Adding anisotropic filtering and related samples.

Change-Id: Idb173274417feb5e25bfd64c5e9fa2492a23a17e
diff --git a/rsContextHostStub.h b/rsContextHostStub.h
index f30915e..06298e8 100644
--- a/rsContextHostStub.h
+++ b/rsContextHostStub.h
@@ -111,6 +111,9 @@
         bool mLogScripts;
         bool mLogObjects;
         bool mLogShaders;
+        bool mLogShadersAttr;
+        bool mLogShadersUniforms;
+        bool mLogVisual;
     } props;
 
     void dumpDebug() const {    }
@@ -120,6 +123,7 @@
     mutable const ObjectBase * mObjHead;
 
     bool ext_OES_texture_npot() const {return mGL.OES_texture_npot;}
+    float ext_texture_max_aniso() const {return 1.0f;}
     uint32_t getMaxFragmentTextures() const {return mGL.mMaxFragmentTextureImageUnits;}
     uint32_t getMaxFragmentUniformVectors() const {return mGL.mMaxFragmentUniformVectors;}
     uint32_t getMaxVertexUniformVectors() const {return mGL.mMaxVertexUniformVectors;}