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

Change-Id: I2ed9d166ed7ff3df971d7af18b7a33f4e3ade928
diff --git a/rsType.cpp b/rsType.cpp
index 478cc95..1ee07cd 100644
--- a/rsType.cpp
+++ b/rsType.cpp
@@ -145,21 +145,26 @@
 
 void Type::makeGLComponents()
 {
-    if(getElement()->getFieldCount() >= RS_MAX_ATTRIBS) {
-        return;
-    }
-
     uint32_t userNum = 0;
-
     for (uint32_t ct=0; ct < getElement()->getFieldCount(); ct++) {
         const Component &c = getElement()->getField(ct)->getComponent();
 
+        if(getElement()->getFieldName(ct)[0] == '#') {
+            continue;
+        }
+
         mAttribs[userNum].size = c.getVectorSize();
         mAttribs[userNum].offset = mElement->getFieldOffsetBytes(ct);
         mAttribs[userNum].type = c.getGLType();
         mAttribs[userNum].normalized = c.getType() != RS_TYPE_FLOAT_32;//c.getIsNormalized();
-        mAttribs[userNum].name.setTo(getElement()->getFieldName(ct));
+        String8 tmp(RS_SHADER_ATTR);
+        tmp.append(getElement()->getFieldName(ct));
+        mAttribs[userNum].name.setTo(tmp.string());
         userNum ++;
+
+        if(userNum == RS_MAX_ATTRIBS) {
+            return;
+        }
     }
 }