Moving attrib creation to Mesh. Adding arrays as shader inputs.
Removing fixed size arrays.

Change-Id: I0213e403a2f1283dd43f21bea770aeb059561903
diff --git a/rsProgramVertex.cpp b/rsProgramVertex.cpp
index 4e64008..9ee2eeb 100644
--- a/rsProgramVertex.cpp
+++ b/rsProgramVertex.cpp
@@ -202,14 +202,14 @@
 
 void ProgramVertex::init(Context *rsc)
 {
-    mAttribCount = 0;
+    uint32_t attribCount = 0;
+    uint32_t uniformCount = 0;
     if (mUserShader.size() > 0) {
         for (uint32_t ct=0; ct < mInputCount; ct++) {
-            initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, RS_SHADER_ATTR);
+            initAddUserElement(mInputElements[ct].get(), mAttribNames, NULL, &attribCount, RS_SHADER_ATTR);
         }
-        mUniformCount = 0;
         for (uint32_t ct=0; ct < mConstantCount; ct++) {
-            initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, RS_SHADER_UNI);
+            initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI);
         }
     }
     createShader();