Remove excessive logging, fix error in GLSL uniform generation.
diff --git a/libs/rs/rsProgram.cpp b/libs/rs/rsProgram.cpp
index b528c46..656a3c3 100644
--- a/libs/rs/rsProgram.cpp
+++ b/libs/rs/rsProgram.cpp
@@ -110,7 +110,6 @@
void Program::bindAllocation(Allocation *alloc, uint32_t slot)
{
- LOGE("bind alloc %p %i", alloc, slot);
if (mConstants[slot].get() == alloc) {
return;
}
diff --git a/libs/rs/rsProgramVertex.cpp b/libs/rs/rsProgramVertex.cpp
index 8849bda..cf6d7fc 100644
--- a/libs/rs/rsProgramVertex.cpp
+++ b/libs/rs/rsProgramVertex.cpp
@@ -124,7 +124,6 @@
mShader.append(mUniformNames[0]);
mShader.append(";\n");
- LOGE("constant %i ", mConstantCount);
for (uint32_t ct=0; ct < mConstantCount; ct++) {
const Element *e = mConstantTypes[ct]->getElement();
for (uint32_t field=0; field < e->getFieldCount(); field++) {
@@ -337,7 +336,7 @@
mUniformCount = 1;
mUniformNames[0].setTo("UNI_MVP");
- for (uint32_t ct=0; ct < mInputCount; ct++) {
+ for (uint32_t ct=0; ct < mConstantCount; ct++) {
initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
}
} else {