3(10.0f, 10.0f, 20.0f, 30.0f);
+  Animation animation = Animation::New(1.0f);
+  animation.AnimateTo( Property( task, RenderTask::Property::CLEAR_COLOR ), newColor3, AlphaFunction::LINEAR );
+  animation.Play();
+
+  DALI_TEST_EQUALS( task.GetProperty< Vector4 >( RenderTask::Property::CLEAR_COLOR  ), newColor3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( task, RenderTask::Property::CLEAR_COLOR ), testColor2, TEST_LOCATION );
+
+  // Perform 1000ms worth of updates at which point animation should have completed.
+  Wait(application, 1000);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( task, RenderTask::Property::CLEAR_COLOR ), newColor3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+  DALI_TEST_EQUALS( task.GetProperty< Vector4 >( RenderTask::Property::CLEAR_COLOR  ), newColor3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -1505,7 +1559,7 @@ int UtcDaliRenderTaskSetClearColorN(void)
   {
     task.SetClearColor( Vector4::ZERO );
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1535,9 +1589,9 @@ int UtcDaliRenderTaskGetClearColorN(void)
   try
   {
     Vector4 color = task.GetClearColor();
-    color = color;
+    (void) color;
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1575,7 +1629,7 @@ int UtcDaliRenderTaskSetClearEnabledN(void)
   {
     task.SetClearEnabled(true);
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1607,9 +1661,9 @@ int UtcDaliRenderTaskGetClearEnabledN(void)
   try
   {
     bool x = task.GetClearEnabled();
-    x=x;
+    (void) x;
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1645,7 +1699,7 @@ int UtcDaliRenderTaskSetCullModeN(void)
   {
     task.SetCullMode( false );
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1675,9 +1729,9 @@ int UtcDaliRenderTaskGetCullModeN(void)
   try
   {
     bool x = task.GetCullMode();
-    x=x;
+    (void) x;
   }
-  catch (Dali::DaliException(e))
+  catch (Dali::DaliException& e)
   {
     DALI_TEST_PRINT_ASSERT( e );
     DALI_TEST_ASSERT(e, "RenderTask handle is empty", TEST_LOCATION);
@@ -1737,7 +1791,8 @@ int UtcDaliRenderTaskSignalFinished(void)
   Stage::GetCurrent().Add( offscreenCameraActor );
 
   BufferImage image = BufferImage::New( 10, 10 );
-  ImageActor rootActor = ImageActor::New( image );
+  image.Update();
+  Actor rootActor = CreateRenderableActor( image );
   rootActor.SetSize( 10, 10 );
   Stage::GetCurrent().Add( rootActor );
 
@@ -1745,10 +1800,6 @@ int UtcDaliRenderTaskSignalFinished(void)
   NativeImageInterfacePtr testNativeImagePtr = TestNativeImage::New(10, 10);
   FrameBufferImage frameBufferImage = FrameBufferImage::New( *testNativeImagePtr.Get() );
 
-  // Flush all outstanding messages
-  application.SendNotification();
-  application.Render();
-
   RenderTask newTask = taskList.CreateTask();
   newTask.SetCameraActor( offscreenCameraActor );
   newTask.SetSourceActor( rootActor );
@@ -1758,8 +1809,7 @@ int UtcDaliRenderTaskSignalFinished(void)
   newTask.SetExclusive( true );
   newTask.SetRefreshRate( RenderTask::REFRESH_ONCE );
   newTask.SetTargetFrameBuffer( frameBufferImage );
-
-  // Framebuffer doesn't actually get created until Connected, i.e. by previous line
+  newTask.SetProperty( RenderTask::Property::REQUIRES_SYNC, true );
 
   bool finished = false;
   RenderTaskFinished renderTaskFinished( finished );
@@ -1797,11 +1847,8 @@ int UtcDaliRenderTaskSignalFinished(void)
   application.Render();
   application.SendNotification();
   DALI_TEST_CHECK( finished );
-  finished = false;
 
-  application.Render(); // Double check no more finished signal
-  application.SendNotification();
-  DALI_TEST_CHECK( ! finished );
+  DALI_TEST_EQUALS( application.GetUpdateStatus(), 0, TEST_LOCATION );
   END_TEST;
 }
 
@@ -1823,20 +1870,15 @@ int UtcDaliRenderTaskContinuous01(void)
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
 
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
+  Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg");
 
   RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true);
   bool finished = false;
   RenderTaskFinished renderTaskFinished( finished );
-  newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
   application.SendNotification();
 
   // START PROCESS/RENDER                     Input,    Expected  Input, Expected, KeepUpdating
-  DALI_TEST_CHECK( UpdateRender(application,  drawTrace, false,   finished, false, false ) );
+  DALI_TEST_CHECK( UpdateRender(application,  drawTrace, false,   finished, false, false, __LINE__ ) );
   application.GetPlatform().ClearReadyResources();
 
   // ADD SOURCE ACTOR TO STAGE - expect continuous renders to start, no finished signal
@@ -1844,7 +1886,7 @@ int UtcDaliRenderTaskContinuous01(void)
   application.SendNotification();
 
   // CONTINUE PROCESS/RENDER                  Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application,  drawTrace, true,    finished, false, false ) );
+  DALI_TEST_CHECK( UpdateRender(application,  drawTrace, true,    finished, false, false, __LINE__ ) );
   END_TEST;
 }
 
@@ -1866,10 +1908,7 @@ int UtcDaliRenderTaskContinuous02(void)
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
 
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
+  Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg");
   Stage::GetCurrent().Add(secondRootActor);
   secondRootActor.SetVisible(false);
 
@@ -1877,11 +1916,10 @@ int UtcDaliRenderTaskContinuous02(void)
   bool finished = false;
   RenderTaskFinished renderTaskFinished( finished );
   newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
   application.SendNotification();
 
   // START PROCESS/RENDER                    Input,    Expected  Input,    Expected, KeepUpdating
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, false ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, false, __LINE__ ) );
   application.GetPlatform().ClearReadyResources();
 
   // MAKE SOURCE ACTOR VISIBLE - expect continuous renders to start, no finished signal
@@ -1889,7 +1927,7 @@ int UtcDaliRenderTaskContinuous02(void)
   application.SendNotification();
 
   // CONTINUE PROCESS/RENDER                 Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false, __LINE__ ) );
   END_TEST;
 }
 
@@ -1908,21 +1946,17 @@ int UtcDaliRenderTaskContinuous03(void)
   Stage::GetCurrent().Add( rootActor );
 
   CameraActor offscreenCameraActor = CameraActor::New();
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
+  Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg");
   Stage::GetCurrent().Add(secondRootActor);
 
   RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true);
   bool finished = false;
   RenderTaskFinished renderTaskFinished( finished );
   newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
   application.SendNotification();
 
   // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, false ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, false, __LINE__ ) );
   application.GetPlatform().ClearReadyResources();
 
   // ADD CAMERA ACTOR TO STAGE - expect continuous renders to start, no finished signal
@@ -1930,7 +1964,7 @@ int UtcDaliRenderTaskContinuous03(void)
   application.SendNotification();
 
   // CONTINUE PROCESS/RENDER                 Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false, __LINE__ ) );
   END_TEST;
 }
 
@@ -1939,46 +1973,7 @@ int UtcDaliRenderTaskContinuous04(void)
 {
   TestApplication application;
 
-  tet_infoline("Testing RenderTask Render Continuous using loading image\nPRE: Resource not ready\nPOST:continuous renders, no Finished signal");
-
-  // SETUP AN OFFSCREEN RENDER TASK
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
-  drawTrace.Enable(true);
-
-  Actor rootActor = Actor::New();
-  Stage::GetCurrent().Add( rootActor );
-
-  CameraActor offscreenCameraActor = CameraActor::New();
-  Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  Stage::GetCurrent().Add(secondRootActor);
-
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true);
-  bool finished = false;
-  RenderTaskFinished renderTaskFinished( finished );
-  newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  application.SendNotification();
-
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-
-  // FINISH RESOURCE LOADING - expect 'continuous' renders to start, no finished signal
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
-  END_TEST;
-}
-
-int UtcDaliRenderTaskContinous05(void)
-{
-  TestApplication application;
-
-  tet_infoline("Testing RenderTask Render Continuous using Mesh which accesses texture through sampler with loading image\n"
-               "PRE: Resource not ready\nPOST:continuous renders, no Finished signal");
+  tet_infoline("Testing RenderTask Render Continuous using loaded image");
 
   // SETUP AN OFFSCREEN RENDER TASK
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
@@ -1990,19 +1985,7 @@ int UtcDaliRenderTaskContinous05(void)
 
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
-
-  Material material = CreateMaterial();
-  Image image = CreateLoadingImage(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  material.AddTexture( image, "sTexture" );
-
-  Geometry geometry = CreateQuadGeometry();
-  Renderer renderer = Renderer::New(geometry, material);
-  Actor secondRootActor = Actor::New();
-  secondRootActor.AddRenderer(renderer);
-  secondRootActor.SetSize(100, 100);
+  Actor secondRootActor = CreateRenderableActorFailed(application, "aFile.jpg");
   Stage::GetCurrent().Add(secondRootActor);
 
   RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true);
@@ -2012,22 +1995,15 @@ int UtcDaliRenderTaskContinous05(void)
   application.SendNotification();
 
   // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-
-  // FINISH RESOURCE LOADING - expect 'continuous' renders to start, no finished signal
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
-
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,   finished, false, false, __LINE__ ) );
   END_TEST;
 }
 
-
 int UtcDaliRenderTaskOnce01(void)
 {
   TestApplication application;
 
-  tet_infoline("Testing RenderTask Render Once GlSync, using loading image\nPRE: Resources not ready, Source not visible\nPOST: Finished signal sent once only");
+  tet_infoline("Testing RenderTask Render Once GlSync, using loaded image");
 
   // SETUP AN OFFSCREEN RENDER TASK
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
@@ -2040,10 +2016,7 @@ int UtcDaliRenderTaskOnce01(void)
 
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
+  Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg");
 
   Stage::GetCurrent().Add(secondRootActor);
 
@@ -2053,27 +2026,14 @@ int UtcDaliRenderTaskOnce01(void)
   newTask.FinishedSignal().Connect( &application, renderTaskFinished );
   application.SendNotification();
 
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-
-  // MAKE SOURCE VISIBLE
-  secondRootActor.SetVisible(true);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,   finished, false, true, __LINE__  ) );
 
-  // FINISH RESOURCE LOADING - expect no rendering yet
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
   Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
   DALI_TEST_CHECK( lastSyncObj != NULL );
-
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  application.GetPlatform().ClearReadyResources();
   sync.SetObjectSynced( lastSyncObj, true );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,   finished, false, true  ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false  ) );
+
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true, __LINE__  ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false, __LINE__  ) );
   END_TEST;
 }
 
@@ -2081,8 +2041,7 @@ int UtcDaliRenderTaskOnce02(void)
 {
   TestApplication application;
 
-  tet_infoline("Testing RenderTask Render Once GlSync, using Mesh which accesses texture through sampler with loading image.\n"
-               "PRE: Resources not ready\nPOST: Finished signal sent once only");
+  tet_infoline("Testing RenderTask Render Once GlSync, using Mesh which accesses texture through sampler with loaded image.\n");
 
   // SETUP AN OFFSCREEN RENDER TASK
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
@@ -2096,15 +2055,13 @@ int UtcDaliRenderTaskOnce02(void)
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
 
-  Material material = CreateMaterial();
-  Image image = CreateLoadingImage(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  material.AddTexture( image, "sTexture" );
+  Shader shader = CreateShader();
+  Image image = CreateResourceImage(application, "aFile.jpg");
+  TextureSet textureSet = CreateTextureSet( image );
 
   Geometry geometry = CreateQuadGeometry();
-  Renderer renderer = Renderer::New(geometry, material);
+  Renderer renderer = Renderer::New(geometry, shader);
+  renderer.SetTextures( textureSet );
   Actor secondRootActor = Actor::New();
   secondRootActor.AddRenderer(renderer);
   secondRootActor.SetSize(100, 100);
@@ -2116,21 +2073,14 @@ int UtcDaliRenderTaskOnce02(void)
   newTask.FinishedSignal().Connect( &application, renderTaskFinished );
   application.SendNotification();
 
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-   DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-   DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,   finished, false, true, __LINE__  ) );
 
-   // FINISH RESOURCE LOADING - expect no rendering yet
-   CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-   DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-   Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
-   DALI_TEST_CHECK( lastSyncObj != NULL );
+  Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
+  DALI_TEST_CHECK( lastSyncObj != NULL );
+  sync.SetObjectSynced( lastSyncObj, true );
 
-   DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-   application.GetPlatform().ClearReadyResources();
-   sync.SetObjectSynced( lastSyncObj, true );
-   DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,   finished, false, true  ) );
-   DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false  ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true, __LINE__  ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false, __LINE__  ) );
 
    END_TEST;
 }
@@ -2139,9 +2089,7 @@ int UtcDaliRenderTaskOnce03(void)
 {
   TestApplication application;
 
-  tet_infoline("Testing RenderTask Render Once GlSync, using loading image. Switch from render always after ready to render once\n"
-               "PRE: Render task ready, Image not loaded\n"
-               "POST: Finished signal sent only once");
+  tet_infoline("Testing RenderTask Render Once GlSync, using loaded image. Switch from render always after ready to render once\n");
 
   // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
@@ -2154,10 +2102,7 @@ int UtcDaliRenderTaskOnce03(void)
 
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
+  Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg");
   Stage::GetCurrent().Add(secondRootActor);
 
   RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true);
@@ -2166,28 +2111,19 @@ int UtcDaliRenderTaskOnce03(void)
   newTask.FinishedSignal().Connect( &application, renderTaskFinished );
   application.SendNotification();
 
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-
-  // FINISH RESOURCE LOADING
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
-  application.GetPlatform().ClearReadyResources();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false, __LINE__ ) );
 
   newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification(); //         Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
+  application.SendNotification();
+
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,   finished, false, true, __LINE__  ) );
+
   Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
   DALI_TEST_CHECK( lastSyncObj != NULL );
-
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
   sync.SetObjectSynced( lastSyncObj, true );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true  ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false  ) );
+
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true, __LINE__  ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false, __LINE__  ) );
 
   END_TEST;
 }
@@ -2196,10 +2132,9 @@ int UtcDaliRenderTaskOnce03(void)
 int UtcDaliRenderTaskOnce04(void)
 {
   TestApplication application;
-  tet_infoline("Testing RenderTask Render Once GlSync, using Mesh which accesses texture through sampler with loading image.\n"
+  tet_infoline("Testing RenderTask Render Once GlSync, using Mesh which accesses texture through sampler with loaded image.\n"
                "Switch from render always after ready to render once\n"
-               "PRE: Render task ready, Image not loaded\n"
-               "POST: Finished signal sent only once");
+              );
 
   // SETUP AN OFFSCREEN RENDER TASK
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
@@ -2213,15 +2148,13 @@ int UtcDaliRenderTaskOnce04(void)
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
 
-  Material material = CreateMaterial();
-  Image image = CreateLoadingImage(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  material.AddTexture( image, "sTexture" );
+  Shader shader = CreateShader();
+  Image image = CreateResourceImage(application, "aFile.jpg");
+  TextureSet textureSet = CreateTextureSet( image );
 
   Geometry geometry = CreateQuadGeometry();
-  Renderer renderer = Renderer::New(geometry, material);
+  Renderer renderer = Renderer::New(geometry, shader);
+  renderer.SetTextures( textureSet );
   Actor secondRootActor = Actor::New();
   secondRootActor.AddRenderer(renderer);
   secondRootActor.SetSize(100, 100);
@@ -2233,44 +2166,31 @@ int UtcDaliRenderTaskOnce04(void)
   newTask.FinishedSignal().Connect( &application, renderTaskFinished );
   application.SendNotification();
 
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-
-  // FINISH RESOURCE LOADING
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
-  application.GetPlatform().ClearReadyResources();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false, __LINE__ ) );
 
   newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification(); //         Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
+  application.SendNotification();
+
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,   finished, false, true, __LINE__  ) );
+
   Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
   DALI_TEST_CHECK( lastSyncObj != NULL );
-
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
   sync.SetObjectSynced( lastSyncObj, true );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true  ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false  ) );
+
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true, __LINE__  ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false, __LINE__  ) );
 
   END_TEST;
 }
 
-int UtcDaliRenderTaskOnce05(void)
+int UtcDaliRenderTaskOnceNoSync01(void)
 {
   TestApplication application;
 
-  tet_infoline("Testing RenderTask Render Once GlSync\n"
-               "Switch from Render always after ready to render once with resources unready\n"
-               "PRE: Everything ready to render\n"
-               "POST: Finished signal sent once");
+  tet_infoline("Testing RenderTask Render Once, \nPRE: Resources ready\nPOST: Finished signal sent once only");
 
-  // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
+  // SETUP AN OFFSCREEN RENDER TASK
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction();
   TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
   drawTrace.Enable(true);
 
@@ -2279,64 +2199,28 @@ int UtcDaliRenderTaskOnce05(void)
 
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
+  Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg");
   Stage::GetCurrent().Add(secondRootActor);
 
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true);
+  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ONCE, false);
   bool finished = false;
   RenderTaskFinished renderTaskFinished( finished );
   newTask.FinishedSignal().Connect( &application, renderTaskFinished );
   application.SendNotification();
 
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-
-  // CHANGE TO RENDER ONCE
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification(); //         Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-
-  // FINISH RESOURCE LOADING
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
-  DALI_TEST_CHECK( lastSyncObj != NULL );
-  application.GetPlatform().ClearReadyResources();
-
-  sync.SetObjectSynced( lastSyncObj, true );
-
-  // Expect: No draw - we've just drawn our render task once, above. No finished signal -
-  // we won't read the gl sync until the next frame. Continue rendering - we're waiting for
-  // the sync
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true  ) );
-
-  // Expect: 1 final draw - this Update doesn't update the scene, hence render instructions
-  // from last frame but 1 are still present.
-  // Finished signal should be true - we've just done the sync.
-  // Should now stop rendering and updating - nothing left to do.
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,   finished, true, false  ) );
-
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true, __LINE__ ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false, __LINE__ ) );
   END_TEST;
 }
 
-#if 0
-//int UtcDaliRenderTaskOnce06(void)
+int UtcDaliRenderTaskOnceNoSync02(void)
 {
   TestApplication application;
 
-  tet_infoline("Testing RenderTask Render Once GlSync\n"
-               "During RenderOnce, make ready resources unready before sending first finished signal\n"
-               "PRE: Everything ready.\n"
-               "POST: Finished signal sent only once");
-
-  // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
+  tet_infoline("Testing RenderTask Render Once, using Mesh which accesses texture through sampler with loaded image.\n"
+               "PRE: Resources ready\nPOST: Finished signal sent once only");
+  // SETUP AN OFFSCREEN RENDER TASK
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction();
   TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
   drawTrace.Enable(true);
 
@@ -2345,576 +2229,38 @@ int UtcDaliRenderTaskOnce05(void)
 
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  application.Render();
 
+  Shader shader = CreateShader();
+  Image image = CreateResourceImage(application, "aFile.jpg");
+  TextureSet textureSet = CreateTextureSet( image );
+
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New(geometry, shader);
+  renderer.SetTextures( textureSet );
+  Actor secondRootActor = Actor::New();
+  secondRootActor.AddRenderer(renderer);
+  secondRootActor.SetSize(100, 100);
   Stage::GetCurrent().Add(secondRootActor);
-  application.GetPlatform().ClearReadyResources();
 
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true);
+  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ONCE, false);
   bool finished = false;
   RenderTaskFinished renderTaskFinished( finished );
   newTask.FinishedSignal().Connect( &application, renderTaskFinished );
   application.SendNotification();
 
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true, __LINE__ ) );
+  application.GetPlatform().ClearReadyResources();
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false, __LINE__ ) );
 
-  // CHANGE TO RENDER ONCE, RESOURCES BECOME NOT READY
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-
-  // Doesn't work...
-  ReloadImage(application, secondRootActor.GetImage());
-  application.SendNotification(); //         Input,    Expected  Input,    Expected
-
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_EQUALS( secondRootActor.GetImage().GetLoadingState(), Dali::ResourceLoading, TEST_LOCATION);
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-
-  // FINISH RESOURCE LOADING
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  application.GetPlatform().ClearReadyResources();
-  Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
-  DALI_TEST_CHECK( lastSyncObj != NULL );
-
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  sync.SetObjectSynced( lastSyncObj, true );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true  ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, true  ) );
-
-  // Finished rendering - expect no more renders, no more signals:
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  END_TEST;
-}
-#endif
-
-int UtcDaliRenderTaskOnce07(void)
-{
-  TestApplication application;
-
-  tet_infoline("Testing RenderTask Render Once GLSync\n"
-               "Render once, Second call to SetRefreshRate(ONCE) triggers only one more finished signal\n"
-               "PRE: Everything ready\n"
-               "POST: exactly 1 finished signal per call to SetRefreshRate(ONCE)");
-
-  // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction();
-  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
-  drawTrace.Enable(true);
-
-  Actor rootActor = Actor::New();
-  Stage::GetCurrent().Add( rootActor );
-
-  CameraActor offscreenCameraActor = CameraActor::New();
-  Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  application.Render();
-  application.GetPlatform().ClearReadyResources();
-
-  Stage::GetCurrent().Add(secondRootActor);
-
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true);
-  bool finished = false;
-  RenderTaskFinished renderTaskFinished( finished );
-  newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  application.SendNotification();
-
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
-
-  // CHANGE TO RENDER ONCE,
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
-  DALI_TEST_CHECK( lastSyncObj != NULL );
-
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  sync.SetObjectSynced( lastSyncObj, true );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true,  false  ) );
-
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  lastSyncObj = sync.GetLastSyncObject();
-  DALI_TEST_CHECK( lastSyncObj != NULL );
-
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  sync.SetObjectSynced( lastSyncObj, true );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false  ) );
-  END_TEST;
-}
-
-int UtcDaliRenderTaskOnce08(void)
-{
-  TestApplication application;
-
-  tet_infoline("Testing RenderTask Render Once GLSync\n"
-               "Render once, Call to SetRefreshRate(ONCE) in Finished signal callback triggers "
-               "another render & another finished signal\n"
-               "PRE: Everything ready\n"
-               "POST: exactly 1 finished signal per call to SetRefreshRate(ONCE)");
-
-
-  // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction();
-  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
-  drawTrace.Enable(true);
-
-  Actor rootActor = Actor::New();
-  Stage::GetCurrent().Add( rootActor );
-
-  CameraActor offscreenCameraActor = CameraActor::New();
-  Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  application.Render();
-  application.GetPlatform().ClearReadyResources();
-
-  Stage::GetCurrent().Add(secondRootActor);
-
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true);
-  bool finished = false;
-
-  ConnectionTracker connectionTracker;
-  RenderTaskFinishedRenderAgain renderTaskFinishedRenderAgain( finished );
-  newTask.FinishedSignal().Connect( &connectionTracker, renderTaskFinishedRenderAgain );
-
-  application.SendNotification();
-
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
-  Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
-  DALI_TEST_CHECK( lastSyncObj == NULL );
-
-  // CHANGE TO RENDER ONCE,
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  lastSyncObj = sync.GetLastSyncObject();
-  DALI_TEST_CHECK( lastSyncObj != NULL );
-
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-
-  sync.SetObjectSynced( lastSyncObj, true );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false  ) );
-  application.SendNotification();
-
-  // Expect SetRefreshRate to have been called again
-  // Prevent next finished signal calling refresh once again
-  RenderTaskFinished renderTaskFinished( finished );
-  connectionTracker.DisconnectAll();
-  newTask.FinishedSignal().Connect( &connectionTracker, renderTaskFinished );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  lastSyncObj = sync.GetLastSyncObject();
-  DALI_TEST_CHECK( lastSyncObj != NULL );
-
-  sync.SetObjectSynced( lastSyncObj, true );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false  ) );
-  END_TEST;
-}
-
-
-int UtcDaliRenderTaskOnce09(void)
-{
-  TestApplication application;
-
-  tet_infoline("Testing RenderTask Render Once GlSync\n"
-               "SetRefreshRate(ONCE) again before first finished signal has been sent.\n"
-               "PRE: resources ready\n"
-               "POST: Only 1 finished signal sent.");
-
-  // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction();
-  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
-  drawTrace.Enable(true);
-
-  Actor rootActor = Actor::New();
-  Stage::GetCurrent().Add( rootActor );
-
-  CameraActor offscreenCameraActor = CameraActor::New();
-  Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  application.Render();
-  application.GetPlatform().ClearReadyResources();
-
-  Stage::GetCurrent().Add(secondRootActor);
-
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true);
-  bool finished = false;
-  RenderTaskFinished renderTaskFinished( finished );
-  newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  application.SendNotification();
-
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
-
-  // CHANGE TO RENDER ONCE,
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
-  DALI_TEST_CHECK( lastSyncObj != NULL );
-
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  sync.SetObjectSynced( lastSyncObj, true );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false  ) );
-
-  END_TEST;
-}
-
-int UtcDaliRenderTaskOnce10(void)
-{
-  TestApplication application;
-
-  tet_infoline("Testing RenderTask Render Once GlSync\n"
-               "SetRefreshRate(ONCE), resource load failed completes render task.\n"
-               "PRE: resources not ready\n"
-               "POST: Only 1 finished signal sent.");
-
-  // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction();
-  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
-  drawTrace.Enable(true);
-
-  Actor rootActor = Actor::New();
-  Stage::GetCurrent().Add( rootActor );
-
-  CameraActor offscreenCameraActor = CameraActor::New();
-  Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Stage::GetCurrent().Add(secondRootActor);
-
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, true);
-  bool finished = false;
-  RenderTaskFinished renderTaskFinished( finished );
-  newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  application.SendNotification();
-
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-
-  // CHANGE TO RENDER ONCE,
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-
-  tet_printf("  FailImageLoad\n");
-
-  FailImageLoad(application, imageRequestId); // Need to run Update again for this to complete
-
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) ); // nothing to draw
-  application.SendNotification();
-
-  // Drawing empty framebuffer, so will still get a GL sync
-  Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
-  DALI_TEST_CHECK( lastSyncObj != NULL );
-
-  sync.SetObjectSynced( lastSyncObj, true );
-
-  // Expect finished signal, as all resources are complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false  ) );
-
-  END_TEST;
-}
-
-int UtcDaliRenderTaskOnceNoSync01(void)
-{
-  TestApplication application;
-
-  tet_infoline("Testing RenderTask Render Once, using loading image\nPRE: Resources not ready, Source not visible\nPOST: Finished signal sent once only");
-
-  // SETUP AN OFFSCREEN RENDER TASK
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
-  drawTrace.Enable(true);
-
-  Actor rootActor = Actor::New();
-  Stage::GetCurrent().Add( rootActor );
-
-  CameraActor offscreenCameraActor = CameraActor::New();
-  Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-
-  Stage::GetCurrent().Add(secondRootActor);
-
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ONCE, false);
-  bool finished = false;
-  RenderTaskFinished renderTaskFinished( finished );
-  newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  application.SendNotification();
-
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-
-  // FINISH RESOURCE LOADING - expect immediate rendering yet
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  application.GetPlatform().ClearReadyResources();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false ) );
-  END_TEST;
-}
-
-int UtcDaliRenderTaskOnceNoSync02(void)
-{
-  TestApplication application;
-
-  tet_infoline("Testing RenderTask Render Once, using Mesh which accesses texture through sampler with loading image.\n"
-               "PRE: Resources not ready\nPOST: Finished signal sent once only");
-  // SETUP AN OFFSCREEN RENDER TASK
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
-  drawTrace.Enable(true);
-
-  Actor rootActor = Actor::New();
-  Stage::GetCurrent().Add( rootActor );
-
-  CameraActor offscreenCameraActor = CameraActor::New();
-  Stage::GetCurrent().Add( offscreenCameraActor );
-
-  Material material = CreateMaterial();
-  Image image = CreateLoadingImage(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  material.AddTexture(image, "sTexture" );
-
-  Geometry geometry = CreateQuadGeometry();
-  Renderer renderer = Renderer::New(geometry, material);
-  Actor secondRootActor = Actor::New();
-  secondRootActor.AddRenderer(renderer);
-  secondRootActor.SetSize(100, 100);
-  Stage::GetCurrent().Add(secondRootActor);
-
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ONCE, false);
-  bool finished = false;
-  RenderTaskFinished renderTaskFinished( finished );
-  newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  application.SendNotification();
-
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-
-  // FINISH RESOURCE LOADING - expect immediate rendering yet
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  application.GetPlatform().ClearReadyResources();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false ) );
-
-  END_TEST;
-}
-
-int UtcDaliRenderTaskOnceNoSync03(void)
-{
-  TestApplication application;
-
-  tet_infoline("Testing RenderTask Render Once, using loading image. Switch from render always after ready to render once\n"
-               "PRE: Render task ready, Image not loaded\n"
-               "POST: Finished signal sent only once");
-
-  // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
-  drawTrace.Enable(true);
-
-  Actor rootActor = Actor::New();
-  Stage::GetCurrent().Add( rootActor );
-
-  CameraActor offscreenCameraActor = CameraActor::New();
-  Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  Stage::GetCurrent().Add(secondRootActor);
-
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false);
-  bool finished = false;
-  RenderTaskFinished renderTaskFinished( finished );
-  newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  application.SendNotification();
-
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-
-  // FINISH RESOURCE LOADING
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
-  application.GetPlatform().ClearReadyResources();
-
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification(); //         Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false  ) );
-  END_TEST;
-}
-
-int UtcDaliRenderTaskOnceNoSync04(void)
-{
-  TestApplication application;
-
-  tet_infoline("Testing RenderTask Render Once, using Mesh which accesses texture through sampler with loading image.\n"
-               "Switch from render always after ready to render once\n"
-               "PRE: Render task ready, Image not loaded\n"
-               "POST: Finished signal sent only once");
-
-  // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
-  drawTrace.Enable(true);
-
-  Actor rootActor = Actor::New();
-  Stage::GetCurrent().Add( rootActor );
-
-  CameraActor offscreenCameraActor = CameraActor::New();
-  Stage::GetCurrent().Add( offscreenCameraActor );
-
-  Material material = CreateMaterial();
-  Image image = CreateLoadingImage(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  material.AddTexture( image, "sTexture" );
-
-  Geometry geometry = CreateQuadGeometry();
-  Renderer renderer = Renderer::New(geometry, material);
-  Actor secondRootActor = Actor::New();
-  secondRootActor.AddRenderer(renderer);
-  secondRootActor.SetSize(100, 100);
-  Stage::GetCurrent().Add(secondRootActor);
-
-
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false);
-  bool finished = false;
-  RenderTaskFinished renderTaskFinished( finished );
-  newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  application.SendNotification();
-
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-
-  // FINISH RESOURCE LOADING
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
-  application.GetPlatform().ClearReadyResources();
-
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification(); //         Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false  ) );
-  END_TEST;
-}
-
-int UtcDaliRenderTaskOnceNoSync05(void)
-{
-  TestApplication application;
-
-  tet_infoline("Testing RenderTask Render Once\n"
-               "Switch from Render always after ready to render once with resources unready\n"
-               "PRE: Everything ready to render\n"
-               "POST: Finished signal sent once");
-
-  // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
-  drawTrace.Enable(true);
-
-  Actor rootActor = Actor::New();
-  Stage::GetCurrent().Add( rootActor );
-
-  CameraActor offscreenCameraActor = CameraActor::New();
-  Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  Stage::GetCurrent().Add(secondRootActor);
-
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false);
-  bool finished = false;
-  RenderTaskFinished renderTaskFinished( finished );
-  newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  application.SendNotification();
-
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-
-  // CHANGE TO RENDER ONCE
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification(); //         Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-
-  // FINISH RESOURCE LOADING
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  application.GetPlatform().ClearReadyResources();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false  ) );
   END_TEST;
 }
 
-#if 0
-//int UtcDaliRenderTaskOnceNoSync06(void)
+int UtcDaliRenderTaskOnceNoSync03(void)
 {
   TestApplication application;
 
-  tet_infoline("Testing RenderTask Render Once\n"
-               "During RenderOnce, make ready resources unready before sending first finished signal\n"
-               "PRE: Everything ready.\n"
+  tet_infoline("Testing RenderTask Render Once, using loaded image. Switch from render always after ready to render once\n"
+               "PRE: Render task ready, Image loaded\n"
                "POST: Finished signal sent only once");
 
   // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
@@ -2927,14 +2273,7 @@ int UtcDaliRenderTaskOnceNoSync05(void)
 
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  application.Render();
-  application.GetPlatform().ClearReadyResources();
-
+  Actor secondRootActor = CreateRenderableActorSuccess(application, "aFile.jpg");
   Stage::GetCurrent().Add(secondRootActor);
 
   RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false);
@@ -2943,41 +2282,23 @@ int UtcDaliRenderTaskOnceNoSync05(void)
   newTask.FinishedSignal().Connect( &application, renderTaskFinished );
   application.SendNotification();
 
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false, __LINE__ ) );
 
-  // CHANGE TO RENDER ONCE, RESOURCES BECOME NOT READY
   newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-
-  // Doesn't work...
-  ReloadImage(application, secondRootActor.GetImage());
   application.SendNotification(); //         Input,    Expected  Input,    Expected
-
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_EQUALS( secondRootActor.GetImage().GetLoadingState(), Dali::ResourceLoading, TEST_LOCATION);
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-
-  // FINISH RESOURCE LOADING
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, true, true ) );
-  application.GetPlatform().ClearReadyResources();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true  ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, false, true ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true, __LINE__ ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false, __LINE__ ) );
   END_TEST;
 }
-#endif
 
-int UtcDaliRenderTaskOnceNoSync07(void)
+int UtcDaliRenderTaskOnceNoSync04(void)
 {
   TestApplication application;
 
-  tet_infoline("Testing RenderTask Render Once\n"
-               "Render once, Second call to SetRefreshRate(ONCE) triggers only one more finished signal\n"
-               "PRE: Everything ready\n"
-               "POST: exactly 1 finished signal per call to SetRefreshRate(ONCE)");
+  tet_infoline("Testing RenderTask Render Once, using Mesh which accesses texture through sampler with loading image.\n"
+               "Switch from render always after ready to render once\n"
+               "PRE: Render task ready, Image not loaded\n"
+               "POST: Finished signal sent only once");
 
   // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
@@ -2989,127 +2310,19 @@ int UtcDaliRenderTaskOnceNoSync07(void)
 
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  application.Render();
-  application.GetPlatform().ClearReadyResources();
-
-  Stage::GetCurrent().Add(secondRootActor);
-
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false);
-  bool finished = false;
-  RenderTaskFinished renderTaskFinished( finished );
-  newTask.FinishedSignal().Connect( &application, renderTaskFinished );
-  application.SendNotification();
-
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
-
-  // CHANGE TO RENDER ONCE,
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true,  false ) );
-
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true,  false ) );
-  END_TEST;
-}
-
-int UtcDaliRenderTaskOnceNoSync08(void)
-{
-  TestApplication application;
-
-  tet_infoline("Testing RenderTask Render Once\n"
-               "Render once, Call to SetRefreshRate(ONCE) in Finished signal callback triggers\n"
-               "another render & another finished signal\n"
-               "PRE: Everything ready\n"
-               "POST: exactly 1 finished signal per call to SetRefreshRate(ONCE)");
-
-
-  // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
-  drawTrace.Enable(true);
-
-  Actor rootActor = Actor::New();
-  Stage::GetCurrent().Add( rootActor );
 
-  CameraActor offscreenCameraActor = CameraActor::New();
-  Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  application.Render();
-  application.GetPlatform().ClearReadyResources();
+  Shader shader = CreateShader();
+  Image image = CreateResourceImage(application, "aFile.jpg");
+  TextureSet textureSet = CreateTextureSet( image );
 
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New(geometry, shader);
+  renderer.SetTextures( textureSet );
+  Actor secondRootActor = Actor::New();
+  secondRootActor.AddRenderer(renderer);
+  secondRootActor.SetSize(100, 100);
   Stage::GetCurrent().Add(secondRootActor);
 
-  RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false);
-  bool finished = false;
-
-  ConnectionTracker connectionTracker;
-  RenderTaskFinishedRenderAgain renderTaskFinishedRenderAgain( finished );
-  newTask.FinishedSignal().Connect( &connectionTracker, renderTaskFinishedRenderAgain );
-
-  application.SendNotification();
-
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
-
-  // CHANGE TO RENDER ONCE,
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true,  false ) );
-
-  // Expect SetRefreshRate to have been called again
-  // Prevent next finished signal calling refresh once again
-  RenderTaskFinished renderTaskFinished( finished );
-  connectionTracker.DisconnectAll();
-  newTask.FinishedSignal().Connect( &connectionTracker, renderTaskFinished );
-
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true,  false ) );
-  END_TEST;
-}
-
-
-int UtcDaliRenderTaskOnceNoSync09(void)
-{
-  TestApplication application;
-
-  tet_infoline("Testing RenderTask Render Once\n"
-               "SetRefreshRate(ONCE) again before first finished signal has been sent.\n"
-               "PRE: resources ready\n"
-               "POST: Only 1 finished signal sent.");
-
-  // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
-  application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-  TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
-  drawTrace.Enable(true);
-
-  Actor rootActor = Actor::New();
-  Stage::GetCurrent().Add( rootActor );
-
-  CameraActor offscreenCameraActor = CameraActor::New();
-  Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  application.Render();
-  application.GetPlatform().ClearReadyResources();
-
-  Stage::GetCurrent().Add(secondRootActor);
 
   RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false);
   bool finished = false;
@@ -3117,30 +2330,30 @@ int UtcDaliRenderTaskOnceNoSync09(void)
   newTask.FinishedSignal().Connect( &application, renderTaskFinished );
   application.SendNotification();
 
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false, __LINE__ ) );
+  TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction();
+  Integration::GlSyncAbstraction::SyncObject* lastSyncObj = sync.GetLastSyncObject();
+  DALI_TEST_CHECK( lastSyncObj == NULL );
 
-  // CHANGE TO RENDER ONCE,
   newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true,  false ) );
+  application.SendNotification(); //         Input,    Expected  Input,    Expected
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true, __LINE__ ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true, false, __LINE__ ) );
+
+  lastSyncObj = sync.GetLastSyncObject();
+  DALI_TEST_CHECK( lastSyncObj == NULL );
 
-  newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,   finished, true,  false ) );
   END_TEST;
 }
 
-int UtcDaliRenderTaskOnceNoSync10(void)
+int UtcDaliRenderTaskOnceNoSync05(void)
 {
   TestApplication application;
 
   tet_infoline("Testing RenderTask Render Once\n"
                "SetRefreshRate(ONCE), resource load failed, completes render task.\n"
-               "PRE: resources not ready\n"
-               "POST: Only 1 finished signal sent.");
+               "PRE: resources failed to load\n"
+               "POST: No finished signal sent.");
 
   // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
@@ -3152,9 +2365,7 @@ int UtcDaliRenderTaskOnceNoSync10(void)
 
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
+  Actor secondRootActor = CreateRenderableActorFailed(application, "aFile.jpg");
   Stage::GetCurrent().Add(secondRootActor);
 
   RenderTask newTask = CreateRenderTask(application, offscreenCameraActor, rootActor, secondRootActor, RenderTask::REFRESH_ALWAYS, false);
@@ -3164,19 +2375,11 @@ int UtcDaliRenderTaskOnceNoSync10(void)
   application.SendNotification();
 
   // START PROCESS/RENDER                    Input,     Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false, __LINE__ ) );
 
   // CHANGE TO RENDER ONCE,
   newTask.SetRefreshRate(RenderTask::REFRESH_ONCE);
-  application.SendNotification();
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) );
-
-  FailImageLoad(application, imageRequestId); // Need to run Update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, false, true ) ); // nothing to draw
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,    finished, true,  false  ) );
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,    finished, false, false, __LINE__ ) );
 
   END_TEST;
 }
@@ -3189,7 +2392,7 @@ int UtcDaliRenderTaskOnceChain01(void)
 
   tet_infoline("Testing RenderTask Render Once Chained render tasks\n"
                "SetRefreshRate(ONCE), resource load completes, both render tasks render.\n"
-               "PRE: resources not ready\n"
+               "PRE: resources ready\n"
                "POST: 2 finished signals sent.");
 
   // SETUP A CONTINUOUS OFFSCREEN RENDER TASK
@@ -3202,10 +2405,7 @@ int UtcDaliRenderTaskOnceChain01(void)
 
   CameraActor offscreenCameraActor = CameraActor::New();
   Stage::GetCurrent().Add( offscreenCameraActor );
-  ImageActor firstRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
-  Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
-  Integration::ResourceId imageRequestId = imageRequest->GetId();
-  Integration::ResourceTypeId imageType  = imageRequest->GetType()->id;
+  Actor firstRootActor = CreateRenderableActorSuccess(application, "aFile.jpg");
   Stage::GetCurrent().Add(firstRootActor);
 
   // first render task
@@ -3216,7 +2416,7 @@ int UtcDaliRenderTaskOnceChain01(void)
 
   // Second render task
   FrameBufferImage fbo = firstTask.GetTargetFrameBuffer();
-  ImageActor secondRootActor = ImageActor::New( fbo );
+  Actor secondRootActor = CreateRenderableActor( fbo );
   Stage::GetCurrent().Add(secondRootActor);
   RenderTask secondTask = CreateRenderTask(application, offscreenCameraActor, defaultRootActor, secondRootActor, RenderTask::REFRESH_ONCE, false);
   bool secondFinished = false;
@@ -3225,18 +2425,14 @@ int UtcDaliRenderTaskOnceChain01(void)
 
   application.SendNotification();
 
-  // START PROCESS/RENDER                    Input,    Expected  Input,    Expected
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,  firstFinished, false, true ) );
-  DALI_TEST_CHECK( secondFinished == false );
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,  firstFinished, false, true ) );
-  DALI_TEST_CHECK( secondFinished == false );
-
-  CompleteImageLoad(application, imageRequestId, imageType); // Need to run update again for this to complete
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,  firstFinished, false, true ) );
+  //Both render tasks are executed.
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, true,  firstFinished, false, true, __LINE__ ) );
+  DALI_TEST_CHECK( firstFinished == false );
   DALI_TEST_CHECK( secondFinished == false );
-  application.GetPlatform().ClearReadyResources();
 
-  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,  firstFinished, true,  false ) );
+  //Nothing else to render and both render task should have finished now
+  DALI_TEST_CHECK( UpdateRender(application, drawTrace, false,  firstFinished, true, false, __LINE__ ) );
+  DALI_TEST_CHECK( firstFinished == true );
   DALI_TEST_CHECK( secondFinished == true );
 
   END_TEST;
@@ -3277,7 +2473,7 @@ int UtcDaliRenderTaskSetScreenToFrameBufferMappingActor(void)
 
   RenderTaskList taskList = stage.GetRenderTaskList();
   RenderTask renderTask = taskList.CreateTask();
-  FrameBufferImage frameBufferImage =  FrameBufferImage::New(stageSize.width*scale.x, stageSize.height*scale.y, Pixel::A8, Image::NEVER);
+  FrameBufferImage frameBufferImage =  FrameBufferImage::New(stageSize.width*scale.x, stageSize.height*scale.y, Pixel::A8);
   renderTask.SetSourceActor( offscreenActor );
   renderTask.SetExclusive( true );
   renderTask.SetInputEnabled( true );
@@ -3331,7 +2527,7 @@ int UtcDaliRenderTaskFinishInvisibleSourceActor(void)
 {
   TestApplication application;
 
-  tet_infoline("Testing RenderTask::SignalFinished()");
+  tet_infoline("Testing RenderTask::FinishInvisibleSourceActor()");
 
   application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
   TestGlSyncAbstraction& sync = application.GetGlSyncAbstraction();
@@ -3341,7 +2537,7 @@ int UtcDaliRenderTaskFinishInvisibleSourceActor(void)
   Stage::GetCurrent().Add( offscreenCameraActor );
 
   BufferImage image = BufferImage::New( 10, 10 );
-  ImageActor rootActor = ImageActor::New( image );
+  Actor rootActor = CreateRenderableActor( image );
   rootActor.SetSize( 10, 10 );
   rootActor.SetVisible(false);
   Stage::GetCurrent().Add( rootActor );
@@ -3363,6 +2559,7 @@ int UtcDaliRenderTaskFinishInvisibleSourceActor(void)
   newTask.SetExclusive( true );
   newTask.SetRefreshRate( RenderTask::REFRESH_ONCE );
   newTask.SetTargetFrameBuffer( frameBufferImage );
+  newTask.SetProperty( RenderTask::Property::REQUIRES_SYNC, true );
 
   // Framebuffer doesn't actually get created until Connected, i.e. by previous line
 
@@ -3416,16 +2613,16 @@ int UtcDaliRenderTaskFinishMissingImage(void)
   TestApplication application;
 
   // Previously we had bugs where not having a resource ID would cause render-tasks to wait forever
-  tet_infoline("Testing RenderTask::SignalFinished() when an ImageActor has no Image set");
+  tet_infoline("Testing RenderTask::SignalFinished() when an Actor has no Image set");
 
   Stage stage = Stage::GetCurrent();
 
   BufferImage image = BufferImage::New( 10, 10 );
-  ImageActor rootActor = ImageActor::New( image );
+  Actor rootActor = CreateRenderableActor( image );
   rootActor.SetSize( 10, 10 );
   stage.Add( rootActor );
 
-  ImageActor actorWithMissingImage = ImageActor::New( Image() );
+  Actor actorWithMissingImage = CreateRenderableActor( Image() );
   actorWithMissingImage.SetSize( 10, 10 );
   stage.Add( actorWithMissingImage );
 
@@ -3451,3 +2648,118 @@ int UtcDaliRenderTaskFinishMissingImage(void)
 
   END_TEST;
 }
+
+int UtcDaliRenderTaskWorldToViewport(void)
+{
+  TestApplication application( static_cast<size_t>(400), static_cast<size_t>(400) ); // square surface
+
+  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
+
+  Actor actor = Actor::New();
+  actor.SetSize(100.0f, 100.0f);
+  actor.SetPosition( Vector3(0.0, 0.0, 0.0) );
+
+  actor.SetParentOrigin( Vector3(0.5, 0.5, 0.5) );
+  actor.SetAnchorPoint( Vector3(0.5, 0.5, 0.5) );
+
+  Stage::GetCurrent().Add(actor);
+
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+
+  RenderTask task = taskList.GetTask( 0u );
+
+  CameraActor camera = task.GetCameraActor();
+
+  Vector2 screenSize = task.GetCurrentViewportSize();
+
+  float screenX = 0.0;
+  float screenY = 0.0;
+
+  bool ok = task.WorldToViewport(actor.GetCurrentWorldPosition(), screenX, screenY);
+  DALI_TEST_CHECK(ok == true);
+
+  DALI_TEST_EQUALS(screenX, screenSize.x/2, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+  DALI_TEST_EQUALS(screenY, screenSize.y/2, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+
+  Actor actor2 = Actor::New();
+  float actor2Size = 100.f;
+  actor2.SetSize( actor2Size, actor2Size );
+  actor2.SetPosition( Vector3(0.0, 0.0, 0.0) );
+  actor2.SetParentOrigin( Vector3(0.5, 0.5, 0.0) );
+  actor2.SetAnchorPoint( Vector3(0.5, 0.5, 0.0) );
+  Stage::GetCurrent().Add( actor2 );
+  actor2.Add(actor);
+  actor.SetParentOrigin( Vector3(0,0,0) );
+
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+
+  ok = task.WorldToViewport(actor.GetCurrentWorldPosition(), screenX, screenY);
+  DALI_TEST_CHECK(ok == true);
+
+  DALI_TEST_EQUALS(screenX, screenSize.x/2 - actor2Size/2, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+  DALI_TEST_EQUALS(screenY, screenSize.y/2 - actor2Size/2, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+
+  END_TEST;
+}
+
+
+int UtcDaliRenderTaskViewportToLocal(void)
+{
+  TestApplication application;
+  Actor actor = Actor::New();
+  actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+  actor.SetSize(100.0f, 100.0f);
+  actor.SetPosition(10.0f, 10.0f);
+  Stage::GetCurrent().Add(actor);
+
+  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
+  RenderTask task = taskList.GetTask( 0u );
+
+  // flush the queue and render once
+  application.SendNotification();
+  application.Render();
+  application.SendNotification();
+  application.Render();
+
+  float localX;
+  float localY;
+
+  float rtLocalX;
+  float rtLocalY;
+
+  float screenX = 50.0f;
+  float screenY = 50.0f;
+
+  DALI_TEST_CHECK( actor.ScreenToLocal(localX, localY, screenX, screenY) );
+
+  DALI_TEST_CHECK( task.ViewportToLocal(actor, screenX, screenY, rtLocalX, rtLocalY ) );
+
+  DALI_TEST_EQUALS(localX, rtLocalX, 0.01f, TEST_LOCATION);
+  DALI_TEST_EQUALS(localY, rtLocalY, 0.01f, TEST_LOCATION);
+
+  END_TEST;
+
+}
+
+int UtcDaliRenderTaskRequiresSync(void)
+{
+  TestApplication application;
+  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
+
+  RenderTask newTask = taskList.CreateTask();
+  newTask.SetProperty( RenderTask::Property::REQUIRES_SYNC, false );
+
+  DALI_TEST_EQUALS( newTask.GetProperty< bool >( RenderTask::Property::REQUIRES_SYNC ), false, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< bool >( newTask, RenderTask::Property::REQUIRES_SYNC ), false, TEST_LOCATION );
+
+  newTask.SetProperty( RenderTask::Property::REQUIRES_SYNC, true );
+
+  DALI_TEST_EQUALS( newTask.GetProperty< bool >( RenderTask::Property::REQUIRES_SYNC ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< bool >( newTask, RenderTask::Property::REQUIRES_SYNC ), true, TEST_LOCATION );
+
+  END_TEST;
+}