Revert "[Tizen] Move DevelHandle::GetCurrentProperty to public"
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Renderer.cpp
index 6cec8b6..240d1a0 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2015 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.
  *
  */
 
+// EXTERNAL INCLUDES
+#include <dali/devel-api/actors/actor-devel.h>
+
 #include <dali/public-api/dali-core.h>
+#include <dali/devel-api/images/texture-set-image.h>
+#include <dali/devel-api/object/handle-devel.h>
+#include <cstdio>
+#include <string>
+
+// INTERNAL INCLUDES
 #include <dali-test-suite-utils.h>
+#include <test-trace-call-stack.h>
+#include <mesh-builder.h>
 
 using namespace Dali;
 
-#include <mesh-builder.h>
+namespace // unnamed namespace
+{
+
+const BlendFactor::Type   DEFAULT_BLEND_FACTOR_SRC_RGB(    BlendFactor::SRC_ALPHA );
+const BlendFactor::Type   DEFAULT_BLEND_FACTOR_DEST_RGB(   BlendFactor::ONE_MINUS_SRC_ALPHA );
+const BlendFactor::Type   DEFAULT_BLEND_FACTOR_SRC_ALPHA(  BlendFactor::ONE );
+const BlendFactor::Type   DEFAULT_BLEND_FACTOR_DEST_ALPHA( BlendFactor::ONE_MINUS_SRC_ALPHA );
+
+const BlendEquation::Type DEFAULT_BLEND_EQUATION_RGB(      BlendEquation::ADD );
+const BlendEquation::Type DEFAULT_BLEND_EQUATION_ALPHA(    BlendEquation::ADD );
+
+/**
+ * @brief Get GL stencil test enumeration value as a string.
+ * @return The string representation of the value of GL_STENCIL_TEST
+ */
+std::string GetStencilTestString(void)
+{
+  std::stringstream stream;
+  stream << GL_STENCIL_TEST;
+  return stream.str();
+}
+
+/**
+ * @brief Get GL depth test enumeration value as a string.
+ * @return The string representation of the value of GL_DEPTH_TEST
+ */
+std::string GetDepthTestString(void)
+{
+  std::stringstream stream;
+  stream << GL_DEPTH_TEST;
+  return stream.str();
+}
+
+void ResetDebugAndFlush( TestApplication& application, TraceCallStack& glEnableDisableStack, TraceCallStack& glStencilFunctionStack )
+{
+  glEnableDisableStack.Reset();
+  glStencilFunctionStack.Reset();
+  application.SendNotification();
+  application.Render();
+}
+
+void TestConstraintNoBlue( Vector4& current, const PropertyInputContainer& inputs )
+{
+  current.b = 0.0f;
+}
+
+} // unnamed namespace
 
 void renderer_test_startup(void)
 {
@@ -38,8 +95,8 @@ int UtcDaliRendererNew01(void)
   TestApplication application;
 
   Geometry geometry = CreateQuadGeometry();
-  Material material = CreateMaterial(1.0f);
-  Renderer renderer = Renderer::New(geometry, material);
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New(geometry, shader);
 
   DALI_TEST_EQUALS( (bool)renderer, true, TEST_LOCATION );
   END_TEST;
@@ -53,13 +110,43 @@ int UtcDaliRendererNew02(void)
   END_TEST;
 }
 
+int UtcDaliRendererCopyConstructor(void)
+{
+  TestApplication application;
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New(geometry, shader);
+
+  Renderer rendererCopy( renderer );
+  DALI_TEST_EQUALS( (bool)rendererCopy, true, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererAssignmentOperator(void)
+{
+  TestApplication application;
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New(geometry, shader);
+
+  Renderer renderer2;
+  DALI_TEST_EQUALS( (bool)renderer2, false, TEST_LOCATION );
+
+  renderer2 = renderer;
+  DALI_TEST_EQUALS( (bool)renderer2, true, TEST_LOCATION );
+  END_TEST;
+}
+
 int UtcDaliRendererDownCast01(void)
 {
   TestApplication application;
 
   Geometry geometry = CreateQuadGeometry();
-  Material material = CreateMaterial(1.0f);
-  Renderer renderer = Renderer::New(geometry, material);
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New(geometry, shader);
 
   BaseHandle handle(renderer);
   Renderer renderer2 = Renderer::DownCast(handle);
@@ -76,3 +163,2434 @@ int UtcDaliRendererDownCast02(void)
   DALI_TEST_EQUALS( (bool)renderer, false, TEST_LOCATION );
   END_TEST;
 }
+
+int UtcDaliRendererSetGetGeometry(void)
+{
+  TestApplication application;
+  tet_infoline( "Test SetGeometry, GetGeometry" );
+
+  Geometry geometry1 = CreateQuadGeometry();
+  Geometry geometry2 = CreateQuadGeometry();
+
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New(geometry1, shader);
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( renderer.GetGeometry(), geometry1, TEST_LOCATION );
+
+  // Set geometry2 to the renderer
+  renderer.SetGeometry( geometry2 );
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( renderer.GetGeometry(), geometry2, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetGetShader(void)
+{
+  TestApplication application;
+  tet_infoline( "Test SetShader, GetShader" );
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableCullFaceCallTrace(true);
+
+  Shader shader1 = CreateShader();
+  shader1.RegisterProperty( "uFadeColor", Color::RED );
+
+  Shader shader2 = CreateShader();
+  shader2.RegisterProperty( "uFadeColor", Color::GREEN );
+
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New(geometry, shader1);
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  application.SendNotification();
+  application.Render(0);
+
+  // Expect that the first shaders's fade color property is accessed
+  Vector4 actualValue(Vector4::ZERO);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::RED, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( renderer.GetShader(), shader1, TEST_LOCATION );
+
+  // set the second shader to the renderer
+  renderer.SetShader( shader2 );
+
+  application.SendNotification();
+  application.Render(0);
+
+  // Expect that the second shader's fade color property is accessed
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( renderer.GetShader(), shader2, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetGetDepthIndex(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test SetDepthIndex, GetDepthIndex");
+
+  Shader shader = CreateShader();
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New(geometry, shader);
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 0, TEST_LOCATION );
+
+  renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 1 );
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 1, TEST_LOCATION );
+
+  renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 10 );
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 10, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetGetFaceCullingMode(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test SetFaceCullingMode(cullingMode)");
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  // By default, none of the faces should be culled
+  unsigned int cullFace = renderer.GetProperty<int>( Renderer::Property::FACE_CULLING_MODE );
+  DALI_TEST_CHECK( static_cast< FaceCullingMode::Type >( cullFace ) == FaceCullingMode::NONE );
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  TraceCallStack& cullFaceStack = gl.GetCullFaceTrace();
+  gl.EnableCullFaceCallTrace(true);
+
+  {
+    cullFaceStack.Reset();
+    renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::FRONT_AND_BACK );
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( cullFaceStack.CountMethod( "CullFace" ), 1, TEST_LOCATION );
+
+    std::ostringstream cullModeString;
+    cullModeString << GL_FRONT_AND_BACK;
+
+    DALI_TEST_CHECK( cullFaceStack.FindMethodAndParams( "CullFace", cullModeString.str() ) );
+    cullFace = renderer.GetProperty<int>( Renderer::Property::FACE_CULLING_MODE );
+    DALI_TEST_CHECK( static_cast< FaceCullingMode::Type >( cullFace ) == FaceCullingMode::FRONT_AND_BACK );
+  }
+
+  {
+    cullFaceStack.Reset();
+    renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( cullFaceStack.CountMethod( "CullFace" ), 1, TEST_LOCATION );
+
+    std::ostringstream cullModeString;
+    cullModeString << GL_BACK;
+
+    DALI_TEST_CHECK( cullFaceStack.FindMethodAndParams( "CullFace", cullModeString.str() ) );
+    cullFace = renderer.GetProperty<int>( Renderer::Property::FACE_CULLING_MODE );
+    DALI_TEST_CHECK( static_cast< FaceCullingMode::Type >( cullFace ) == FaceCullingMode::BACK );
+  }
+
+  {
+    cullFaceStack.Reset();
+    renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::FRONT );
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( cullFaceStack.CountMethod( "CullFace" ), 1, TEST_LOCATION );
+
+    std::ostringstream cullModeString;
+    cullModeString << GL_FRONT;
+
+    DALI_TEST_CHECK( cullFaceStack.FindMethodAndParams( "CullFace", cullModeString.str() ) );
+    cullFace = renderer.GetProperty<int>( Renderer::Property::FACE_CULLING_MODE );
+    DALI_TEST_CHECK( static_cast< FaceCullingMode::Type >( cullFace ) == FaceCullingMode::FRONT );
+  }
+
+  {
+    cullFaceStack.Reset();
+    renderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::NONE );
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( cullFaceStack.CountMethod( "CullFace" ), 0, TEST_LOCATION );
+    cullFace = renderer.GetProperty<int>( Renderer::Property::FACE_CULLING_MODE );
+    DALI_TEST_CHECK( static_cast< FaceCullingMode::Type >( cullFace ) == FaceCullingMode::NONE );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliRendererBlendOptions01(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test BLEND_FACTOR properties ");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  // set a transparent actor color so that blending is enabled
+  actor.SetOpacity( 0.5f );
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB,    BlendFactor::ONE_MINUS_SRC_COLOR );
+  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB,   BlendFactor::SRC_ALPHA_SATURATE  );
+  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA,  BlendFactor::ONE_MINUS_SRC_COLOR );
+  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::SRC_ALPHA_SATURATE  );
+
+  // Test that Set was successful:
+  int srcFactorRgb    = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_RGB );
+  int destFactorRgb   = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_RGB );
+  int srcFactorAlpha  = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_ALPHA );
+  int destFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_ALPHA );
+
+  DALI_TEST_EQUALS( (int)BlendFactor::ONE_MINUS_SRC_COLOR, srcFactorRgb,    TEST_LOCATION );
+  DALI_TEST_EQUALS( (int)BlendFactor::SRC_ALPHA_SATURATE,  destFactorRgb,   TEST_LOCATION );
+  DALI_TEST_EQUALS( (int)BlendFactor::ONE_MINUS_SRC_COLOR, srcFactorAlpha,  TEST_LOCATION );
+  DALI_TEST_EQUALS( (int)BlendFactor::SRC_ALPHA_SATURATE,  destFactorAlpha, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render();
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+
+  DALI_TEST_EQUALS( (GLenum)GL_ONE_MINUS_SRC_COLOR, glAbstraction.GetLastBlendFuncSrcRgb(),   TEST_LOCATION );
+  DALI_TEST_EQUALS( (GLenum)GL_SRC_ALPHA_SATURATE,  glAbstraction.GetLastBlendFuncDstRgb(),   TEST_LOCATION );
+  DALI_TEST_EQUALS( (GLenum)GL_ONE_MINUS_SRC_COLOR, glAbstraction.GetLastBlendFuncSrcAlpha(), TEST_LOCATION );
+  DALI_TEST_EQUALS( (GLenum)GL_SRC_ALPHA_SATURATE,  glAbstraction.GetLastBlendFuncDstAlpha(), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererBlendOptions02(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test BLEND_FACTOR properties ");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.SetOpacity( 0.5f ); // enable blending
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB,    BlendFactor::CONSTANT_COLOR );
+  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB,   BlendFactor::ONE_MINUS_CONSTANT_COLOR );
+  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA,  BlendFactor::CONSTANT_ALPHA );
+  renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE_MINUS_CONSTANT_ALPHA  );
+
+  // Test that Set was successful:
+  {
+    int srcFactorRgb    = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_RGB );
+    int destFactorRgb   = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_RGB );
+    int srcFactorAlpha  = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_ALPHA );
+    int destFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_ALPHA );
+
+    DALI_TEST_EQUALS( (int)BlendFactor::CONSTANT_COLOR,            srcFactorRgb,    TEST_LOCATION );
+    DALI_TEST_EQUALS( (int)BlendFactor::ONE_MINUS_CONSTANT_COLOR,  destFactorRgb,   TEST_LOCATION );
+    DALI_TEST_EQUALS( (int)BlendFactor::CONSTANT_ALPHA,            srcFactorAlpha,  TEST_LOCATION );
+    DALI_TEST_EQUALS( (int)BlendFactor::ONE_MINUS_CONSTANT_ALPHA,  destFactorAlpha, TEST_LOCATION );
+  }
+
+  application.SendNotification();
+  application.Render();
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  DALI_TEST_EQUALS( (GLenum)GL_CONSTANT_COLOR,           glAbstraction.GetLastBlendFuncSrcRgb(),   TEST_LOCATION );
+  DALI_TEST_EQUALS( (GLenum)GL_ONE_MINUS_CONSTANT_COLOR, glAbstraction.GetLastBlendFuncDstRgb(),   TEST_LOCATION );
+  DALI_TEST_EQUALS( (GLenum)GL_CONSTANT_ALPHA,           glAbstraction.GetLastBlendFuncSrcAlpha(), TEST_LOCATION );
+  DALI_TEST_EQUALS( (GLenum)GL_ONE_MINUS_CONSTANT_ALPHA, glAbstraction.GetLastBlendFuncDstAlpha(), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererBlendOptions03(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test GetBlendEquation() defaults ");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  // Test the defaults as documented in blending.h
+  int equationRgb   = renderer.GetProperty<int>( Renderer::Property::BLEND_EQUATION_RGB );
+  int equationAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_EQUATION_ALPHA );
+
+  DALI_TEST_EQUALS( (int)BlendEquation::ADD, equationRgb,   TEST_LOCATION );
+  DALI_TEST_EQUALS( (int)BlendEquation::ADD, equationAlpha, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererBlendOptions04(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test SetBlendEquation() ");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.SetOpacity( 0.1f );
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  // Test the single blending equation setting
+  {
+    renderer.SetProperty( Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::REVERSE_SUBTRACT );
+    int equationRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_EQUATION_RGB );
+    DALI_TEST_EQUALS( (int)BlendEquation::REVERSE_SUBTRACT, equationRgb, TEST_LOCATION );
+  }
+
+  renderer.SetProperty( Renderer::Property::BLEND_EQUATION_RGB,   BlendEquation::REVERSE_SUBTRACT );
+  renderer.SetProperty( Renderer::Property::BLEND_EQUATION_ALPHA, BlendEquation::REVERSE_SUBTRACT );
+
+  // Test that Set was successful
+  {
+    int equationRgb   = renderer.GetProperty<int>( Renderer::Property::BLEND_EQUATION_RGB );
+    int equationAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_EQUATION_ALPHA );
+    DALI_TEST_EQUALS( (int)BlendEquation::REVERSE_SUBTRACT, equationRgb, TEST_LOCATION );
+    DALI_TEST_EQUALS( (int)BlendEquation::REVERSE_SUBTRACT, equationAlpha, TEST_LOCATION );
+  }
+
+  // Render & check GL commands
+  application.SendNotification();
+  application.Render();
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  DALI_TEST_EQUALS( (GLenum)GL_FUNC_REVERSE_SUBTRACT, glAbstraction.GetLastBlendEquationRgb(),   TEST_LOCATION );
+  DALI_TEST_EQUALS( (GLenum)GL_FUNC_REVERSE_SUBTRACT, glAbstraction.GetLastBlendEquationAlpha(), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode01(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test setting the blend mode to on with an opaque color renders with blending enabled");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.SetOpacity( 0.98f );
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace(true);
+
+  application.SendNotification();
+  application.Render();
+
+  TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+  std::ostringstream blendStr;
+  blendStr << GL_BLEND;
+  DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode02(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test setting the blend mode to off with a transparent color renders with blending disabled (and not enabled)");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.SetOpacity( 0.15f );
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace(true);
+
+  application.SendNotification();
+  application.Render();
+
+  TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+  std::ostringstream blendStr;
+  blendStr << GL_BLEND;
+  DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode03(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test setting the blend mode to auto with a transparent color renders with blending enabled");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.SetOpacity( 0.75f );
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace(true);
+
+  application.SendNotification();
+  application.Render();
+
+  TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+  std::ostringstream blendStr;
+  blendStr << GL_BLEND;
+  DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode04(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test setting the blend mode to auto with an opaque color renders with blending disabled");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace(true);
+
+  application.SendNotification();
+  application.Render();
+
+  TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+  std::ostringstream blendStr;
+  blendStr << GL_BLEND;
+  DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode04b(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test setting the blend mode to auto with a transparent actor color renders with blending enabled");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+  Stage::GetCurrent().Add(actor);
+
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace(true);
+
+  application.SendNotification();
+  application.Render();
+
+  TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+  std::ostringstream blendStr;
+  blendStr << GL_BLEND;
+  DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode04c(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test setting the blend mode to auto with an opaque opaque actor color renders with blending disabled");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  actor.SetColor( Color::MAGENTA );
+  Stage::GetCurrent().Add(actor);
+
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace(true);
+
+  application.SendNotification();
+  application.Render();
+
+  TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+  std::ostringstream blendStr;
+  blendStr << GL_BLEND;
+  DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode05(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test setting the blend mode to auto with an opaque color and an image with an alpha channel renders with blending enabled");
+
+  Geometry geometry = CreateQuadGeometry();
+  BufferImage image = BufferImage::New( 40, 40, Pixel::RGBA8888 );
+
+  Shader shader = CreateShader();
+  TextureSet textureSet = CreateTextureSet( image );
+  Renderer renderer = Renderer::New( geometry, shader );
+  renderer.SetTextures( textureSet );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace(true);
+
+  application.SendNotification();
+  application.Render();
+
+  TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+  std::ostringstream blendStr;
+  blendStr << GL_BLEND;
+  DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode06(void)
+{
+  TestApplication application;
+  tet_infoline("Test setting the blend mode to auto with an opaque color and an image without an alpha channel and a shader with the hint OUTPUT_IS_TRANSPARENT renders with blending enabled");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = Shader::New( "vertexSrc", "fragmentSrc", Shader::Hint::OUTPUT_IS_TRANSPARENT );
+
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace(true);
+
+  application.SendNotification();
+  application.Render();
+
+  TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+  std::ostringstream blendStr;
+  blendStr << GL_BLEND;
+  DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetBlendMode07(void)
+{
+  TestApplication application;
+  tet_infoline("Test setting the blend mode to auto with an opaque color and an image without an alpha channel and a shader with the hint OUTPUT_IS_OPAQUE renders with blending disabled");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+
+  BufferImage image = BufferImage::New( 50, 50, Pixel::RGB888 );
+  TextureSet textureSet = CreateTextureSet( image );
+  Renderer renderer = Renderer::New( geometry, shader );
+  renderer.SetTextures( textureSet );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace(true);
+
+  application.SendNotification();
+  application.Render();
+
+  TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+  DALI_TEST_CHECK( ! glEnableStack.FindMethodAndParams( "Enable", "GL_BLEND" ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererGetBlendMode(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test GetBlendMode()");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  // default value
+  unsigned int mode = renderer.GetProperty<int>( Renderer::Property::BLEND_MODE );
+  DALI_TEST_EQUALS( static_cast< BlendMode::Type >( mode ), BlendMode::AUTO, TEST_LOCATION );
+
+  // ON
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+  mode = renderer.GetProperty<int>( Renderer::Property::BLEND_MODE );
+  DALI_TEST_EQUALS( static_cast< BlendMode::Type >( mode ), BlendMode::ON, TEST_LOCATION );
+
+  // OFF
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
+  mode = renderer.GetProperty<int>( Renderer::Property::BLEND_MODE );
+  DALI_TEST_EQUALS( static_cast< BlendMode::Type >( mode ), BlendMode::OFF, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetBlendColor(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test SetBlendColor(color)");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+  TextureSet textureSet = TextureSet::New();
+  BufferImage image = BufferImage::New( 50, 50, Pixel::RGBA8888 );
+  TextureSetImage( textureSet, 0u, image );
+  Renderer renderer = Renderer::New( geometry, shader );
+  renderer.SetTextures( textureSet );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+
+  renderer.SetProperty( Renderer::Property::BLEND_COLOR, Color::TRANSPARENT );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( glAbstraction.GetLastBlendColor(), Color::TRANSPARENT, TEST_LOCATION );
+
+  renderer.SetProperty( Renderer::Property::BLEND_COLOR, Color::MAGENTA );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( glAbstraction.GetLastBlendColor(), Color::MAGENTA, TEST_LOCATION );
+
+  Vector4 color( 0.1f, 0.2f, 0.3f, 0.4f );
+  renderer.SetProperty( Renderer::Property::BLEND_COLOR, color );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( glAbstraction.GetLastBlendColor(), color, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererGetBlendColor(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test GetBlendColor()");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::TRANSPARENT, TEST_LOCATION );
+
+  renderer.SetProperty( Renderer::Property::BLEND_COLOR, Color::MAGENTA );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), Color::MAGENTA, TEST_LOCATION );
+
+  Vector4 color( 0.1f, 0.2f, 0.3f, 0.4f );
+  renderer.SetProperty( Renderer::Property::BLEND_COLOR, color );
+  application.SendNotification();
+  application.Render();
+  DALI_TEST_EQUALS( renderer.GetProperty<Vector4>( Renderer::Property::BLEND_COLOR ), color, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererPreMultipledAlpha(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test BLEND_PRE_MULTIPLIED_ALPHA property");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+  Stage::GetCurrent().Add(actor);
+
+  Property::Value value = renderer.GetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
+  bool preMultipliedAlpha;
+  DALI_TEST_CHECK( value.Get( preMultipliedAlpha ) );
+  DALI_TEST_CHECK( !preMultipliedAlpha );
+
+  int srcFactorRgb    = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_RGB );
+  int destFactorRgb   = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_RGB );
+  int srcFactorAlpha  = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_ALPHA );
+  int destFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_ALPHA );
+
+  DALI_TEST_EQUALS( (int)DEFAULT_BLEND_FACTOR_SRC_RGB,    srcFactorRgb,    TEST_LOCATION );
+  DALI_TEST_EQUALS( (int)DEFAULT_BLEND_FACTOR_DEST_RGB,   destFactorRgb,   TEST_LOCATION );
+  DALI_TEST_EQUALS( (int)DEFAULT_BLEND_FACTOR_SRC_ALPHA,  srcFactorAlpha,  TEST_LOCATION );
+  DALI_TEST_EQUALS( (int)DEFAULT_BLEND_FACTOR_DEST_ALPHA, destFactorAlpha, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render();
+
+  Vector4 actualValue(Vector4::ZERO);
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Vector4(1.0f, 0.0f, 1.0f, 0.5f), TEST_LOCATION );
+
+  renderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
+
+  application.SendNotification();
+  application.Render();
+
+  value = renderer.GetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
+  DALI_TEST_CHECK( value.Get( preMultipliedAlpha ) );
+  DALI_TEST_CHECK( preMultipliedAlpha );
+
+  srcFactorRgb    = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_RGB );
+  destFactorRgb   = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_RGB );
+  srcFactorAlpha  = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_ALPHA );
+  destFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_ALPHA );
+
+  DALI_TEST_EQUALS( (int)BlendFactor::ONE,                 srcFactorRgb,    TEST_LOCATION );
+  DALI_TEST_EQUALS( (int)BlendFactor::ONE_MINUS_SRC_ALPHA, destFactorRgb,   TEST_LOCATION );
+  DALI_TEST_EQUALS( (int)BlendFactor::ONE,                 srcFactorAlpha,  TEST_LOCATION );
+  DALI_TEST_EQUALS( (int)BlendFactor::ONE,                 destFactorAlpha, TEST_LOCATION );
+
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Vector4(0.5f, 0.0f, 0.5f, 0.5f), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererConstraint01(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test that a non-uniform renderer property can be constrained");
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  Vector4 initialColor = Color::WHITE;
+  Property::Index colorIndex = renderer.RegisterProperty( "uFadeColor", initialColor );
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( renderer.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
+
+  // Apply constraint
+  Constraint constraint = Constraint::New<Vector4>( renderer, colorIndex, TestConstraintNoBlue );
+  constraint.Apply();
+  application.SendNotification();
+  application.Render(0);
+
+  // Expect no blue component in either buffer - yellow
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( renderer, colorIndex ), Color::YELLOW, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( renderer, colorIndex ), Color::YELLOW, TEST_LOCATION );
+
+  renderer.RemoveConstraints();
+  renderer.SetProperty(colorIndex, Color::WHITE );
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( renderer, colorIndex ), Color::WHITE, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererConstraint02(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test that a uniform map renderer property can be constrained");
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+  application.SendNotification();
+  application.Render(0);
+
+  Vector4 initialColor = Color::WHITE;
+  Property::Index colorIndex = renderer.RegisterProperty( "uFadeColor", initialColor );
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+
+  application.SendNotification();
+  application.Render(0);
+
+  Vector4 actualValue(Vector4::ZERO);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
+
+  // Apply constraint
+  Constraint constraint = Constraint::New<Vector4>( renderer, colorIndex, TestConstraintNoBlue );
+  constraint.Apply();
+  application.SendNotification();
+  application.Render(0);
+
+   // Expect no blue component in either buffer - yellow
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
+
+  application.Render(0);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
+
+  renderer.RemoveConstraints();
+  renderer.SetProperty(colorIndex, Color::WHITE );
+  application.SendNotification();
+  application.Render(0);
+
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::WHITE, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererAnimatedProperty01(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test that a non-uniform renderer property can be animated");
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
+  Vector4 initialColor = Color::WHITE;
+  Property::Index colorIndex = renderer.RegisterProperty( "uFadeColor", initialColor );
+
+  application.SendNotification();
+  application.Render(0);
+  DALI_TEST_EQUALS( renderer.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
+
+  Animation  animation = Animation::New(1.0f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, initialColor);
+  keyFrames.Add(1.0f, Color::TRANSPARENT);
+  animation.AnimateBetween( Property( renderer, colorIndex ), keyFrames );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(500);
+
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( renderer, colorIndex ), Color::WHITE * 0.5f, TEST_LOCATION );
+
+  application.Render(500);
+
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( renderer, colorIndex ), Color::TRANSPARENT, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererAnimatedProperty02(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test that a uniform map renderer property can be animated");
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+  application.SendNotification();
+  application.Render(0);
+
+  Vector4 initialColor = Color::WHITE;
+  Property::Index colorIndex = renderer.RegisterProperty( "uFadeColor", initialColor );
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+
+  application.SendNotification();
+  application.Render(0);
+
+  Vector4 actualValue(Vector4::ZERO);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
+
+  Animation  animation = Animation::New(1.0f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, initialColor);
+  keyFrames.Add(1.0f, Color::TRANSPARENT);
+  animation.AnimateBetween( Property( renderer, colorIndex ), keyFrames );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(500);
+
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::WHITE * 0.5f, TEST_LOCATION );
+
+  application.Render(500);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::TRANSPARENT, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererUniformMapPrecendence01(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test the uniform map precedence is applied properly");
+
+  Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  TextureSet textureSet = CreateTextureSet( image );
+
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New( geometry, shader );
+  renderer.SetTextures( textureSet );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+  application.SendNotification();
+  application.Render(0);
+
+  renderer.RegisterProperty( "uFadeColor", Color::RED );
+  actor.RegisterProperty( "uFadeColor", Color::GREEN );
+  Property::Index shaderFadeColorIndex = shader.RegisterProperty( "uFadeColor", Color::MAGENTA );
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+
+  application.SendNotification();
+  application.Render(0);
+
+  // Expect that the actor's fade color property is accessed
+  Vector4 actualValue(Vector4::ZERO);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+
+  // Animate shader's fade color property. Should be no change to uniform
+  Animation  animation = Animation::New(1.0f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, Color::WHITE);
+  keyFrames.Add(1.0f, Color::TRANSPARENT);
+  animation.AnimateBetween( Property( shader, shaderFadeColorIndex ), keyFrames );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(500);
+
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+
+  application.Render(500);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererUniformMapPrecendence02(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test the uniform map precedence is applied properly");
+
+  Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  TextureSet textureSet = CreateTextureSet( image );
+
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New( geometry, shader );
+  renderer.SetTextures( textureSet );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+  application.SendNotification();
+  application.Render(0);
+
+  // Don't add property / uniform map to renderer
+  actor.RegisterProperty( "uFadeColor", Color::GREEN );
+  Property::Index shaderFadeColorIndex = shader.RegisterProperty( "uFadeColor", Color::BLUE );
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+
+  application.SendNotification();
+  application.Render(0);
+
+  // Expect that the actor's fade color property is accessed
+  Vector4 actualValue(Vector4::ZERO);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+
+  // Animate texture set's fade color property. Should be no change to uniform
+  Animation  animation = Animation::New(1.0f);
+  KeyFrames keyFrames = KeyFrames::New();
+  keyFrames.Add(0.0f, Color::WHITE);
+  keyFrames.Add(1.0f, Color::TRANSPARENT);
+  animation.AnimateBetween( Property( shader, shaderFadeColorIndex ), keyFrames );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(500);
+
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+
+  application.Render(500);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
+
+  END_TEST;
+}
+
+
+int UtcDaliRendererUniformMapPrecendence03(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test the uniform map precedence is applied properly");
+
+  Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  TextureSet textureSet = CreateTextureSet( image );
+
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New( geometry, shader );
+  renderer.SetTextures( textureSet );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+  application.SendNotification();
+  application.Render(0);
+
+  // Don't add property / uniform map to renderer or actor
+  shader.RegisterProperty( "uFadeColor", Color::BLACK );
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+
+  application.SendNotification();
+  application.Render(0);
+
+  // Expect that the shader's fade color property is accessed
+  Vector4 actualValue(Vector4::ZERO);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Color::BLACK, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererUniformMapMultipleUniforms01(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test the uniform maps are collected from all objects (same type)");
+
+  Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  TextureSet textureSet = CreateTextureSet( image );
+
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New( geometry, shader );
+  renderer.SetTextures( textureSet );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+  application.SendNotification();
+  application.Render(0);
+
+  renderer.RegisterProperty( "uUniform1", Color::RED );
+  actor.RegisterProperty( "uUniform2", Color::GREEN );
+  shader.RegisterProperty( "uUniform3", Color::MAGENTA );
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+
+  application.SendNotification();
+  application.Render(0);
+
+  // Expect that each of the object's uniforms are set
+  Vector4 uniform1Value(Vector4::ZERO);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uUniform1", uniform1Value ) );
+  DALI_TEST_EQUALS( uniform1Value, Color::RED, TEST_LOCATION );
+
+  Vector4 uniform2Value(Vector4::ZERO);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uUniform2", uniform2Value ) );
+  DALI_TEST_EQUALS( uniform2Value, Color::GREEN, TEST_LOCATION );
+
+  Vector4 uniform3Value(Vector4::ZERO);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uUniform3", uniform3Value ) );
+  DALI_TEST_EQUALS( uniform3Value, Color::MAGENTA, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererUniformMapMultipleUniforms02(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test the uniform maps are collected from all objects (different types)");
+
+  Image image = BufferImage::New( 64, 64, Pixel::RGBA8888 );
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  TextureSet textureSet = CreateTextureSet( image );
+
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New( geometry, shader );
+  renderer.SetTextures( textureSet );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+  application.SendNotification();
+  application.Render(0);
+
+  Property::Value value1(Color::RED);
+  renderer.RegisterProperty( "uFadeColor", value1 );
+
+  Property::Value value2(1.0f);
+  actor.RegisterProperty( "uFadeProgress", value2 );
+
+  Property::Value value3(Matrix3::IDENTITY);
+  shader.RegisterProperty( "uANormalMatrix", value3 );
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+
+  application.SendNotification();
+  application.Render(0);
+
+  // Expect that each of the object's uniforms are set
+  Vector4 uniform1Value(Vector4::ZERO);
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", uniform1Value ) );
+  DALI_TEST_EQUALS( uniform1Value, value1.Get<Vector4>(), TEST_LOCATION );
+
+  float uniform2Value(0.0f);
+  DALI_TEST_CHECK( gl.GetUniformValue<float>( "uFadeProgress", uniform2Value ) );
+  DALI_TEST_EQUALS( uniform2Value, value2.Get<float>(), TEST_LOCATION );
+
+  Matrix3 uniform3Value;
+  DALI_TEST_CHECK( gl.GetUniformValue<Matrix3>( "uANormalMatrix", uniform3Value ) );
+  DALI_TEST_EQUALS( uniform3Value, value3.Get<Matrix3>(), TEST_LOCATION );
+
+  END_TEST;
+}
+
+
+Renderer CreateRenderer( Actor actor, Geometry geometry, Shader shader, int depthIndex )
+{
+  Image image0 = BufferImage::New( 64, 64, Pixel::RGB888 );
+  TextureSet textureSet0 = CreateTextureSet( image0 );
+  Renderer renderer0 = Renderer::New( geometry, shader );
+  renderer0.SetTextures( textureSet0 );
+  renderer0.SetProperty( Renderer::Property::DEPTH_INDEX, depthIndex );
+  actor.AddRenderer(renderer0);
+  return renderer0;
+}
+
+
+Actor CreateActor( Actor parent, int siblingOrder, const char* location )
+{
+  Actor actor0 = Actor::New();
+  actor0.SetAnchorPoint(AnchorPoint::CENTER);
+  actor0.SetParentOrigin(AnchorPoint::CENTER);
+  actor0.SetPosition(0.0f,0.0f);
+  actor0.SetSize(100, 100);
+  actor0.SetProperty( Dali::DevelActor::Property::SIBLING_ORDER, siblingOrder );
+  DALI_TEST_EQUALS( actor0.GetProperty<int>( Dali::DevelActor::Property::SIBLING_ORDER), siblingOrder, TEST_INNER_LOCATION(location) );
+  parent.Add(actor0);
+
+  return actor0;
+}
+
+int UtcDaliRendererRenderOrder2DLayer(void)
+{
+  TestApplication application;
+  tet_infoline("Test the rendering order in a 2D layer is correct");
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  Geometry geometry = CreateQuadGeometry();
+
+  Actor root = Stage::GetCurrent().GetRootLayer();
+
+  Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
+  Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 0 );
+
+  Actor actor1 = CreateActor( root, 0, TEST_LOCATION );
+  Renderer renderer1 = CreateRenderer( actor1, geometry, shader, 0 );
+
+  Actor actor2 = CreateActor( root, 0, TEST_LOCATION );
+  Renderer renderer2 = CreateRenderer( actor2, geometry, shader, 0 );
+
+  Actor actor3 = CreateActor( root, 0, TEST_LOCATION );
+  Renderer renderer3 = CreateRenderer( actor3, geometry, shader, 0 );
+
+  application.SendNotification();
+  application.Render(0);
+
+  /*
+   * Create the following hierarchy:
+   *
+   *            actor2
+   *              /
+   *             /
+   *          actor1
+   *           /
+   *          /
+   *       actor0
+   *        /
+   *       /
+   *    actor3
+   *
+   *  Expected rendering order : actor2 - actor1 - actor0 - actor3
+   */
+  actor2.Add(actor1);
+  actor1.Add(actor0);
+  actor0.Add(actor3);
+  application.SendNotification();
+  application.Render(0);
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  gl.EnableTextureCallTrace(true);
+  application.SendNotification();
+  application.Render(0);
+
+  int textureBindIndex[4];
+  for( unsigned int i(0); i<4; ++i )
+  {
+    std::stringstream params;
+    params << GL_TEXTURE_2D<<", "<<i+1;
+    textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str() );
+  }
+
+  //Check that actor1 has been rendered after actor2
+  DALI_TEST_GREATER( textureBindIndex[1], textureBindIndex[2], TEST_LOCATION );
+
+  //Check that actor0 has been rendered after actor1
+  DALI_TEST_GREATER( textureBindIndex[0], textureBindIndex[1], TEST_LOCATION );
+
+  //Check that actor3 has been rendered after actor0
+  DALI_TEST_GREATER( textureBindIndex[3], textureBindIndex[0], TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererRenderOrder2DLayerMultipleRenderers(void)
+{
+  TestApplication application;
+  tet_infoline("Test the rendering order in a 2D layer is correct using multiple renderers per actor");
+
+  /*
+   * Creates the following hierarchy:
+   *
+   *             actor0------------------------>actor1
+   *            /   |   \                    /   |   \
+   *          /     |     \                /     |     \
+   *        /       |       \            /       |       \
+   * renderer0 renderer1 renderer2 renderer3 renderer4 renderer5
+   *
+   *  renderer0 has depth index 2
+   *  renderer1 has depth index 0
+   *  renderer2 has depth index 1
+   *
+   *  renderer3 has depth index 1
+   *  renderer4 has depth index 0
+   *  renderer5 has depth index -1
+   *
+   *  Expected rendering order: renderer1 - renderer2 - renderer0 - renderer5 - renderer4 - renderer3
+   */
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  Geometry geometry = CreateQuadGeometry();
+
+  Actor root = Stage::GetCurrent().GetRootLayer();
+
+  Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
+  Actor actor1 = CreateActor( actor0, 0, TEST_LOCATION );
+  Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 2 );
+  Renderer renderer1 = CreateRenderer( actor0, geometry, shader, 0 );
+  Renderer renderer2 = CreateRenderer( actor0, geometry, shader, 1 );
+  Renderer renderer3 = CreateRenderer( actor1, geometry, shader, 1 );
+  Renderer renderer4 = CreateRenderer( actor1, geometry, shader, 0 );
+  Renderer renderer5 = CreateRenderer( actor1, geometry, shader, -1 );
+
+  application.SendNotification();
+  application.Render(0);
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  gl.EnableTextureCallTrace(true);
+  application.SendNotification();
+  application.Render(0);
+
+  int textureBindIndex[6];
+  for( unsigned int i(0); i<6; ++i )
+  {
+    std::stringstream params;
+    params << GL_TEXTURE_2D<<", "<<i+1;
+    textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str() );
+  }
+
+  //Check that renderer3 has been rendered after renderer4
+  DALI_TEST_GREATER( textureBindIndex[3], textureBindIndex[4], TEST_LOCATION );
+
+  //Check that renderer0 has been rendered after renderer2
+  DALI_TEST_GREATER( textureBindIndex[4], textureBindIndex[5], TEST_LOCATION );
+
+  //Check that renderer0 has been rendered after renderer2
+  DALI_TEST_GREATER( textureBindIndex[5], textureBindIndex[0], TEST_LOCATION );
+
+  //Check that renderer0 has been rendered after renderer2
+  DALI_TEST_GREATER( textureBindIndex[0], textureBindIndex[2], TEST_LOCATION );
+
+  //Check that renderer2 has been rendered after renderer1
+  DALI_TEST_GREATER( textureBindIndex[2], textureBindIndex[1], TEST_LOCATION );
+
+  END_TEST;
+}
+
+
+int UtcDaliRendererRenderOrder2DLayerSiblingOrder(void)
+{
+  TestApplication application;
+  tet_infoline("Test the rendering order in a 2D layer is correct using sibling order");
+
+  /*
+   * Creates the following hierarchy:
+   *
+   *                            Layer
+   *                           /    \
+   *                         /        \
+   *                       /            \
+   *                     /                \
+   *                   /                    \
+   *             actor0 (SIBLING_ORDER:1)     actor1 (SIBLING_ORDER:0)
+   *            /   |   \                    /   |   \
+   *          /     |     \                /     |     \
+   *        /       |       \            /       |       \
+   * renderer0 renderer1  actor2     renderer2 renderer3 renderer4
+   *    DI:2      DI:0      |           DI:0      DI:1      DI:2
+   *                        |
+   *                   renderer5
+   *                      DI:-1
+   *
+   *  actor0 has sibling order 1
+   *  actor1 has sibling order 0
+   *  actor2 has sibling order 0
+   *
+   *  renderer0 has depth index 2
+   *  renderer1 has depth index 0
+   *
+   *  renderer2 has depth index 0
+   *  renderer3 has depth index 1
+   *  renderer4 has depth index 2
+   *
+   *  renderer5 has depth index -1
+   *
+   *  Expected rendering order: renderer2 - renderer3 - renderer4 - renderer1 - renderer0 - renderer5
+   */
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  Geometry geometry = CreateQuadGeometry();
+  Actor root = Stage::GetCurrent().GetRootLayer();
+  Actor actor0 = CreateActor( root,   1, TEST_LOCATION );
+  Actor actor1 = CreateActor( root,   0, TEST_LOCATION );
+  Actor actor2 = CreateActor( actor0, 0, TEST_LOCATION );
+
+  Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 2 );
+  Renderer renderer1 = CreateRenderer( actor0, geometry, shader, 0 );
+  Renderer renderer2 = CreateRenderer( actor1, geometry, shader, 0 );
+  Renderer renderer3 = CreateRenderer( actor1, geometry, shader, 1 );
+  Renderer renderer4 = CreateRenderer( actor1, geometry, shader, 2 );
+  Renderer renderer5 = CreateRenderer( actor2, geometry, shader, -1 );
+
+  application.SendNotification();
+  application.Render();
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  gl.EnableTextureCallTrace(true);
+  application.SendNotification();
+  application.Render(0);
+
+  int textureBindIndex[6];
+  for( unsigned int i(0); i<6; ++i )
+  {
+    std::stringstream params;
+    params << GL_TEXTURE_2D<<", "<<i+1;
+    textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str() );
+  }
+
+  DALI_TEST_EQUALS( textureBindIndex[2], 0, TEST_LOCATION );
+  DALI_TEST_EQUALS( textureBindIndex[3], 1, TEST_LOCATION );
+  DALI_TEST_EQUALS( textureBindIndex[4], 2, TEST_LOCATION );
+  DALI_TEST_EQUALS( textureBindIndex[1], 3, TEST_LOCATION );
+  DALI_TEST_EQUALS( textureBindIndex[0], 4, TEST_LOCATION );
+  DALI_TEST_EQUALS( textureBindIndex[5], 5, TEST_LOCATION );
+
+  // Change sibling order of actor1
+  // New Expected rendering order: renderer1 - renderer0 - renderer 5 - renderer2 - renderer3 - renderer4
+  actor1.SetProperty( Dali::DevelActor::Property::SIBLING_ORDER, 2 );
+
+  gl.GetTextureTrace().Reset();
+  application.SendNotification();
+  application.Render(0);
+
+  for( unsigned int i(0); i<6; ++i )
+  {
+    std::stringstream params;
+    params << GL_TEXTURE_2D<<", "<<i+1;
+    textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str() );
+  }
+
+  DALI_TEST_EQUALS( textureBindIndex[1], 0, TEST_LOCATION );
+  DALI_TEST_EQUALS( textureBindIndex[0], 1, TEST_LOCATION );
+  DALI_TEST_EQUALS( textureBindIndex[5], 2, TEST_LOCATION );
+  DALI_TEST_EQUALS( textureBindIndex[2], 3, TEST_LOCATION );
+  DALI_TEST_EQUALS( textureBindIndex[3], 4, TEST_LOCATION );
+  DALI_TEST_EQUALS( textureBindIndex[4], 5, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererRenderOrder2DLayerOverlay(void)
+{
+  TestApplication application;
+  tet_infoline("Test the rendering order in a 2D layer is correct for overlays");
+
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  Geometry geometry = CreateQuadGeometry();
+  Actor root = Stage::GetCurrent().GetRootLayer();
+
+  /*
+   * Create the following hierarchy:
+   *
+   *               actor2
+   *             (Regular actor)
+   *              /      \
+   *             /        \
+   *         actor1       actor4
+   *       (Overlay)     (Regular actor)
+   *          /
+   *         /
+   *     actor0
+   *    (Overlay)
+   *      /
+   *     /
+   *  actor3
+   * (Overlay)
+   *
+   *  Expected rendering order : actor2 - actor4 - actor1 - actor0 - actor3
+   */
+
+  Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
+  actor0.SetDrawMode( DrawMode::OVERLAY_2D );
+  Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 0 );
+
+  Actor actor1 = CreateActor( root, 0, TEST_LOCATION );
+  actor1.SetDrawMode( DrawMode::OVERLAY_2D );
+  Renderer renderer1 = CreateRenderer( actor1, geometry, shader, 0 );
+
+  Actor actor2 = CreateActor( root, 0, TEST_LOCATION );
+  Renderer renderer2 = CreateRenderer( actor2, geometry, shader, 0 );
+
+  Actor actor3 = CreateActor( root, 0, TEST_LOCATION );
+  actor3.SetDrawMode( DrawMode::OVERLAY_2D );
+  Renderer renderer3 = CreateRenderer( actor3, geometry, shader, 0 );
+
+  Actor actor4 = CreateActor( root, 0, TEST_LOCATION );
+  Renderer renderer4 = CreateRenderer( actor4, geometry, shader, 0 );
+
+  application.SendNotification();
+  application.Render(0);
+
+  actor2.Add(actor1);
+  actor2.Add(actor4);
+  actor1.Add(actor0);
+  actor0.Add(actor3);
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  gl.EnableTextureCallTrace(true);
+  application.SendNotification();
+  application.Render(0);
+
+  int textureBindIndex[5];
+  for( unsigned int i(0); i<5; ++i )
+  {
+    std::stringstream params;
+    params << GL_TEXTURE_2D<<", "<<i+1;
+    textureBindIndex[i] = gl.GetTextureTrace().FindIndexFromMethodAndParams("BindTexture", params.str() );
+  }
+
+  //Check that actor4 has been rendered after actor2
+  DALI_TEST_GREATER( textureBindIndex[4], textureBindIndex[2], TEST_LOCATION );
+
+  //Check that actor1 has been rendered after actor4
+  DALI_TEST_GREATER( textureBindIndex[1], textureBindIndex[4], TEST_LOCATION );
+
+  //Check that actor0 has been rendered after actor1
+  DALI_TEST_GREATER( textureBindIndex[0], textureBindIndex[1], TEST_LOCATION );
+
+  //Check that actor3 has been rendered after actor0
+  DALI_TEST_GREATER( textureBindIndex[3], textureBindIndex[0], TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetIndexRange(void)
+{
+  std::string
+      vertexShader(
+        "attribute vec2 aPosition;\n"
+        "void main()\n"
+        "{\n"
+        "  gl_Position = aPosition;\n"
+        "}"
+        ),
+      fragmentShader(
+        "void main()\n"
+        "{\n"
+        "  gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0)\n"
+        "}\n"
+        );
+
+  TestApplication application;
+  tet_infoline("Test setting the range of indices to draw");
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  gl.EnableDrawCallTrace( true );
+
+  Actor actor = Actor::New();
+  actor.SetSize( 100, 100 );
+
+  // create geometry
+  Geometry geometry = Geometry::New();
+  geometry.SetType( Geometry::LINE_LOOP );
+
+  // --------------------------------------------------------------------------
+  // index buffer
+  unsigned short indices[] = { 0, 2, 4, 6, 8, // offset = 0, count = 5
+                         0, 1, 2, 3, 4, 5, 6, 7, 8, 9, // offset = 5, count = 10
+                         1, 3, 5, 7, 9, 1 }; // offset = 15,  count = 6 // line strip
+
+  // --------------------------------------------------------------------------
+  // vertex buffer
+  struct Vertex
+  {
+    Vector2 position;
+  };
+  Vertex shapes[] =
+  {
+    // pentagon                   // star
+    { Vector2(  0.0f,   1.00f) }, { Vector2(  0.0f,  -1.00f) },
+    { Vector2( -0.95f,  0.31f) }, { Vector2(  0.59f,  0.81f) },
+    { Vector2( -0.59f, -0.81f) }, { Vector2( -0.95f, -0.31f) },
+    { Vector2(  0.59f, -0.81f) }, { Vector2(  0.95f, -0.31f) },
+    { Vector2(  0.95f,  0.31f) }, { Vector2( -0.59f,  0.81f) },
+  };
+  Property::Map vertexFormat;
+  vertexFormat["aPosition"] = Property::VECTOR2;
+  PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
+  vertexBuffer.SetData( shapes, sizeof(shapes)/sizeof(shapes[0]));
+
+  // --------------------------------------------------------------------------
+  geometry.SetIndexBuffer( indices, sizeof(indices)/sizeof(indices[0]) );
+  geometry.AddVertexBuffer( vertexBuffer );
+
+  // create shader
+  Shader shader = Shader::New( vertexShader,fragmentShader );
+  Renderer renderer = Renderer::New( geometry, shader );
+  actor.AddRenderer( renderer );
+
+  Stage stage = Stage::GetCurrent();
+  stage.Add( actor );
+
+  char buffer[ 128 ];
+
+  // LINE_LOOP, first 0, count 5
+  {
+    renderer.SetIndexRange( 0, 5 );
+    application.SendNotification();
+    application.Render();
+    sprintf( buffer, "%u, 5, %u, indices", GL_LINE_LOOP, GL_UNSIGNED_SHORT );
+    bool result = gl.GetDrawTrace().FindMethodAndParams( "DrawElements" , buffer );
+    DALI_TEST_CHECK( result );
+  }
+
+  // LINE_LOOP, first 5, count 10
+  {
+    renderer.SetIndexRange( 5, 10 );
+    sprintf( buffer, "%u, 10, %u, indices", GL_LINE_LOOP, GL_UNSIGNED_SHORT );
+    application.SendNotification();
+    application.Render();
+    bool result = gl.GetDrawTrace().FindMethodAndParams( "DrawElements" , buffer );
+    DALI_TEST_CHECK( result );
+  }
+
+  // LINE_STRIP, first 15, count 6
+  {
+    renderer.SetIndexRange( 15, 6 );
+    geometry.SetType( Geometry::LINE_STRIP );
+    sprintf( buffer, "%u, 6, %u, indices", GL_LINE_STRIP, GL_UNSIGNED_SHORT );
+    application.SendNotification();
+    application.Render();
+    bool result = gl.GetDrawTrace().FindMethodAndParams( "DrawElements" , buffer );
+    DALI_TEST_CHECK( result );
+  }
+
+  // Index out of bounds
+  {
+    renderer.SetIndexRange( 15, 30 );
+    geometry.SetType( Geometry::LINE_STRIP );
+    sprintf( buffer, "%u, 6, %u, indices", GL_LINE_STRIP, GL_UNSIGNED_SHORT );
+    application.SendNotification();
+    application.Render();
+    bool result = gl.GetDrawTrace().FindMethodAndParams( "DrawElements" , buffer );
+    DALI_TEST_CHECK( result );
+  }
+
+  // drawing whole buffer starting from 15 ( last valid primitive )
+  {
+    renderer.SetIndexRange( 15, 0 );
+    geometry.SetType( Geometry::LINE_STRIP );
+    sprintf( buffer, "%u, 6, %u, indices", GL_LINE_STRIP, GL_UNSIGNED_SHORT );
+    application.SendNotification();
+    application.Render();
+    bool result = gl.GetDrawTrace().FindMethodAndParams( "DrawElements" , buffer );
+    DALI_TEST_CHECK( result );
+  }
+
+  END_TEST;
+}
+
+
+int UtcDaliRendererSetDepthFunction(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test setting the depth function");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage stage = Stage::GetCurrent();
+  stage.GetRootLayer().SetBehavior( Layer::LAYER_3D );
+  stage.Add(actor);
+
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace(true);
+  glAbstraction.EnableDepthFunctionCallTrace(true);
+
+  TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+  TraceCallStack& glDepthFunctionStack = glAbstraction.GetDepthFunctionTrace();
+
+  std::ostringstream depthTestStr;
+  depthTestStr << GL_DEPTH_TEST;
+
+  //GL_NEVER
+  {
+    renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::NEVER);
+
+    glEnableDisableStack.Reset();
+    glDepthFunctionStack.Reset();
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", depthTestStr.str().c_str() ) );
+    std::ostringstream depthFunctionStr;
+    depthFunctionStr << GL_NEVER;
+    DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+  }
+
+  //GL_ALWAYS
+  {
+    renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::ALWAYS);
+
+    glDepthFunctionStack.Reset();
+    application.SendNotification();
+    application.Render();
+
+    std::ostringstream depthFunctionStr;
+    depthFunctionStr << GL_ALWAYS;
+    DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+  }
+
+  //GL_LESS
+  {
+    renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS);
+
+    glDepthFunctionStack.Reset();
+    application.SendNotification();
+    application.Render();
+
+    std::ostringstream depthFunctionStr;
+    depthFunctionStr << GL_LESS;
+    DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+  }
+
+  //GL_GREATER
+  {
+    renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::GREATER);
+
+    glDepthFunctionStack.Reset();
+    application.SendNotification();
+    application.Render();
+
+    std::ostringstream depthFunctionStr;
+    depthFunctionStr << GL_GREATER;
+    DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+  }
+
+  //GL_EQUAL
+  {
+    renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::EQUAL);
+
+    glDepthFunctionStack.Reset();
+    application.SendNotification();
+    application.Render();
+
+    std::ostringstream depthFunctionStr;
+    depthFunctionStr << GL_EQUAL;
+    DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+  }
+
+  //GL_NOTEQUAL
+  {
+    renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::NOT_EQUAL);
+
+    glDepthFunctionStack.Reset();
+    application.SendNotification();
+    application.Render();
+
+    std::ostringstream depthFunctionStr;
+    depthFunctionStr << GL_NOTEQUAL;
+    DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+  }
+
+  //GL_LEQUAL
+  {
+    renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS_EQUAL);
+
+    glDepthFunctionStack.Reset();
+    application.SendNotification();
+    application.Render();
+
+    std::ostringstream depthFunctionStr;
+    depthFunctionStr << GL_LEQUAL;
+    DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+  }
+
+  //GL_GEQUAL
+  {
+    renderer.SetProperty( Renderer::Property::DEPTH_FUNCTION, DepthFunction::GREATER_EQUAL);
+
+    glDepthFunctionStack.Reset();
+    application.SendNotification();
+    application.Render();
+
+    std::ostringstream depthFunctionStr;
+    depthFunctionStr << GL_GEQUAL;
+    DALI_TEST_CHECK( glDepthFunctionStack.FindMethodAndParams( "DepthFunc", depthFunctionStr.str().c_str() ) );
+  }
+
+  END_TEST;
+}
+
+/**
+ * @brief This templatized function checks an enumeration property is setting and getting correctly.
+ * The checks performed are as follows:
+ *  - Check the initial/default value.
+ *  - Set a different value via enum.
+ *  - Check it was set.
+ *  - Set a different value via string.
+ *  - Check it was set.
+ */
+template< typename T >
+void CheckEnumerationProperty( Renderer& renderer, Property::Index propertyIndex, T initialValue, T firstCheckEnumeration, T secondCheckEnumeration, std::string secondCheckString )
+{
+  DALI_TEST_CHECK( renderer.GetProperty<int>( propertyIndex ) == static_cast<int>( initialValue ) );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< int >( renderer, propertyIndex ) == static_cast<int>( initialValue ) );
+  renderer.SetProperty( propertyIndex, firstCheckEnumeration );
+  DALI_TEST_CHECK( renderer.GetProperty<int>( propertyIndex ) == static_cast<int>( firstCheckEnumeration ) );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< int >( renderer, propertyIndex ) == static_cast<int>( firstCheckEnumeration ) );
+  renderer.SetProperty( propertyIndex, secondCheckString );
+  DALI_TEST_CHECK( renderer.GetProperty<int>( propertyIndex ) == static_cast<int>( secondCheckEnumeration ) );
+  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< int >( renderer, propertyIndex ) == static_cast<int>( secondCheckEnumeration ) );
+}
+
+int UtcDaliRendererEnumProperties(void)
+{
+  TestApplication application;
+  tet_infoline( "Test Renderer enumeration properties can be set with both integer and string values" );
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  /*
+   * Here we use a templatized function to perform several checks on each enumeration property.
+   * @see CheckEnumerationProperty for details of the checks performed.
+   */
+
+  CheckEnumerationProperty< FaceCullingMode::Type >( renderer, Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::NONE, FaceCullingMode::FRONT, FaceCullingMode::BACK, "BACK" );
+  CheckEnumerationProperty< BlendMode::Type >( renderer, Renderer::Property::BLEND_MODE, BlendMode::AUTO, BlendMode::OFF, BlendMode::ON, "ON" );
+  CheckEnumerationProperty< BlendEquation::Type >( renderer, Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::ADD, BlendEquation::SUBTRACT, BlendEquation::REVERSE_SUBTRACT, "REVERSE_SUBTRACT" );
+  CheckEnumerationProperty< BlendEquation::Type >( renderer, Renderer::Property::BLEND_EQUATION_ALPHA, BlendEquation::ADD, BlendEquation::SUBTRACT, BlendEquation::REVERSE_SUBTRACT, "REVERSE_SUBTRACT" );
+  CheckEnumerationProperty< BlendFactor::Type >( renderer, Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::SRC_ALPHA, BlendFactor::ONE, BlendFactor::SRC_COLOR, "SRC_COLOR" );
+  CheckEnumerationProperty< BlendFactor::Type >( renderer, Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::ONE, BlendFactor::SRC_COLOR, "SRC_COLOR" );
+  CheckEnumerationProperty< BlendFactor::Type >( renderer, Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::SRC_COLOR, "SRC_COLOR" );
+  CheckEnumerationProperty< BlendFactor::Type >( renderer, Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::ONE, BlendFactor::SRC_COLOR, "SRC_COLOR" );
+  CheckEnumerationProperty< DepthWriteMode::Type >( renderer, Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::AUTO, DepthWriteMode::OFF, DepthWriteMode::ON, "ON" );
+  CheckEnumerationProperty< DepthFunction::Type >( renderer, Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS, DepthFunction::ALWAYS, DepthFunction::GREATER, "GREATER" );
+  CheckEnumerationProperty< DepthTestMode::Type >( renderer, Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::AUTO, DepthTestMode::OFF, DepthTestMode::ON, "ON" );
+  CheckEnumerationProperty< StencilFunction::Type >( renderer, Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS, StencilFunction::LESS, StencilFunction::EQUAL, "EQUAL" );
+  CheckEnumerationProperty< RenderMode::Type >( renderer, Renderer::Property::RENDER_MODE, RenderMode::AUTO, RenderMode::NONE, RenderMode::STENCIL, "STENCIL" );
+  CheckEnumerationProperty< StencilOperation::Type >( renderer, Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::KEEP, StencilOperation::REPLACE, StencilOperation::INCREMENT, "INCREMENT" );
+  CheckEnumerationProperty< StencilOperation::Type >( renderer, Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::KEEP, StencilOperation::REPLACE, StencilOperation::INCREMENT, "INCREMENT" );
+  CheckEnumerationProperty< StencilOperation::Type >( renderer, Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::KEEP, StencilOperation::REPLACE, StencilOperation::INCREMENT, "INCREMENT" );
+
+  END_TEST;
+}
+
+Renderer RendererTestFixture( TestApplication& application )
+{
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.AddRenderer( renderer );
+  actor.SetSize( 400.0f, 400.0f );
+  Stage stage = Stage::GetCurrent();
+  stage.GetRootLayer().SetBehavior( Layer::LAYER_3D );
+  stage.Add( actor );
+
+  return renderer;
+}
+
+int UtcDaliRendererSetDepthTestMode(void)
+{
+  TestApplication application;
+  tet_infoline("Test setting the DepthTestMode");
+
+  Renderer renderer = RendererTestFixture( application );
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace( true );
+  TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+
+  glEnableDisableStack.Reset();
+  application.SendNotification();
+  application.Render();
+
+  // Check depth-test is enabled by default.
+  DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetDepthTestString() ) );
+  DALI_TEST_CHECK( !glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
+
+  // Turn off depth-testing. We want to check if the depth buffer has been disabled, so we need to turn off depth-write as well for this case.
+  renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::OFF );
+  renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF );
+
+  glEnableDisableStack.Reset();
+  application.SendNotification();
+  application.Render();
+
+  // Check the depth buffer was disabled.
+  DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
+
+  // Turn on automatic mode depth-testing.
+  // Layer behavior is currently set to LAYER_3D so AUTO should enable depth-testing.
+  renderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::AUTO );
+
+  glEnableDisableStack.Reset();
+  application.SendNotification();
+  application.Render();
+
+  // Check depth-test is now enabled.
+  DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetDepthTestString() ) );
+  DALI_TEST_CHECK( !glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
+
+  // Change the layer behavior to LAYER_2D.
+  // Note this will also disable depth testing for the layer by default, we test this first.
+  Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_2D );
+
+  glEnableDisableStack.Reset();
+  application.SendNotification();
+  application.Render();
+
+  // Check depth-test is disabled.
+  DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
+
+  // Turn the layer depth-test flag back on, and confirm that depth testing is now on.
+  Stage::GetCurrent().GetRootLayer().SetDepthTestDisabled( false );
+
+  glEnableDisableStack.Reset();
+  application.SendNotification();
+  application.Render();
+
+  // Check depth-test is *still* disabled.
+  DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetDepthTestString() ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetDepthWriteMode(void)
+{
+  TestApplication application;
+  tet_infoline("Test setting the DepthWriteMode");
+
+  Renderer renderer = RendererTestFixture( application );
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+
+  application.SendNotification();
+  application.Render();
+
+  // Check the default depth-write status first.
+  DALI_TEST_CHECK( glAbstraction.GetLastDepthMask() );
+
+  // Turn off depth-writing.
+  renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::OFF );
+
+  application.SendNotification();
+  application.Render();
+
+  // Check depth-write is now disabled.
+  DALI_TEST_CHECK( !glAbstraction.GetLastDepthMask() );
+
+  // Test the AUTO mode for depth-writing.
+  // As our renderer is opaque, depth-testing should be enabled.
+  renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::AUTO );
+
+  application.SendNotification();
+  application.Render();
+
+  // Check depth-write is now enabled.
+  DALI_TEST_CHECK( glAbstraction.GetLastDepthMask() );
+
+  // Now make the renderer be treated as translucent by enabling blending.
+  // The AUTO depth-write mode should turn depth-write off in this scenario.
+  renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+
+  application.SendNotification();
+  application.Render();
+
+  // Check depth-write is now disabled.
+  DALI_TEST_CHECK( !glAbstraction.GetLastDepthMask() );
+
+  END_TEST;
+}
+
+int UtcDaliRendererCheckStencilDefaults(void)
+{
+  TestApplication application;
+  tet_infoline("Test the stencil defaults");
+
+  Renderer renderer = RendererTestFixture( application );
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace( true );
+  glAbstraction.EnableStencilFunctionCallTrace( true );
+  TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+  TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+
+  // Check the defaults:
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION ).Get<int>() ), static_cast<int>( StencilFunction::ALWAYS ), TEST_LOCATION );
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION_MASK ).Get<int>() ), 0xFF, TEST_LOCATION );
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE ).Get<int>() ), 0x00, TEST_LOCATION );
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_MASK ).Get<int>() ), 0xFF, TEST_LOCATION );
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_OPERATION_ON_FAIL ).Get<int>() ), static_cast<int>( StencilOperation::KEEP ), TEST_LOCATION );
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL ).Get<int>() ), static_cast<int>( StencilOperation::KEEP ), TEST_LOCATION );
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS ).Get<int>() ), static_cast<int>( StencilOperation::KEEP ), TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetRenderModeToUseStencilBuffer(void)
+{
+  TestApplication application;
+  tet_infoline("Test setting the RenderMode to use the stencil buffer");
+
+  Renderer renderer = RendererTestFixture( application );
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace( true );
+  glAbstraction.EnableStencilFunctionCallTrace( true );
+  TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+  TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+
+  // Set the StencilFunction to something other than the default, to confirm it is set as a property,
+  // but NO GL call has been made while the RenderMode is set to not use the stencil buffer.
+  renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::NONE );
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+
+  renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, StencilFunction::NEVER );
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION ).Get<int>() ), static_cast<int>( StencilFunction::NEVER ), TEST_LOCATION );
+
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+  std::string methodString( "StencilFunc" );
+  DALI_TEST_CHECK( !glStencilFunctionStack.FindMethod( methodString ) );
+
+  // Test the other RenderModes that will not enable the stencil buffer.
+  renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::AUTO );
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+  DALI_TEST_CHECK( !glStencilFunctionStack.FindMethod( methodString ) );
+
+  renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+  DALI_TEST_CHECK( !glStencilFunctionStack.FindMethod( methodString ) );
+
+  // Now set the RenderMode to modes that will use the stencil buffer, and check the StencilFunction has changed.
+  renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::STENCIL );
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+
+  DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetStencilTestString() ) );
+  DALI_TEST_CHECK( glStencilFunctionStack.FindMethod( methodString ) );
+
+  // Test the COLOR_STENCIL RenderMode as it also enables the stencil buffer.
+  // First set a mode to turn off the stencil buffer, so the enable is required.
+  renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+  renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR_STENCIL );
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+
+  DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetStencilTestString() ) );
+  DALI_TEST_CHECK( glStencilFunctionStack.FindMethod( methodString ) );
+
+  END_TEST;
+}
+
+// Helper function for the SetRenderModeToUseColorBuffer test.
+void CheckRenderModeColorMask( TestApplication& application, Renderer& renderer, RenderMode::Type renderMode, bool expectedValue )
+{
+  // Set the RenderMode property to a value that should not allow color buffer writes.
+  renderer.SetProperty( Renderer::Property::RENDER_MODE, renderMode );
+  application.SendNotification();
+  application.Render();
+
+  // Check if ColorMask has been called, and that the values are correct.
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  const TestGlAbstraction::ColorMaskParams& colorMaskParams( glAbstraction.GetColorMaskParams() );
+
+  DALI_TEST_EQUALS<bool>( colorMaskParams.red,   expectedValue, TEST_LOCATION );
+  DALI_TEST_EQUALS<bool>( colorMaskParams.green, expectedValue, TEST_LOCATION );
+  DALI_TEST_EQUALS<bool>( colorMaskParams.blue,  expectedValue, TEST_LOCATION );
+  DALI_TEST_EQUALS<bool>( colorMaskParams.alpha, expectedValue, TEST_LOCATION );
+}
+
+int UtcDaliRendererSetRenderModeToUseColorBuffer(void)
+{
+  TestApplication application;
+  tet_infoline("Test setting the RenderMode to use the color buffer");
+
+  Renderer renderer = RendererTestFixture( application );
+
+  // Set the RenderMode property to a value that should not allow color buffer writes.
+  // Then check if ColorMask has been called, and that the values are correct.
+  CheckRenderModeColorMask( application, renderer, RenderMode::AUTO, true );
+  CheckRenderModeColorMask( application, renderer, RenderMode::NONE, false );
+  CheckRenderModeColorMask( application, renderer, RenderMode::COLOR, true );
+  CheckRenderModeColorMask( application, renderer, RenderMode::STENCIL, false );
+  CheckRenderModeColorMask( application, renderer, RenderMode::COLOR_STENCIL, true );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetStencilFunction(void)
+{
+  TestApplication application;
+  tet_infoline("Test setting the StencilFunction");
+
+  Renderer renderer = RendererTestFixture( application );
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace( true );
+  glAbstraction.EnableStencilFunctionCallTrace( true );
+  TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+  TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+
+  // RenderMode must use the stencil for StencilFunction to operate.
+  renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::STENCIL );
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+
+  /*
+   * Lookup table for testing StencilFunction.
+   * Note: This MUST be in the same order as the Dali::StencilFunction enum.
+   */
+  const int StencilFunctionLookupTable[] = {
+      GL_NEVER,
+      GL_LESS,
+      GL_EQUAL,
+      GL_LEQUAL,
+      GL_GREATER,
+      GL_NOTEQUAL,
+      GL_GEQUAL,
+      GL_ALWAYS
+  }; const int StencilFunctionLookupTableCount = sizeof( StencilFunctionLookupTable ) / sizeof( StencilFunctionLookupTable[0] );
+
+  /*
+   * Loop through all types of StencilFunction, checking:
+   *  - The value is cached (set in event thread side)
+   *  - Causes "glStencilFunc" to be called
+   *  - Checks the correct parameters to "glStencilFunc" were used
+   */
+  std::string nonChangingParameters = "0, 255";
+  std::string methodString( "StencilFunc" );
+  for( int i = 0; i < StencilFunctionLookupTableCount; ++i )
+  {
+    // Set the property.
+    renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, static_cast<Dali::StencilFunction::Type>( i ) );
+
+    // Check GetProperty returns the same value.
+    DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION ).Get<int>() ), i, TEST_LOCATION );
+
+    // Reset the trace debug.
+    ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+
+    // Check the function is called and the parameters are correct.
+    std::stringstream parameterStream;
+    parameterStream << StencilFunctionLookupTable[ i ] << ", " << nonChangingParameters;
+
+    DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterStream.str() ) );
+  }
+
+  // Change the Function Reference only and check the behavior is correct:
+  // 170 is 0xaa in hex / 10101010 in binary (every other bit set).
+  int testValueReference = 170;
+  renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE, testValueReference );
+
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE ).Get<int>() ), testValueReference, TEST_LOCATION );
+
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+
+  std::stringstream parameterStream;
+  parameterStream << StencilFunctionLookupTable[ StencilOperation::DECREMENT_WRAP ] << ", " << testValueReference << ", 255";
+
+  DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterStream.str() ) );
+
+
+  // Change the Function Mask only and check the behavior is correct:
+  // 85 is 0x55 in hex / 01010101 in binary (every other bit set).
+  int testValueMask = 85;
+  renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION_MASK, testValueMask );
+
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_FUNCTION_MASK ).Get<int>() ), testValueMask, TEST_LOCATION );
+
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+
+  // Clear the stringstream.
+  parameterStream.str( std::string() );
+  parameterStream << StencilFunctionLookupTable[ StencilOperation::DECREMENT_WRAP ] << ", " << testValueReference << ", " << testValueMask;
+
+  DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterStream.str() ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetStencilOperation(void)
+{
+  TestApplication application;
+  tet_infoline("Test setting the StencilOperation");
+
+  Renderer renderer = RendererTestFixture( application );
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace( true );
+  glAbstraction.EnableStencilFunctionCallTrace( true );
+  TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+  TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+
+  // RenderMode must use the stencil for StencilOperation to operate.
+  renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::STENCIL );
+
+  /*
+   * Lookup table for testing StencilOperation.
+   * Note: This MUST be in the same order as the Dali::StencilOperation enum.
+   */
+  const int StencilOperationLookupTable[] = {
+    GL_ZERO,
+    GL_KEEP,
+    GL_REPLACE,
+    GL_INCR,
+    GL_DECR,
+    GL_INVERT,
+    GL_INCR_WRAP,
+    GL_DECR_WRAP
+  }; const int StencilOperationLookupTableCount = sizeof( StencilOperationLookupTable ) / sizeof( StencilOperationLookupTable[0] );
+
+  // Set all 3 StencilOperation properties to a default.
+  renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::ZERO );
+  renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::ZERO );
+  renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::ZERO );
+
+  // Set our expected parameter list to the equivalent result.
+  int parameters[] = { StencilOperationLookupTable[ StencilOperation::ZERO ], StencilOperationLookupTable[ StencilOperation::ZERO ], StencilOperationLookupTable[ StencilOperation::ZERO ] };
+
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+
+  /*
+   * Loop through all types of StencilOperation, checking:
+   *  - The value is cached (set in event thread side)
+   *  - Causes "glStencilFunc" to be called
+   *  - Checks the correct parameters to "glStencilFunc" were used
+   *  - Checks the above for all 3 parameter placements of StencilOperation ( OnFail, OnZFail, OnPass )
+   */
+  int stencilOperationPropertyKeys[] = { Renderer::Property::STENCIL_OPERATION_ON_FAIL, Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, Renderer::Property::STENCIL_OPERATION_ON_Z_PASS };
+  std::string methodString( "StencilOp" );
+
+  for( int parameterIndex = 0; parameterIndex < 3; ++parameterIndex )
+  {
+    for( int i = 0; i < StencilOperationLookupTableCount; ++i )
+    {
+      // Set the property (outer loop causes all 3 different properties to be set separately).
+      renderer.SetProperty( stencilOperationPropertyKeys[ parameterIndex ], static_cast<Dali::StencilFunction::Type>( i ) );
+
+      // Check GetProperty returns the same value.
+      DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( stencilOperationPropertyKeys[ parameterIndex ] ).Get<int>() ), i, TEST_LOCATION );
+
+      // Reset the trace debug.
+      ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+
+      // Check the function is called and the parameters are correct.
+      // Set the expected parameter value at its correct index (only)
+      parameters[ parameterIndex ] = StencilOperationLookupTable[ i ];
+
+      // Build the parameter list.
+      std::stringstream parameterStream;
+      for( int parameterBuild = 0; parameterBuild < 3; ++parameterBuild )
+      {
+        parameterStream << parameters[ parameterBuild ];
+        // Comma-separate the parameters.
+        if( parameterBuild < 2 )
+        {
+          parameterStream << ", ";
+        }
+      }
+
+      // Check the function was called and the parameters were correct.
+      DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterStream.str() ) );
+    }
+  }
+
+  END_TEST;
+}
+
+int UtcDaliRendererSetStencilMask(void)
+{
+  TestApplication application;
+  tet_infoline("Test setting the StencilMask");
+
+  Renderer renderer = RendererTestFixture( application );
+  TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+  glAbstraction.EnableEnableDisableCallTrace( true );
+  glAbstraction.EnableStencilFunctionCallTrace( true );
+  TraceCallStack& glEnableDisableStack = glAbstraction.GetEnableDisableTrace();
+  TraceCallStack& glStencilFunctionStack = glAbstraction.GetStencilFunctionTrace();
+
+  // RenderMode must use the stencil for StencilMask to operate.
+  renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::STENCIL );
+
+  // Set the StencilMask property to a value.
+  renderer.SetProperty( Renderer::Property::STENCIL_MASK, 0x00 );
+
+  // Check GetProperty returns the same value.
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_MASK ).Get<int>() ), 0x00, TEST_LOCATION );
+
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+
+  std::string methodString( "StencilMask" );
+  std::string parameterString = "0";
+
+  // Check the function was called and the parameters were correct.
+  DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterString ) );
+
+  // Set the StencilMask property to another value to ensure it has changed.
+  renderer.SetProperty( Renderer::Property::STENCIL_MASK, 0xFF );
+
+  // Check GetProperty returns the same value.
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_MASK ).Get<int>() ), 0xFF, TEST_LOCATION );
+
+  ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
+
+  parameterString = "255";
+
+  // Check the function was called and the parameters were correct.
+  DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterString ) );
+
+  END_TEST;
+}
+
+int UtcDaliRendererWrongNumberOfTextures(void)
+{
+  TestApplication application;
+  tet_infoline("Test renderer does render even if number of textures is different than active samplers in the shader");
+
+  //Create a TextureSet with 4 textures (One more texture in the texture set than active samplers)
+  //@note Shaders in the test suit have 3 active samplers. See TestGlAbstraction::GetActiveUniform()
+  Texture texture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 64u, 64u );
+  TextureSet textureSet = CreateTextureSet();
+  textureSet.SetTexture(0, texture );
+  textureSet.SetTexture(1, texture );
+  textureSet.SetTexture(2, texture );
+  textureSet.SetTexture(3, texture );
+  Shader shader = Shader::New("VertexSource", "FragmentSource");
+  Geometry geometry = CreateQuadGeometry();
+  Renderer renderer = Renderer::New( geometry, shader );
+  renderer.SetTextures( textureSet );
+
+  Actor actor= Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetPosition(0.0f,0.0f);
+  actor.SetSize(100, 100);
+  Stage::GetCurrent().Add(actor);
+
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  TraceCallStack& drawTrace = gl.GetDrawTrace();
+  drawTrace.Reset();
+  drawTrace.Enable(true);
+
+  application.SendNotification();
+  application.Render(0);
+
+  //Test we do the drawcall when TextureSet has more textures than there are active samplers in the shader
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION );
+
+  //Create a TextureSet with 1 texture (two more active samplers than texture in the texture set)
+  //@note Shaders in the test suit have 3 active samplers. See TestGlAbstraction::GetActiveUniform()
+  textureSet = CreateTextureSet();
+  renderer.SetTextures( textureSet );
+  textureSet.SetTexture(0, texture );
+  drawTrace.Reset();
+  application.SendNotification();
+  application.Render(0);
+
+  //Test we do the drawcall when TextureSet has less textures than there are active samplers in the shader.
+  DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION );
+
+  END_TEST;
+}