More robust attribute binding
Adding attribute and uniform debug logging.
Checking to see if aniso filtering is available.

Change-Id: I2ed9d166ed7ff3df971d7af18b7a33f4e3ade928
diff --git a/rsFont.cpp b/rsFont.cpp
index bd5713e..4f8d8df 100644
--- a/rsFont.cpp
+++ b/rsFont.cpp
@@ -575,8 +575,8 @@
     float *tex = vtx + 3;
 
     VertexArray va;
-    va.add(GL_FLOAT, 3, 20, false, (uint32_t)vtx, "position");
-    va.add(GL_FLOAT, 2, 20, false, (uint32_t)tex, "texture0");
+    va.add(GL_FLOAT, 3, 20, false, (uint32_t)vtx, "ATTRIB_position");
+    va.add(GL_FLOAT, 2, 20, false, (uint32_t)tex, "ATTRIB_texture0");
     va.setupGL2(mRSC, &mRSC->mStateVertexArray, &mRSC->mShaderCache);
 
     mIndexBuffer->uploadCheck(mRSC);