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/rsProgramVertex.cpp b/libs/rs/rsProgramVertex.cpp
index 918625c..bd12989 100644
--- a/libs/rs/rsProgramVertex.cpp
+++ b/libs/rs/rsProgramVertex.cpp
@@ -214,12 +214,11 @@
mAttribCount = 0;
if (mUserShader.size() > 0) {
for (uint32_t ct=0; ct < mInputCount; ct++) {
- initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, "ATTRIB_");
+ initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, RS_SHADER_ATTR);
}
-
mUniformCount = 0;
for (uint32_t ct=0; ct < mConstantCount; ct++) {
- initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
+ initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, RS_SHADER_UNI);
}
}
createShader();