More robust attribute binding
Adding attribute and uniform debug logging.
Checking to see if aniso filtering is available.
Change-Id: I2ed9d166ed7ff3df971d7af18b7a33f4e3ade928
diff --git a/libs/rs/rsContext.h b/libs/rs/rsContext.h
index b85d2a8..2e84930 100644
--- a/libs/rs/rsContext.h
+++ b/libs/rs/rsContext.h
@@ -158,6 +158,8 @@
bool mLogScripts;
bool mLogObjects;
bool mLogShaders;
+ bool mLogShadersAttr;
+ bool mLogShadersUniforms;
bool mLogVisual;
} props;
@@ -169,6 +171,7 @@
mutable const ObjectBase * mObjHead;
bool ext_OES_texture_npot() const {return mGL.OES_texture_npot;}
+ float ext_texture_max_aniso() const {return mGL.EXT_texture_max_aniso; }
uint32_t getMaxFragmentTextures() const {return mGL.mMaxFragmentTextureImageUnits;}
uint32_t getMaxFragmentUniformVectors() const {return mGL.mMaxFragmentUniformVectors;}
uint32_t getMaxVertexUniformVectors() const {return mGL.mMaxVertexUniformVectors;}
@@ -209,6 +212,7 @@
int32_t mMaxVertexTextureUnits;
bool OES_texture_npot;
+ float EXT_texture_max_aniso;
} mGL;
uint32_t mWidth;