Remove deprecated APIs in Tizen 3.0
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Renderer.cpp
index 7028a79..9f05435 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 
 // EXTERNAL INCLUDES
 #include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
 
 #include <dali/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>
 
@@ -89,7 +89,6 @@ void renderer_test_cleanup(void)
   test_return_value = TET_PASS;
 }
 
-
 int UtcDaliRendererNew01(void)
 {
   TestApplication application;
@@ -164,6 +163,83 @@ int UtcDaliRendererDownCast02(void)
   END_TEST;
 }
 
+// using a template to auto deduce the parameter types
+template< typename P1, typename P2, typename P3, typename P4, typename P5, typename P6, typename P7, typename P8>
+void TEST_RENDERER_PROPERTY( P1 renderer, P2 stringName, P3 type, P4 isWriteable, P5 isAnimateable, P6 isConstraintInput, P7 enumName, P8 LOCATION )
+{
+  DALI_TEST_EQUALS( renderer.GetPropertyName( enumName ), stringName, LOCATION );
+  DALI_TEST_EQUALS( renderer.GetPropertyIndex( stringName ), static_cast<Property::Index>(enumName), LOCATION );
+  DALI_TEST_EQUALS( renderer.GetPropertyType( enumName ), type, LOCATION );
+  DALI_TEST_EQUALS( renderer.IsPropertyWritable( enumName ), isWriteable, LOCATION );
+  DALI_TEST_EQUALS( renderer.IsPropertyAnimatable( enumName ), isAnimateable, LOCATION );
+  DALI_TEST_EQUALS( renderer.IsPropertyAConstraintInput( enumName ), isConstraintInput, LOCATION );
+}
+
+int UtcDaliRendererDefaultProperties(void)
+{
+  TestApplication application;
+/* from renderer-impl.cpp
+  DALI_PROPERTY( "depthIndex",                      INTEGER,   true, false,  false, Dali::Renderer::Property::DEPTH_INDEX )
+  DALI_PROPERTY( "faceCullingMode",                 INTEGER,   true, false,  false, Dali::Renderer::Property::FACE_CULLING_MODE )
+  DALI_PROPERTY( "blendMode",                       INTEGER,   true, false,  false, Dali::Renderer::Property::BLEND_MODE )
+  DALI_PROPERTY( "blendEquationRgb",                INTEGER,   true, false,  false, Dali::Renderer::Property::BLEND_EQUATION_RGB )
+  DALI_PROPERTY( "blendEquationAlpha",              INTEGER,   true, false,  false, Dali::Renderer::Property::BLEND_EQUATION_ALPHA )
+  DALI_PROPERTY( "blendFactorSrcRgb",               INTEGER,   true, false,  false, Dali::Renderer::Property::BLEND_FACTOR_SRC_RGB )
+  DALI_PROPERTY( "blendFactorDestRgb",              INTEGER,   true, false,  false, Dali::Renderer::Property::BLEND_FACTOR_DEST_RGB )
+  DALI_PROPERTY( "blendFactorSrcAlpha",             INTEGER,   true, false,  false, Dali::Renderer::Property::BLEND_FACTOR_SRC_ALPHA )
+  DALI_PROPERTY( "blendFactorDestAlpha",            INTEGER,   true, false,  false, Dali::Renderer::Property::BLEND_FACTOR_DEST_ALPHA )
+  DALI_PROPERTY( "blendColor",                      VECTOR4,   true, false,  false, Dali::Renderer::Property::BLEND_COLOR )
+  DALI_PROPERTY( "blendPreMultipliedAlpha",         BOOLEAN,   true, false,  false, Dali::Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA )
+  DALI_PROPERTY( "indexRangeFirst",                 INTEGER,   true, false,  false, Dali::Renderer::Property::INDEX_RANGE_FIRST )
+  DALI_PROPERTY( "indexRangeCount",                 INTEGER,   true, false,  false, Dali::Renderer::Property::INDEX_RANGE_COUNT )
+  DALI_PROPERTY( "depthWriteMode",                  INTEGER,   true, false,  false, Dali::Renderer::Property::DEPTH_WRITE_MODE )
+  DALI_PROPERTY( "depthFunction",                   INTEGER,   true, false,  false, Dali::Renderer::Property::DEPTH_FUNCTION )
+  DALI_PROPERTY( "depthTestMode",                   INTEGER,   true, false,  false, Dali::Renderer::Property::DEPTH_TEST_MODE )
+  DALI_PROPERTY( "renderMode",                      INTEGER,   true, false,  false, Dali::Renderer::Property::RENDER_MODE )
+  DALI_PROPERTY( "stencilFunction",                 INTEGER,   true, false,  false, Dali::Renderer::Property::STENCIL_FUNCTION )
+  DALI_PROPERTY( "stencilFunctionMask",             INTEGER,   true, false,  false, Dali::Renderer::Property::STENCIL_FUNCTION_MASK )
+  DALI_PROPERTY( "stencilFunctionReference",        INTEGER,   true, false,  false, Dali::Renderer::Property::STENCIL_FUNCTION_REFERENCE )
+  DALI_PROPERTY( "stencilMask",                     INTEGER,   true, false,  false, Dali::Renderer::Property::STENCIL_MASK )
+  DALI_PROPERTY( "stencilOperationOnFail",          INTEGER,   true, false,  false, Dali::Renderer::Property::STENCIL_OPERATION_ON_FAIL )
+  DALI_PROPERTY( "stencilOperationOnZFail",         INTEGER,   true, false,  false, Dali::Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL )
+  DALI_PROPERTY( "stencilOperationOnZPass",         INTEGER,   true, false,  false, Dali::Renderer::Property::STENCIL_OPERATION_ON_Z_PASS )
+  DALI_PROPERTY( "opacity",                         FLOAT,     true, true,   true,  Dali::DevelRenderer::Property::OPACITY )
+*/
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New(geometry, shader);
+  DALI_TEST_EQUALS( renderer.GetPropertyCount(), 25, TEST_LOCATION );
+
+  TEST_RENDERER_PROPERTY( renderer, "depthIndex",              Property::INTEGER, true, false, false, Renderer::Property::DEPTH_INDEX, TEST_LOCATION );
+  TEST_RENDERER_PROPERTY( renderer, "faceCullingMode",         Property::INTEGER, true, false, false, Renderer::Property::FACE_CULLING_MODE, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "blendMode",               Property::INTEGER, true, false, false, Renderer::Property::BLEND_MODE, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "blendEquationRgb",        Property::INTEGER, true, false, false, Renderer::Property::BLEND_EQUATION_RGB, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "blendEquationAlpha",      Property::INTEGER, true, false, false, Renderer::Property::BLEND_EQUATION_ALPHA, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "blendFactorSrcRgb",       Property::INTEGER, true, false, false, Renderer::Property::BLEND_FACTOR_SRC_RGB, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "blendFactorDestRgb",      Property::INTEGER, true, false, false, Renderer::Property::BLEND_FACTOR_DEST_RGB, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "blendFactorSrcAlpha",     Property::INTEGER, true, false, false, Renderer::Property::BLEND_FACTOR_SRC_ALPHA, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "blendFactorDestAlpha",    Property::INTEGER, true, false, false, Renderer::Property::BLEND_FACTOR_DEST_ALPHA, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "blendColor",              Property::VECTOR4, true, false, false, Renderer::Property::BLEND_COLOR, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "blendPreMultipliedAlpha", Property::BOOLEAN, true, false, false, Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "indexRangeFirst",         Property::INTEGER, true, false, false, Renderer::Property::INDEX_RANGE_FIRST, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "indexRangeCount",         Property::INTEGER, true, false, false, Renderer::Property::INDEX_RANGE_COUNT, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "depthWriteMode",          Property::INTEGER, true, false, false, Renderer::Property::DEPTH_WRITE_MODE, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "depthFunction",           Property::INTEGER, true, false, false, Renderer::Property::DEPTH_FUNCTION, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "depthTestMode",           Property::INTEGER, true, false, false, Renderer::Property::DEPTH_TEST_MODE, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "renderMode",              Property::INTEGER, true, false, false, Renderer::Property::RENDER_MODE, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "stencilFunction",         Property::INTEGER, true, false, false, Renderer::Property::STENCIL_FUNCTION, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "stencilFunctionMask",     Property::INTEGER, true, false, false, Renderer::Property::STENCIL_FUNCTION_MASK, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "stencilFunctionReference",Property::INTEGER, true, false, false, Renderer::Property::STENCIL_FUNCTION_REFERENCE, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "stencilMask",             Property::INTEGER, true, false, false, Renderer::Property::STENCIL_MASK, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "stencilOperationOnFail",  Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_FAIL, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "stencilOperationOnZFail", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "stencilOperationOnZPass", Property::INTEGER, true, false, false, Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, TEST_LOCATION  );
+  TEST_RENDERER_PROPERTY( renderer, "opacity",                 Property::FLOAT,   true, true,  true,  DevelRenderer::Property::OPACITY, TEST_LOCATION  );
+
+  END_TEST;
+}
+
 int UtcDaliRendererSetGetGeometry(void)
 {
   TestApplication application;
@@ -260,15 +336,21 @@ int UtcDaliRendererSetGetDepthIndex(void)
 
   renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 1 );
 
+  DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 1, TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetCurrentProperty<int>(Renderer::Property::DEPTH_INDEX), 0, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 1, TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetCurrentProperty<int>(Renderer::Property::DEPTH_INDEX), 1, TEST_LOCATION );
 
   renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 10 );
 
+  DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 10, TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetCurrentProperty<int>(Renderer::Property::DEPTH_INDEX), 1, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX), 10, TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetCurrentProperty<int>(Renderer::Property::DEPTH_INDEX), 10, TEST_LOCATION );
 
   END_TEST;
 }
@@ -551,6 +633,41 @@ int UtcDaliRendererSetBlendMode01(void)
   END_TEST;
 }
 
+int UtcDaliRendererSetBlendMode01b(void)
+{
+  TestApplication application;
+
+  tet_infoline("Test setting the blend mode to on with an transparent color renders with blending enabled");
+
+  Geometry geometry = CreateQuadGeometry();
+  Shader shader = CreateShader();
+  Renderer renderer = Renderer::New( geometry, shader );
+
+  Actor actor = Actor::New();
+  actor.SetOpacity( 0.0f );
+  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);
+  glAbstraction.EnableDrawCallTrace( true );
+
+  application.SendNotification();
+  application.Render();
+
+  TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+  std::ostringstream blendStr;
+  blendStr << GL_BLEND;
+  DALI_TEST_CHECK( !glEnableStack.FindMethod( "Enable" ) );
+
+  DALI_TEST_CHECK( !glAbstraction.GetDrawTrace().FindMethod( "DrawElements" ) );
+
+  END_TEST;
+}
+
 int UtcDaliRendererSetBlendMode02(void)
 {
   TestApplication application;
@@ -857,13 +974,23 @@ int UtcDaliRendererSetBlendColor(void)
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
 
   renderer.SetProperty( Renderer::Property::BLEND_COLOR, Color::TRANSPARENT );
+
   application.SendNotification();
   application.Render();
+
+  DALI_TEST_EQUALS( renderer.GetProperty< Vector4 >(Renderer::Property::BLEND_COLOR), Color::TRANSPARENT, TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >(Renderer::Property::BLEND_COLOR), Color::TRANSPARENT, TEST_LOCATION );
   DALI_TEST_EQUALS( glAbstraction.GetLastBlendColor(), Color::TRANSPARENT, TEST_LOCATION );
 
   renderer.SetProperty( Renderer::Property::BLEND_COLOR, Color::MAGENTA );
+
+  DALI_TEST_EQUALS( renderer.GetProperty< Vector4 >(Renderer::Property::BLEND_COLOR), Color::MAGENTA, TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >(Renderer::Property::BLEND_COLOR), Color::TRANSPARENT, TEST_LOCATION );
+
   application.SendNotification();
   application.Render();
+
+  DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >(Renderer::Property::BLEND_COLOR), Color::MAGENTA, TEST_LOCATION );
   DALI_TEST_EQUALS( glAbstraction.GetLastBlendColor(), Color::MAGENTA, TEST_LOCATION );
 
   Vector4 color( 0.1f, 0.2f, 0.3f, 0.4f );
@@ -940,7 +1067,8 @@ int UtcDaliRendererPreMultipledAlpha(void)
   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);
+  // Enable pre-multiplied alpha
+  renderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true );
 
   application.SendNotification();
   application.Render();
@@ -949,6 +1077,10 @@ int UtcDaliRendererPreMultipledAlpha(void)
   DALI_TEST_CHECK( value.Get( preMultipliedAlpha ) );
   DALI_TEST_CHECK( preMultipliedAlpha );
 
+  value = renderer.GetCurrentProperty( 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 );
@@ -957,11 +1089,38 @@ int UtcDaliRendererPreMultipledAlpha(void)
   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_EQUALS( (int)BlendFactor::ONE_MINUS_SRC_ALPHA, 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 );
 
+  // Disable pre-multiplied alpha again
+  renderer.SetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, false );
+
+  application.SendNotification();
+  application.Render();
+
+  value = renderer.GetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
+  DALI_TEST_CHECK( value.Get( preMultipliedAlpha ) );
+  DALI_TEST_CHECK( !preMultipliedAlpha );
+
+  value = renderer.GetCurrentProperty( 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::SRC_ALPHA,           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_MINUS_SRC_ALPHA, destFactorAlpha, TEST_LOCATION );
+
+  DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue, Vector4( 1.0f, 0.0f, 1.0f, 0.5f ), TEST_LOCATION );
+
   END_TEST;
 }
 
@@ -994,15 +1153,15 @@ int UtcDaliRendererConstraint01(void)
   application.Render(0);
 
   // Expect no blue component in either buffer - yellow
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( renderer, colorIndex ), Color::YELLOW, TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >( colorIndex ), Color::YELLOW, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( renderer, colorIndex ), Color::YELLOW, TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >( 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 );
+  DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >( colorIndex ), Color::WHITE, TEST_LOCATION );
 
   END_TEST;
 }
@@ -1093,11 +1252,11 @@ int UtcDaliRendererAnimatedProperty01(void)
   application.SendNotification();
   application.Render(500);
 
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( renderer, colorIndex ), Color::WHITE * 0.5f, TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >( colorIndex ), Color::WHITE * 0.5f, TEST_LOCATION );
 
   application.Render(500);
 
-  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( renderer, colorIndex ), Color::TRANSPARENT, TEST_LOCATION );
+  DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector4 >( colorIndex ), Color::TRANSPARENT, TEST_LOCATION );
 
   END_TEST;
 }
@@ -1403,6 +1562,33 @@ int UtcDaliRendererUniformMapMultipleUniforms02(void)
   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 actor = Actor::New();
+  actor.SetAnchorPoint(AnchorPoint::CENTER);
+  actor.SetParentOrigin(AnchorPoint::CENTER);
+  actor.SetPosition(0.0f,0.0f);
+  actor.SetSize(100, 100);
+  parent.Add(actor);
+  actor.SetProperty( Dali::DevelActor::Property::SIBLING_ORDER, siblingOrder );
+  DALI_TEST_EQUALS( actor.GetProperty<int>( Dali::DevelActor::Property::SIBLING_ORDER), siblingOrder, TEST_INNER_LOCATION(location) );
+
+  return actor;
+}
+
 int UtcDaliRendererRenderOrder2DLayer(void)
 {
   TestApplication application;
@@ -1411,59 +1597,20 @@ int UtcDaliRendererRenderOrder2DLayer(void)
   Shader shader = Shader::New("VertexSource", "FragmentSource");
   Geometry geometry = CreateQuadGeometry();
 
-  Actor actor0 = Actor::New();
-  actor0.SetAnchorPoint(AnchorPoint::CENTER);
-  actor0.SetParentOrigin(AnchorPoint::CENTER);
-  actor0.SetPosition(0.0f,0.0f);
-  Image image0 = BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet0 = CreateTextureSet( image0 );
-  Renderer renderer0 = Renderer::New( geometry, shader );
-  renderer0.SetTextures( textureSet0 );
-  actor0.AddRenderer(renderer0);
-  actor0.SetSize(1, 1);
-  Stage::GetCurrent().Add(actor0);
-  application.SendNotification();
-  application.Render(0);
+  Actor root = Stage::GetCurrent().GetRootLayer();
 
-  Actor actor1 = Actor::New();
-  actor1.SetAnchorPoint(AnchorPoint::CENTER);
-  actor1.SetParentOrigin(AnchorPoint::CENTER);
-  actor1.SetPosition(0.0f,0.0f);
-  Image image1= BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet1 = CreateTextureSet( image1 );
-  Renderer renderer1 = Renderer::New( geometry, shader );
-  renderer1.SetTextures( textureSet1 );
-  actor1.AddRenderer(renderer1);
-  actor1.SetSize(1, 1);
-  Stage::GetCurrent().Add(actor1);
-  application.SendNotification();
-  application.Render(0);
+  Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
+  Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 0 );
 
-  Actor actor2 = Actor::New();
-  actor2.SetAnchorPoint(AnchorPoint::CENTER);
-  actor2.SetParentOrigin(AnchorPoint::CENTER);
-  actor2.SetPosition(0.0f,0.0f);
-  Image image2= BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet2 = CreateTextureSet( image2 );
-  Renderer renderer2 = Renderer::New( geometry, shader );
-  renderer2.SetTextures( textureSet2 );
-  actor2.AddRenderer(renderer2);
-  actor2.SetSize(1, 1);
-  Stage::GetCurrent().Add(actor2);
-  application.SendNotification();
-  application.Render(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 );
 
-  Actor actor3 = Actor::New();
-  actor3.SetAnchorPoint(AnchorPoint::CENTER);
-  actor3.SetParentOrigin(AnchorPoint::CENTER);
-  actor3.SetPosition(0.0f,0.0f);
-  Image image3 = BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet3 = CreateTextureSet( image3 );
-  Renderer renderer3 = Renderer::New( geometry, shader );
-  renderer3.SetTextures( textureSet3 );
-  actor3.AddRenderer(renderer3);
-  actor3.SetSize(1, 1);
-  Stage::GetCurrent().Add(actor3);
   application.SendNotification();
   application.Render(0);
 
@@ -1542,81 +1689,20 @@ int UtcDaliRendererRenderOrder2DLayerMultipleRenderers(void)
   Shader shader = Shader::New("VertexSource", "FragmentSource");
   Geometry geometry = CreateQuadGeometry();
 
-  Actor actor0 = Actor::New();
-  actor0.SetAnchorPoint(AnchorPoint::CENTER);
-  actor0.SetParentOrigin(AnchorPoint::CENTER);
-  actor0.SetPosition(0.0f,0.0f);
-  actor0.SetSize(1, 1);
-  Stage::GetCurrent().Add(actor0);
-
-  Actor actor1 = Actor::New();
-  actor1.SetAnchorPoint(AnchorPoint::CENTER);
-  actor1.SetParentOrigin(AnchorPoint::CENTER);
-  actor1.SetPosition(0.0f,0.0f);
-  actor1.SetSize(1, 1);
-  actor0.Add(actor1);
-
-  //Renderer0
-  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, 2 );
-  actor0.AddRenderer(renderer0);
-  application.SendNotification();
-  application.Render(0);
-
-  //Renderer1
-  Image image1= BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet1 = CreateTextureSet( image1 );
-  Renderer renderer1 = Renderer::New( geometry, shader );
-  renderer1.SetTextures( textureSet1 );
-  renderer1.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
-  actor0.AddRenderer(renderer1);
-  application.SendNotification();
-  application.Render(0);
-
-  //Renderer2
-  Image image2= BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet2 = CreateTextureSet( image2 );
-  Renderer renderer2 = Renderer::New( geometry, shader );
-  renderer2.SetTextures( textureSet2 );
-  renderer2.SetProperty( Renderer::Property::DEPTH_INDEX, 1 );
-  actor0.AddRenderer(renderer2);
-  application.SendNotification();
-  application.Render(0);
-
-  //Renderer3
-  Image image3 = BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet3 = CreateTextureSet( image3 );
-  Renderer renderer3 = Renderer::New( geometry, shader );
-  renderer3.SetTextures( textureSet3 );
-  renderer3.SetProperty( Renderer::Property::DEPTH_INDEX, 1 );
-  actor1.AddRenderer(renderer3);
-  application.SendNotification();
-  application.Render(0);
+  Actor root = Stage::GetCurrent().GetRootLayer();
 
-  //Renderer4
-  Image image4= BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet4 = CreateTextureSet( image4 );
-  Renderer renderer4 = Renderer::New( geometry, shader );
-  renderer4.SetTextures( textureSet4 );
-  renderer4.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
-  actor1.AddRenderer(renderer4);
-  application.SendNotification();
-  application.Render(0);
+  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 );
 
-  //Renderer5
-  Image image5= BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet5 = CreateTextureSet( image5 );
-  Renderer renderer5 = Renderer::New( geometry, shader );
-  renderer5.SetTextures( textureSet5 );
-  renderer5.SetProperty( Renderer::Property::DEPTH_INDEX, -1 );
-  actor1.AddRenderer(renderer5);
   application.SendNotification();
   application.Render(0);
 
-
   TestGlAbstraction& gl = application.GetGlAbstraction();
   gl.EnableTextureCallTrace(true);
   application.SendNotification();
@@ -1636,7 +1722,7 @@ int UtcDaliRendererRenderOrder2DLayerMultipleRenderers(void)
   //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
+  //Check that renderer5 has been rendered after renderer2
   DALI_TEST_GREATER( textureBindIndex[5], textureBindIndex[0], TEST_LOCATION );
 
   //Check that renderer0 has been rendered after renderer2
@@ -1648,6 +1734,7 @@ int UtcDaliRendererRenderOrder2DLayerMultipleRenderers(void)
   END_TEST;
 }
 
+
 int UtcDaliRendererRenderOrder2DLayerSiblingOrder(void)
 {
   TestApplication application;
@@ -1667,9 +1754,10 @@ int UtcDaliRendererRenderOrder2DLayerSiblingOrder(void)
    *          /     |     \                /     |     \
    *        /       |       \            /       |       \
    * 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
@@ -1689,92 +1777,20 @@ int UtcDaliRendererRenderOrder2DLayerSiblingOrder(void)
 
   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 );
 
-  Actor actor0 = Actor::New();
-  actor0.SetAnchorPoint(AnchorPoint::CENTER);
-  actor0.SetParentOrigin(AnchorPoint::CENTER);
-  actor0.SetPosition(0.0f,0.0f);
-  actor0.SetSize(1, 1);
-  actor0.SetProperty( Dali::DevelActor::Property::SIBLING_ORDER, 1 );
-  DALI_TEST_EQUALS( actor0.GetProperty<int>( Dali::DevelActor::Property::SIBLING_ORDER), 1, TEST_LOCATION );
-  Stage::GetCurrent().Add(actor0);
-
-  Actor actor1 = Actor::New();
-  actor1.SetAnchorPoint(AnchorPoint::CENTER);
-  actor1.SetParentOrigin(AnchorPoint::CENTER);
-  actor1.SetPosition(0.0f,0.0f);
-  actor1.SetSize(1, 1);
-  DALI_TEST_EQUALS( actor1.GetProperty<int>( Dali::DevelActor::Property::SIBLING_ORDER), 0, TEST_LOCATION );
-  Stage::GetCurrent().Add(actor1);
-
-  Actor actor2 = Actor::New();
-  actor2.SetAnchorPoint(AnchorPoint::CENTER);
-  actor2.SetParentOrigin(AnchorPoint::CENTER);
-  actor2.SetPosition(0.0f,0.0f);
-  actor2.SetSize(1, 1);
-  DALI_TEST_EQUALS( actor1.GetProperty<int>( Dali::DevelActor::Property::SIBLING_ORDER), 0, TEST_LOCATION );
-  actor0.Add(actor2);
-
-  //Renderer0
-  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, 2 );
-  actor0.AddRenderer(renderer0);
-  application.SendNotification();
-  application.Render(0);
-
-  //Renderer1
-  Image image1= BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet1 = CreateTextureSet( image1 );
-  Renderer renderer1 = Renderer::New( geometry, shader );
-  renderer1.SetTextures( textureSet1 );
-  renderer1.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
-  actor0.AddRenderer(renderer1);
-  application.SendNotification();
-  application.Render(0);
-
-  //Renderer2
-  Image image2= BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet2 = CreateTextureSet( image2 );
-  Renderer renderer2 = Renderer::New( geometry, shader );
-  renderer2.SetTextures( textureSet2 );
-  renderer2.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
-  actor1.AddRenderer(renderer2);
-  application.SendNotification();
-  application.Render(0);
-
-  //Renderer3
-  Image image3 = BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet3 = CreateTextureSet( image3 );
-  Renderer renderer3 = Renderer::New( geometry, shader );
-  renderer3.SetTextures( textureSet3 );
-  renderer3.SetProperty( Renderer::Property::DEPTH_INDEX, 1 );
-  actor1.AddRenderer(renderer3);
-  application.SendNotification();
-  application.Render(0);
+  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 );
 
-  //Renderer4
-  Image image4= BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet4 = CreateTextureSet( image4 );
-  Renderer renderer4 = Renderer::New( geometry, shader );
-  renderer4.SetTextures( textureSet4 );
-  renderer4.SetProperty( Renderer::Property::DEPTH_INDEX, 2 );
-  actor1.AddRenderer(renderer4);
   application.SendNotification();
-  application.Render(0);
-
-  //Renderer5
-  Image image5= BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet5 = CreateTextureSet( image5 );
-  Renderer renderer5 = Renderer::New( geometry, shader );
-  renderer5.SetTextures( textureSet5 );
-  renderer5.SetProperty( Renderer::Property::DEPTH_INDEX, -1 );
-  actor2.AddRenderer(renderer5);
-  application.SendNotification();
-  application.Render(0);
-
+  application.Render();
 
   TestGlAbstraction& gl = application.GetGlAbstraction();
   gl.EnableTextureCallTrace(true);
@@ -1796,8 +1812,8 @@ int UtcDaliRendererRenderOrder2DLayerSiblingOrder(void)
   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 - renderer2 - renderer3 - renderer4  - renderer5
+  // 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();
@@ -1813,10 +1829,10 @@ int UtcDaliRendererRenderOrder2DLayerSiblingOrder(void)
 
   DALI_TEST_EQUALS( textureBindIndex[1], 0, TEST_LOCATION );
   DALI_TEST_EQUALS( textureBindIndex[0], 1, TEST_LOCATION );
-  DALI_TEST_EQUALS( textureBindIndex[2], 2, TEST_LOCATION );
-  DALI_TEST_EQUALS( textureBindIndex[3], 3, TEST_LOCATION );
-  DALI_TEST_EQUALS( textureBindIndex[4], 4, TEST_LOCATION );
-  DALI_TEST_EQUALS( textureBindIndex[5], 5, 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;
 }
@@ -1828,79 +1844,7 @@ int UtcDaliRendererRenderOrder2DLayerOverlay(void)
 
   Shader shader = Shader::New("VertexSource", "FragmentSource");
   Geometry geometry = CreateQuadGeometry();
-
-  Actor actor0 = Actor::New();
-  actor0.SetAnchorPoint(AnchorPoint::CENTER);
-  actor0.SetParentOrigin(AnchorPoint::CENTER);
-  Image image0 = BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet0 = CreateTextureSet( image0 );
-  Renderer renderer0 = Renderer::New( geometry, shader );
-  renderer0.SetTextures( textureSet0 );
-  actor0.AddRenderer(renderer0);
-  actor0.SetPosition(0.0f,0.0f);
-  actor0.SetSize(100, 100);
-  Stage::GetCurrent().Add(actor0);
-  actor0.SetDrawMode( DrawMode::OVERLAY_2D );
-  application.SendNotification();
-  application.Render(0);
-
-  Actor actor1 = Actor::New();
-  actor1.SetAnchorPoint(AnchorPoint::CENTER);
-  actor1.SetParentOrigin(AnchorPoint::CENTER);
-  Image image1= BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet1 = CreateTextureSet( image1 );
-  Renderer renderer1 = Renderer::New( geometry, shader );
-  renderer1.SetTextures( textureSet1 );
-  actor1.SetPosition(0.0f,0.0f);
-  actor1.AddRenderer(renderer1);
-  actor1.SetSize(100, 100);
-  Stage::GetCurrent().Add(actor1);
-  actor1.SetDrawMode( DrawMode::OVERLAY_2D );
-  application.SendNotification();
-  application.Render(0);
-
-  Actor actor2 = Actor::New();
-  actor2.SetAnchorPoint(AnchorPoint::CENTER);
-  actor2.SetParentOrigin(AnchorPoint::CENTER);
-  Image image2= BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet2 = CreateTextureSet( image2 );
-  Renderer renderer2 = Renderer::New( geometry, shader );
-  renderer2.SetTextures( textureSet2 );
-  actor2.AddRenderer(renderer2);
-  actor2.SetPosition(0.0f,0.0f);
-  actor2.SetSize(100, 100);
-  Stage::GetCurrent().Add(actor2);
-  application.SendNotification();
-  application.Render(0);
-
-  Actor actor3 = Actor::New();
-  actor3.SetAnchorPoint(AnchorPoint::CENTER);
-  actor3.SetParentOrigin(AnchorPoint::CENTER);
-  Image image3 = BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet3 = CreateTextureSet( image3 );
-  Renderer renderer3 = Renderer::New( geometry, shader );
-  renderer3.SetTextures( textureSet3 );
-  actor3.SetPosition(0.0f,0.0f);
-  actor3.AddRenderer(renderer3);
-  actor3.SetSize(100, 100);
-  Stage::GetCurrent().Add(actor3);
-  actor3.SetDrawMode( DrawMode::OVERLAY_2D );
-  application.SendNotification();
-  application.Render(0);
-
-  Actor actor4 = Actor::New();
-  actor4.SetAnchorPoint(AnchorPoint::CENTER);
-  actor4.SetParentOrigin(AnchorPoint::CENTER);
-  Image image4 = BufferImage::New( 64, 64, Pixel::RGB888 );
-  TextureSet textureSet4 = CreateTextureSet( image4 );
-  Renderer renderer4 = Renderer::New( geometry, shader );
-  renderer4.SetTextures( textureSet4 );
-  actor4.AddRenderer(renderer4);
-  actor4.SetPosition(0.0f,0.0f);
-  actor4.SetSize(100, 100);
-  Stage::GetCurrent().Add(actor4);
-  application.SendNotification();
-  application.Render(0);
+  Actor root = Stage::GetCurrent().GetRootLayer();
 
   /*
    * Create the following hierarchy:
@@ -1922,13 +1866,32 @@ int UtcDaliRendererRenderOrder2DLayerOverlay(void)
    *
    *  Expected rendering order : actor2 - actor4 - actor1 - actor0 - actor3
    */
-  Stage::GetCurrent().Add( actor2 );
+
+  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);
-  application.SendNotification();
-  application.Render(0);
 
   TestGlAbstraction& gl = application.GetGlAbstraction();
   gl.EnableTextureCallTrace(true);
@@ -2033,6 +1996,24 @@ int UtcDaliRendererSetIndexRange(void)
     renderer.SetIndexRange( 0, 5 );
     application.SendNotification();
     application.Render();
+
+    Property::Value value = renderer.GetProperty( Renderer::Property::INDEX_RANGE_FIRST );
+    int convertedValue;
+    DALI_TEST_CHECK( value.Get( convertedValue ) );
+    DALI_TEST_CHECK( convertedValue == 0 );
+
+    value = renderer.GetCurrentProperty( Renderer::Property::INDEX_RANGE_FIRST );
+    DALI_TEST_CHECK( value.Get( convertedValue ) );
+    DALI_TEST_CHECK( convertedValue == 0 );
+
+    value = renderer.GetProperty( Renderer::Property::INDEX_RANGE_COUNT );
+    DALI_TEST_CHECK( value.Get( convertedValue ) );
+    DALI_TEST_CHECK( convertedValue == 5 );
+
+    value = renderer.GetCurrentProperty( Renderer::Property::INDEX_RANGE_COUNT );
+    DALI_TEST_CHECK( value.Get( convertedValue ) );
+    DALI_TEST_CHECK( convertedValue == 5 );
+
     sprintf( buffer, "%u, 5, %u, indices", GL_LINE_LOOP, GL_UNSIGNED_SHORT );
     bool result = gl.GetDrawTrace().FindMethodAndParams( "DrawElements" , buffer );
     DALI_TEST_CHECK( result );
@@ -2231,16 +2212,32 @@ int UtcDaliRendererSetDepthFunction(void)
  *  - Check it was set.
  */
 template< typename T >
-void CheckEnumerationProperty( Renderer& renderer, Property::Index propertyIndex, T initialValue, T firstCheckEnumeration, T secondCheckEnumeration, std::string secondCheckString )
+void CheckEnumerationProperty( TestApplication& application, Renderer& renderer, Property::Index propertyIndex, T initialValue, T firstCheckEnumeration, T secondCheckEnumeration, std::string secondCheckString )
 {
+  application.SendNotification();
+  application.Render();
+
   DALI_TEST_CHECK( renderer.GetProperty<int>( propertyIndex ) == static_cast<int>( initialValue ) );
-  DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< int >( renderer, propertyIndex ) == static_cast<int>( initialValue ) );
+  DALI_TEST_CHECK( renderer.GetCurrentProperty< int >( 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 ) );
+  DALI_TEST_CHECK( renderer.GetCurrentProperty< int >( propertyIndex ) != static_cast<int>( firstCheckEnumeration ) );
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_CHECK( renderer.GetProperty<int>( propertyIndex ) == static_cast<int>( firstCheckEnumeration ) );
+  DALI_TEST_CHECK( renderer.GetCurrentProperty< int >( 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 ) );
+  DALI_TEST_CHECK( renderer.GetCurrentProperty< int >( propertyIndex ) != static_cast<int>( secondCheckEnumeration ) );
+
+  application.SendNotification();
+  application.Render();
+
+  DALI_TEST_CHECK( renderer.GetProperty<int>( propertyIndex ) == static_cast<int>( secondCheckEnumeration ) );
+  DALI_TEST_CHECK( renderer.GetCurrentProperty< int >( propertyIndex ) == static_cast<int>( secondCheckEnumeration ) );
 }
 
 int UtcDaliRendererEnumProperties(void)
@@ -2252,27 +2249,32 @@ int UtcDaliRendererEnumProperties(void)
   Shader shader = CreateShader();
   Renderer renderer = Renderer::New( geometry, shader );
 
+  Actor actor = Actor::New();
+  actor.AddRenderer(renderer);
+  actor.SetSize(400, 400);
+  Stage::GetCurrent().Add(actor);
+
   /*
    * 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" );
+  CheckEnumerationProperty< FaceCullingMode::Type >( application, renderer, Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::NONE, FaceCullingMode::FRONT, FaceCullingMode::BACK, "BACK" );
+  CheckEnumerationProperty< BlendMode::Type >( application, renderer, Renderer::Property::BLEND_MODE, BlendMode::AUTO, BlendMode::OFF, BlendMode::ON, "ON" );
+  CheckEnumerationProperty< BlendEquation::Type >( application, renderer, Renderer::Property::BLEND_EQUATION_RGB, BlendEquation::ADD, BlendEquation::SUBTRACT, BlendEquation::REVERSE_SUBTRACT, "REVERSE_SUBTRACT" );
+  CheckEnumerationProperty< BlendEquation::Type >( application, renderer, Renderer::Property::BLEND_EQUATION_ALPHA, BlendEquation::ADD, BlendEquation::SUBTRACT, BlendEquation::REVERSE_SUBTRACT, "REVERSE_SUBTRACT" );
+  CheckEnumerationProperty< BlendFactor::Type >( application, renderer, Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::SRC_ALPHA, BlendFactor::ONE, BlendFactor::SRC_COLOR, "SRC_COLOR" );
+  CheckEnumerationProperty< BlendFactor::Type >( application, renderer, Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::ONE, BlendFactor::SRC_COLOR, "SRC_COLOR" );
+  CheckEnumerationProperty< BlendFactor::Type >( application, renderer, Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::SRC_COLOR, "SRC_COLOR" );
+  CheckEnumerationProperty< BlendFactor::Type >( application, renderer, Renderer::Property::BLEND_FACTOR_DEST_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendFactor::ONE, BlendFactor::SRC_COLOR, "SRC_COLOR" );
+  CheckEnumerationProperty< DepthWriteMode::Type >( application, renderer, Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::AUTO, DepthWriteMode::OFF, DepthWriteMode::ON, "ON" );
+  CheckEnumerationProperty< DepthFunction::Type >( application, renderer, Renderer::Property::DEPTH_FUNCTION, DepthFunction::LESS, DepthFunction::ALWAYS, DepthFunction::GREATER, "GREATER" );
+  CheckEnumerationProperty< DepthTestMode::Type >( application, renderer, Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::AUTO, DepthTestMode::OFF, DepthTestMode::ON, "ON" );
+  CheckEnumerationProperty< StencilFunction::Type >( application, renderer, Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS, StencilFunction::LESS, StencilFunction::EQUAL, "EQUAL" );
+  CheckEnumerationProperty< RenderMode::Type >( application, renderer, Renderer::Property::RENDER_MODE, RenderMode::AUTO, RenderMode::NONE, RenderMode::STENCIL, "STENCIL" );
+  CheckEnumerationProperty< StencilOperation::Type >( application, renderer, Renderer::Property::STENCIL_OPERATION_ON_FAIL, StencilOperation::KEEP, StencilOperation::REPLACE, StencilOperation::INCREMENT, "INCREMENT" );
+  CheckEnumerationProperty< StencilOperation::Type >( application, renderer, Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::KEEP, StencilOperation::REPLACE, StencilOperation::INCREMENT, "INCREMENT" );
+  CheckEnumerationProperty< StencilOperation::Type >( application, renderer, Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::KEEP, StencilOperation::REPLACE, StencilOperation::INCREMENT, "INCREMENT" );
 
   END_TEST;
 }
@@ -2334,9 +2336,9 @@ int UtcDaliRendererSetDepthTestMode(void)
   DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetDepthTestString() ) );
   DALI_TEST_CHECK( !glEnableDisableStack.FindMethodAndParams( "Disable", GetDepthTestString() ) );
 
-  // Change the layer behavior to LAYER_2D.
+  // Change the layer behavior to LAYER_UI.
   // Note this will also disable depth testing for the layer by default, we test this first.
-  Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_2D );
+  Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_UI );
 
   glEnableDisableStack.Reset();
   application.SendNotification();
@@ -2475,6 +2477,8 @@ int UtcDaliRendererSetRenderModeToUseStencilBuffer(void)
   renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
   ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
   renderer.SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR_STENCIL );
+  // Set a different stencil function as the last one is cached.
+  renderer.SetProperty( Renderer::Property::STENCIL_FUNCTION, StencilFunction::ALWAYS );
   ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
 
   DALI_TEST_CHECK( glEnableDisableStack.FindMethodAndParams( "Enable", GetStencilTestString() ) );
@@ -2585,6 +2589,8 @@ int UtcDaliRendererSetStencilFunction(void)
 
   ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
 
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetCurrentProperty( Renderer::Property::STENCIL_FUNCTION_REFERENCE ).Get<int>() ), testValueReference, TEST_LOCATION );
+
   std::stringstream parameterStream;
   parameterStream << StencilFunctionLookupTable[ StencilOperation::DECREMENT_WRAP ] << ", " << testValueReference << ", 255";
 
@@ -2600,6 +2606,8 @@ int UtcDaliRendererSetStencilFunction(void)
 
   ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
 
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetCurrentProperty( Renderer::Property::STENCIL_FUNCTION_MASK ).Get<int>() ), testValueMask, TEST_LOCATION );
+
   // Clear the stringstream.
   parameterStream.str( std::string() );
   parameterStream << StencilFunctionLookupTable[ StencilOperation::DECREMENT_WRAP ] << ", " << testValueReference << ", " << testValueMask;
@@ -2640,7 +2648,7 @@ int UtcDaliRendererSetStencilOperation(void)
   }; 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_FAIL, StencilOperation::KEEP );
   renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, StencilOperation::ZERO );
   renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, StencilOperation::ZERO );
 
@@ -2656,40 +2664,48 @@ int UtcDaliRendererSetStencilOperation(void)
    *  - 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 )
   {
-    for( int i = 0; i < StencilOperationLookupTableCount; ++i )
+    for( int j = 0; j < StencilOperationLookupTableCount; ++j )
     {
-      // 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 )
+      for( int k = 0; k < StencilOperationLookupTableCount; ++k )
       {
-        parameterStream << parameters[ parameterBuild ];
-        // Comma-separate the parameters.
-        if( parameterBuild < 2 )
+        // Set the property (outer loop causes all 3 different properties to be set separately).
+        renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_FAIL, static_cast<Dali::StencilFunction::Type>( i ) );
+        renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL, static_cast<Dali::StencilFunction::Type>( j ) );
+        renderer.SetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS, static_cast<Dali::StencilFunction::Type>( k ) );
+
+        // Check GetProperty returns the same value.
+        DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_OPERATION_ON_FAIL ).Get<int>() ), i, TEST_LOCATION );
+        DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_FAIL ).Get<int>() ), j, TEST_LOCATION );
+        DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetProperty( Renderer::Property::STENCIL_OPERATION_ON_Z_PASS ).Get<int>() ), k, 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[ 0u ] = StencilOperationLookupTable[ i ];
+        parameters[ 1u ] = StencilOperationLookupTable[ j ];
+        parameters[ 2u ] = StencilOperationLookupTable[ k ];
+
+        // Build the parameter list.
+        std::stringstream parameterStream;
+        for( int parameterBuild = 0; parameterBuild < 3; ++parameterBuild )
         {
-          parameterStream << ", ";
+          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() ) );
+        // Check the function was called and the parameters were correct.
+        DALI_TEST_CHECK( glStencilFunctionStack.FindMethodAndParams( methodString, parameterStream.str() ) );
+      }
     }
   }
 
@@ -2719,6 +2735,8 @@ int UtcDaliRendererSetStencilMask(void)
 
   ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
 
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetCurrentProperty( Renderer::Property::STENCIL_MASK ).Get<int>() ), 0x00, TEST_LOCATION );
+
   std::string methodString( "StencilMask" );
   std::string parameterString = "0";
 
@@ -2733,6 +2751,8 @@ int UtcDaliRendererSetStencilMask(void)
 
   ResetDebugAndFlush( application, glEnableDisableStack, glStencilFunctionStack );
 
+  DALI_TEST_EQUALS<int>( static_cast<int>( renderer.GetCurrentProperty( Renderer::Property::STENCIL_MASK ).Get<int>() ), 0xFF, TEST_LOCATION );
+
   parameterString = "255";
 
   // Check the function was called and the parameters were correct.
@@ -2790,3 +2810,129 @@ int UtcDaliRendererWrongNumberOfTextures(void)
 
   END_TEST;
 }
+
+int UtcDaliRendererOpacity(void)
+{
+  TestApplication application;
+
+  tet_infoline( "Test OPACITY 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, 1.0f ) );
+  Stage::GetCurrent().Add( actor );
+
+  Property::Value value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
+  float opacity;
+  DALI_TEST_CHECK( value.Get( opacity ) );
+  DALI_TEST_EQUALS( opacity, 1.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render();
+
+  Vector4 actualValue;
+  TestGlAbstraction& gl = application.GetGlAbstraction();
+  DALI_TEST_CHECK( gl.GetUniformValue< Vector4 >( "uColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue.a, 1.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+
+  renderer.SetProperty( DevelRenderer::Property::OPACITY, 0.5f );
+
+  application.SendNotification();
+  application.Render();
+
+  value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
+  DALI_TEST_CHECK( value.Get( opacity ) );
+  DALI_TEST_EQUALS( opacity, 0.5f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+
+  value = renderer.GetCurrentProperty( DevelRenderer::Property::OPACITY );
+  DALI_TEST_CHECK( value.Get( opacity ) );
+  DALI_TEST_EQUALS( opacity, 0.5f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+
+  DALI_TEST_CHECK( gl.GetUniformValue< Vector4 >( "uColor", actualValue ) );
+  DALI_TEST_EQUALS( actualValue.a, 0.5f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererOpacityAnimation(void)
+{
+  TestApplication application;
+
+  tet_infoline( "Test OPACITY property animation" );
+
+  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, 1.0f ) );
+  Stage::GetCurrent().Add( actor );
+
+  application.SendNotification();
+  application.Render(0);
+
+  Property::Value value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
+  float opacity;
+  DALI_TEST_CHECK( value.Get( opacity ) );
+  DALI_TEST_EQUALS( opacity, 1.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+
+  Animation animation = Animation::New( 1.0f );
+  animation.AnimateTo( Property( renderer, DevelRenderer::Property::OPACITY ), 0.0f );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 1000 );
+
+  value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
+  DALI_TEST_CHECK( value.Get( opacity ) );
+  DALI_TEST_EQUALS( opacity, 0.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+
+  renderer.SetProperty( DevelRenderer::Property::OPACITY, 0.1f );
+
+  animation.Clear();
+  animation.AnimateBy( Property( renderer, DevelRenderer::Property::OPACITY ), 0.5f );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 1000 );
+
+  value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
+  DALI_TEST_CHECK( value.Get( opacity ) );
+  DALI_TEST_EQUALS( opacity, 0.6f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliRendererInvalidProperty(void)
+{
+  TestApplication application;
+
+  tet_infoline( "Test invalid 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 );
+  Stage::GetCurrent().Add( actor );
+
+  application.SendNotification();
+  application.Render(0);
+
+  Property::Value value = renderer.GetProperty( Renderer::Property::DEPTH_INDEX + 100 );
+  DALI_TEST_CHECK( value.GetType() == Property::Type::NONE );
+
+  value = renderer.GetCurrentProperty( Renderer::Property::DEPTH_INDEX + 100 );
+  DALI_TEST_CHECK( value.GetType() == Property::Type::NONE );
+
+  END_TEST;
+}