Piping texture names through shader builder.
Fixing uint size_t mismatch.

Change-Id: Ia7c8bd9f829deaa50e1cc381ccd50f29676bbdfb
diff --git a/graphics/java/android/renderscript/ProgramFragment.java b/graphics/java/android/renderscript/ProgramFragment.java
index 21bace8..ebc15e5 100644
--- a/graphics/java/android/renderscript/ProgramFragment.java
+++ b/graphics/java/android/renderscript/ProgramFragment.java
@@ -59,6 +59,7 @@
         public ProgramFragment create() {
             mRS.validate();
             int[] tmp = new int[(mInputCount + mOutputCount + mConstantCount + mTextureCount) * 2];
+            String[] texNames = new String[mTextureCount];
             int idx = 0;
 
             for (int i=0; i < mInputCount; i++) {
@@ -76,9 +77,10 @@
             for (int i=0; i < mTextureCount; i++) {
                 tmp[idx++] = ProgramParam.TEXTURE_TYPE.mID;
                 tmp[idx++] = mTextureTypes[i].mID;
+                texNames[i] = mTextureNames[i];
             }
 
-            int id = mRS.nProgramFragmentCreate(mShader, tmp);
+            int id = mRS.nProgramFragmentCreate(mShader, texNames, tmp);
             ProgramFragment pf = new ProgramFragment(id, mRS);
             initProgram(pf);
             return pf;