Piping texture names through shader builder.

Fixing uint size_t mismatch.

Change-Id: Ia7c8bd9f829deaa50e1cc381ccd50f29676bbdfb
This commit is contained in:
Alex Sakhartchouk
2012-02-15 16:21:46 -08:00
parent a3f154324a
commit 2123b46ba8
21 changed files with 443 additions and 296 deletions

View File

@ -553,15 +553,15 @@ public class RenderScript {
validate();
rsnProgramBindSampler(mContext, vpf, slot, s);
}
native int rsnProgramFragmentCreate(int con, String shader, int[] params);
synchronized int nProgramFragmentCreate(String shader, int[] params) {
native int rsnProgramFragmentCreate(int con, String shader, String[] texNames, int[] params);
synchronized int nProgramFragmentCreate(String shader, String[] texNames, int[] params) {
validate();
return rsnProgramFragmentCreate(mContext, shader, params);
return rsnProgramFragmentCreate(mContext, shader, texNames, params);
}
native int rsnProgramVertexCreate(int con, String shader, int[] params);
synchronized int nProgramVertexCreate(String shader, int[] params) {
native int rsnProgramVertexCreate(int con, String shader, String[] texNames, int[] params);
synchronized int nProgramVertexCreate(String shader, String[] texNames, int[] params) {
validate();
return rsnProgramVertexCreate(mContext, shader, params);
return rsnProgramVertexCreate(mContext, shader, texNames, params);
}
native int rsnMeshCreate(int con, int[] vtx, int[] idx, int[] prim);