Remove points from fixed function.
Add basic GL performance test.

Change-Id: I421a41b6683b2c5f70045cdd0f610a6939105fee
diff --git a/rsProgramVertex.cpp b/rsProgramVertex.cpp
index 85d90c7..5558007 100644
--- a/rsProgramVertex.cpp
+++ b/rsProgramVertex.cpp
@@ -191,7 +191,6 @@
         mShader.append("attribute vec4 ATTRIB_position;\n");
         mShader.append("attribute vec4 ATTRIB_color;\n");
         mShader.append("attribute vec3 ATTRIB_normal;\n");
-        mShader.append("attribute float ATTRIB_pointSize;\n");
         mShader.append("attribute vec4 ATTRIB_texture0;\n");
 
         for (uint32_t ct=0; ct < mUniformCount; ct++) {
@@ -202,7 +201,7 @@
 
         mShader.append("void main() {\n");
         mShader.append("  gl_Position = UNI_MVP * ATTRIB_position;\n");
-        mShader.append("  gl_PointSize = ATTRIB_pointSize;\n");
+        mShader.append("  gl_PointSize = 1.0;\n");
 
         mShader.append("  varColor = ATTRIB_color;\n");
         if (mTextureMatrixEnable) {
@@ -210,9 +209,6 @@
         } else {
             mShader.append("  varTex0 = ATTRIB_texture0;\n");
         }
-        //mShader.append("  pos.x = pos.x / 480.0;\n");
-        //mShader.append("  pos.y = pos.y / 800.0;\n");
-        //mShader.append("  gl_Position = pos;\n");
         mShader.append("}\n");
     }
 }