Implement type generation for user uniforms in vertex shader.
diff --git a/libs/rs/rsProgram.h b/libs/rs/rsProgram.h
index 4bb7802..a34e89f 100644
--- a/libs/rs/rsProgram.h
+++ b/libs/rs/rsProgram.h
@@ -39,7 +39,7 @@
const uint32_t * params, uint32_t paramLength);
virtual ~Program();
- void bindAllocation(Allocation *);
+ void bindAllocation(Allocation *, uint32_t slot);
virtual void createShader();
bool isUserProgram() const {return mUserShader.size() > 0;}
@@ -69,7 +69,7 @@
uint32_t mOutputCount;
uint32_t mConstantCount;
- ObjectBaseRef<Allocation> mConstants;
+ ObjectBaseRef<Allocation> mConstants[MAX_UNIFORMS];
mutable bool mDirty;
String8 mShader;