Piping texture names through shader builder.
Fixing uint size_t mismatch.
Change-Id: Ia7c8bd9f829deaa50e1cc381ccd50f29676bbdfb
diff --git a/graphics/java/android/renderscript/ProgramFragmentFixedFunction.java b/graphics/java/android/renderscript/ProgramFragmentFixedFunction.java
index 0ab73c1..cd31db3 100644
--- a/graphics/java/android/renderscript/ProgramFragmentFixedFunction.java
+++ b/graphics/java/android/renderscript/ProgramFragmentFixedFunction.java
@@ -47,6 +47,7 @@
public ProgramFragmentFixedFunction create() {
mRS.validate();
int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
+ String[] texNames = new String[mTextureCount];
int idx = 0;
for (int i=0; i < mInputCount; i++) {
@@ -64,9 +65,10 @@
for (int i=0; i < mTextureCount; i++) {
tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
tmp[idx++] = mTextureTypes[i].mID;
+ texNames[i] = mTextureNames[i];
}
- int id = mRS.nProgramFragmentCreate(mShader, tmp);
+ int id = mRS.nProgramFragmentCreate(mShader, texNames, tmp);
ProgramFragmentFixedFunction pf = new ProgramFragmentFixedFunction(id, mRS);
initProgram(pf);
return pf;