void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
        const GrBitmapTextGeoProc& btgp = args.fGP.cast<GrBitmapTextGeoProc>();

        GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
        GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
        GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

        // emit attributes
        varyingHandler->emitAttributes(btgp);

        const char* atlasSizeInvName;
        fAtlasSizeInvUniform = uniformHandler->addUniform(kVertex_GrShaderFlag,
                                                          kFloat2_GrSLType,
                                                          kHigh_GrSLPrecision,
                                                          "AtlasSizeInv",
                                                          &atlasSizeInvName);

        GrGLSLVarying uv(kFloat2_GrSLType);
        GrSLType texIdxType = args.fShaderCaps->integerSupport() ? kInt_GrSLType : kFloat_GrSLType;
        GrGLSLVarying texIdx(texIdxType);
        append_index_uv_varyings(args, btgp.inTextureCoords().name(), atlasSizeInvName, &uv,
                                 &texIdx, nullptr);

        GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
        // Setup pass through color
        if (btgp.hasVertexColor()) {
            varyingHandler->addPassThroughAttribute(btgp.inColor(), args.fOutputColor);
        } else {
            this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
                                    &fColorUniform);
        }

        // Setup position
        gpArgs->fPositionVar = btgp.inPosition().asShaderVar();

        // emit transforms
        this->emitTransforms(vertBuilder,
                             varyingHandler,
                             uniformHandler,
                             btgp.inPosition().asShaderVar(),
                             btgp.localMatrix(),
                             args.fFPCoordTransformHandler);

        fragBuilder->codeAppend("half4 texColor;");
        append_multitexture_lookup(args, btgp.numTextureSamplers(),
                                   texIdx, uv.fsIn(), "texColor");

        if (btgp.maskFormat() == kARGB_GrMaskFormat) {
            // modulate by color
            fragBuilder->codeAppendf("%s = %s * texColor;", args.fOutputColor, args.fOutputColor);
            fragBuilder->codeAppendf("%s = half4(1);", args.fOutputCoverage);
        } else {
            fragBuilder->codeAppendf("%s = texColor;", args.fOutputCoverage);
        }
    }
    void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
        const GrDistanceFieldLCDTextGeoProc& dfTexEffect =
                args.fGP.cast<GrDistanceFieldLCDTextGeoProc>();

        GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
        GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
        GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

        // emit attributes
        varyingHandler->emitAttributes(dfTexEffect);

        const char* atlasSizeInvName;
        fAtlasSizeInvUniform = uniformHandler->addUniform(kVertex_GrShaderFlag,
                                                          kFloat2_GrSLType,
                                                          kHigh_GrSLPrecision,
                                                          "AtlasSizeInv",
                                                          &atlasSizeInvName);

        GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;

        // setup pass through color
        varyingHandler->addPassThroughAttribute(dfTexEffect.inColor(), args.fOutputColor);

        // Setup position
        gpArgs->fPositionVar = dfTexEffect.inPosition()->asShaderVar();

        // emit transforms
        this->emitTransforms(vertBuilder,
                             varyingHandler,
                             uniformHandler,
                             dfTexEffect.inPosition()->asShaderVar(),
                             dfTexEffect.localMatrix(),
                             args.fFPCoordTransformHandler);

        // set up varyings
        GrGLSLVarying uv(kFloat2_GrSLType);
        GrSLType texIdxType = args.fShaderCaps->integerSupport() ? kInt_GrSLType : kFloat_GrSLType;
        GrGLSLVarying texIdx(texIdxType);
        GrGLSLVarying st(kFloat2_GrSLType);
        append_index_uv_varyings(args, dfTexEffect.inTextureCoords()->fName, atlasSizeInvName,
                                 &uv, &texIdx, &st);

        GrGLSLVarying delta(kFloat_GrSLType);
        varyingHandler->addVarying("Delta", &delta);
        if (dfTexEffect.getFlags() & kBGR_DistanceFieldEffectFlag) {
            vertBuilder->codeAppendf("%s = -%s.x/3.0;", delta.vsOut(), atlasSizeInvName);
        } else {
            vertBuilder->codeAppendf("%s = %s.x/3.0;", delta.vsOut(), atlasSizeInvName);
        }

        // add frag shader code
        bool isUniformScale = (dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask) ==
                              kUniformScale_DistanceFieldEffectMask;
        bool isSimilarity = SkToBool(dfTexEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag);
        bool isGammaCorrect =
            SkToBool(dfTexEffect.getFlags() & kGammaCorrect_DistanceFieldEffectFlag);

        // create LCD offset adjusted by inverse of transform
        // Use highp to work around aliasing issues
        fragBuilder->codeAppendf("float2 uv = %s;\n", uv.fsIn());

        if (isUniformScale) {
#ifdef SK_VULKAN
            fragBuilder->codeAppendf("half st_grad_len = abs(dFdx(%s.x));", st.fsIn());
#else
            // We use the y gradient because there is a bug in the Mali 400 in the x direction.
            fragBuilder->codeAppendf("half st_grad_len = abs(dFdy(%s.y));", st.fsIn());
#endif
            fragBuilder->codeAppendf("half2 offset = half2(st_grad_len*%s, 0.0);", delta.fsIn());
        } else if (isSimilarity) {
            // For a similarity matrix with rotation, the gradient will not be aligned
            // with the texel coordinate axes, so we need to calculate it.
#ifdef SK_VULKAN
            fragBuilder->codeAppendf("half2 st_grad = dFdx(%s);", st.fsIn());
            fragBuilder->codeAppendf("half2 offset = %s*st_grad;", delta.fsIn());
#else
            // We use dFdy because of a Mali 400 bug, and rotate -90 degrees to
            // get the gradient in the x direction.
            fragBuilder->codeAppendf("half2 st_grad = dFdy(%s);", st.fsIn());
            fragBuilder->codeAppendf("half2 offset = %s*half2(st_grad.y, -st_grad.x);",
                                     delta.fsIn());
#endif
            fragBuilder->codeAppend("half st_grad_len = length(st_grad);");
        } else {
            fragBuilder->codeAppendf("half2 st = %s;\n", st.fsIn());

            fragBuilder->codeAppend("half2 Jdx = dFdx(st);");
            fragBuilder->codeAppend("half2 Jdy = dFdy(st);");
            fragBuilder->codeAppendf("half2 offset = %s*Jdx;", delta.fsIn());
        }

        // sample the texture by index
        fragBuilder->codeAppend("half4 texColor;");
        append_multitexture_lookup(args, dfTexEffect.numTextureSamplers(),
                                   texIdx, "uv", "texColor");

        // green is distance to uv center
        fragBuilder->codeAppend("half3 distance;");
        fragBuilder->codeAppend("distance.y = texColor.r;");
        // red is distance to left offset
        fragBuilder->codeAppend("half2 uv_adjusted = uv - offset;");
        append_multitexture_lookup(args, dfTexEffect.numTextureSamplers(),
                                   texIdx, "uv_adjusted", "texColor");
        fragBuilder->codeAppend("distance.x = texColor.r;");
        // blue is distance to right offset
        fragBuilder->codeAppend("uv_adjusted = uv + offset;");
        append_multitexture_lookup(args, dfTexEffect.numTextureSamplers(),
                                   texIdx, "uv_adjusted", "texColor");
        fragBuilder->codeAppend("distance.z = texColor.r;");

        fragBuilder->codeAppend("distance = "
           "half3(" SK_DistanceFieldMultiplier ")*(distance - half3(" SK_DistanceFieldThreshold"));");

        // adjust width based on gamma
        const char* distanceAdjustUniName = nullptr;
        fDistanceAdjustUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kHalf3_GrSLType,
                                                        "DistanceAdjust", &distanceAdjustUniName);
        fragBuilder->codeAppendf("distance -= %s;", distanceAdjustUniName);

        // To be strictly correct, we should compute the anti-aliasing factor separately
        // for each color component. However, this is only important when using perspective
        // transformations, and even then using a single factor seems like a reasonable
        // trade-off between quality and speed.
        fragBuilder->codeAppend("half afwidth;");
        if (isSimilarity) {
            // For similarity transform (uniform scale-only is a subset of this), we adjust for the
            // effect of the transformation on the distance by using the length of the gradient of
            // the texture coordinates. We use st coordinates to ensure we're mapping 1:1 from texel
            // space to pixel space.

            // this gives us a smooth step across approximately one fragment
            fragBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*st_grad_len;");
        } else {
            // For general transforms, to determine the amount of correction we multiply a unit
            // vector pointing along the SDF gradient direction by the Jacobian of the st coords
            // (which is the inverse transform for this fragment) and take the length of the result.
            fragBuilder->codeAppend("half2 dist_grad = half2(dFdx(distance.r), dFdy(distance.r));");
            // the length of the gradient may be 0, so we need to check for this
            // this also compensates for the Adreno, which likes to drop tiles on division by 0
            fragBuilder->codeAppend("half dg_len2 = dot(dist_grad, dist_grad);");
            fragBuilder->codeAppend("if (dg_len2 < 0.0001) {");
            fragBuilder->codeAppend("dist_grad = half2(0.7071, 0.7071);");
            fragBuilder->codeAppend("} else {");
            fragBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2);");
            fragBuilder->codeAppend("}");
            fragBuilder->codeAppend("half2 grad = half2(dist_grad.x*Jdx.x + dist_grad.y*Jdy.x,");
            fragBuilder->codeAppend("                 dist_grad.x*Jdx.y + dist_grad.y*Jdy.y);");

            // this gives us a smooth step across approximately one fragment
            fragBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);");
        }

        // The smoothstep falloff compensates for the non-linear sRGB response curve. If we are
        // doing gamma-correct rendering (to an sRGB or F16 buffer), then we actually want distance
        // mapped linearly to coverage, so use a linear step:
        if (isGammaCorrect) {
            fragBuilder->codeAppendf("%s = "
                "half4(clamp((distance + half3(afwidth)) / half3(2.0 * afwidth), 0.0, 1.0), 1.0);",
                args.fOutputCoverage);
        } else {
            fragBuilder->codeAppendf(
                "%s = half4(smoothstep(half3(-afwidth), half3(afwidth), distance), 1.0);",
                args.fOutputCoverage);
        }
    }
    void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
        const GrDistanceFieldPathGeoProc& dfPathEffect =
                args.fGP.cast<GrDistanceFieldPathGeoProc>();

        GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;

        GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
        GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
        GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;

        // emit attributes
        varyingHandler->emitAttributes(dfPathEffect);

        const char* atlasSizeInvName;
        fAtlasSizeInvUniform = uniformHandler->addUniform(kVertex_GrShaderFlag,
                                                          kFloat2_GrSLType,
                                                          kHigh_GrSLPrecision,
                                                          "AtlasSizeInv",
                                                          &atlasSizeInvName);

        GrGLSLVarying uv(kFloat2_GrSLType);
        GrSLType texIdxType = args.fShaderCaps->integerSupport() ? kInt_GrSLType : kFloat_GrSLType;
        GrGLSLVarying texIdx(texIdxType);
        GrGLSLVarying st(kFloat2_GrSLType);
        append_index_uv_varyings(args, dfPathEffect.inTextureCoords()->fName, atlasSizeInvName, &uv,
                                 &texIdx, &st);

        // setup pass through color
        varyingHandler->addPassThroughAttribute(dfPathEffect.inColor(), args.fOutputColor);

        if (dfPathEffect.matrix().hasPerspective()) {
            // Setup position
            this->writeOutputPosition(vertBuilder,
                                      uniformHandler,
                                      gpArgs,
                                      dfPathEffect.inPosition()->fName,
                                      dfPathEffect.matrix(),
                                      &fMatrixUniform);

            // emit transforms
            this->emitTransforms(vertBuilder,
                                 varyingHandler,
                                 uniformHandler,
                                 dfPathEffect.inPosition()->asShaderVar(),
                                 args.fFPCoordTransformHandler);
        } else {
            // Setup position
            this->writeOutputPosition(vertBuilder, gpArgs, dfPathEffect.inPosition()->fName);

            // emit transforms
            this->emitTransforms(vertBuilder,
                                 varyingHandler,
                                 uniformHandler,
                                 dfPathEffect.inPosition()->asShaderVar(),
                                 dfPathEffect.matrix(),
                                 args.fFPCoordTransformHandler);
        }

        // Use highp to work around aliasing issues
        fragBuilder->codeAppendf("float2 uv = %s;", uv.fsIn());
        fragBuilder->codeAppend("half4 texColor;");
        append_multitexture_lookup(args, dfPathEffect.numTextureSamplers(), texIdx, "uv",
                                   "texColor");

        fragBuilder->codeAppend("half distance = "
            SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ");");

        fragBuilder->codeAppend("half afwidth;");
        bool isUniformScale = (dfPathEffect.getFlags() & kUniformScale_DistanceFieldEffectMask) ==
                              kUniformScale_DistanceFieldEffectMask;
        bool isSimilarity = SkToBool(dfPathEffect.getFlags() & kSimilarity_DistanceFieldEffectFlag);
        bool isGammaCorrect =
                SkToBool(dfPathEffect.getFlags() & kGammaCorrect_DistanceFieldEffectFlag);
        if (isUniformScale) {
            // For uniform scale, we adjust for the effect of the transformation on the distance
            // by using the length of the gradient of the t coordinate in the y direction.
            // We use st coordinates to ensure we're mapping 1:1 from texel space to pixel space.

            // this gives us a smooth step across approximately one fragment
#ifdef SK_VULKAN
            fragBuilder->codeAppendf("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdx(%s.x));",
                                     st.fsIn());
#else
            // We use the y gradient because there is a bug in the Mali 400 in the x direction.
            fragBuilder->codeAppendf("afwidth = abs(" SK_DistanceFieldAAFactor "*dFdy(%s.y));",
                                     st.fsIn());
#endif
        } else if (isSimilarity) {
            // For similarity transform, we adjust the effect of the transformation on the distance
            // by using the length of the gradient of the texture coordinates. We use st coordinates
            // to ensure we're mapping 1:1 from texel space to pixel space.

            // this gives us a smooth step across approximately one fragment
#ifdef SK_VULKAN
            fragBuilder->codeAppendf("half st_grad_len = length(dFdx(%s));", st.fsIn());
#else
            // We use the y gradient because there is a bug in the Mali 400 in the x direction.
            fragBuilder->codeAppendf("half st_grad_len = length(dFdy(%s));", st.fsIn());
#endif
            fragBuilder->codeAppend("afwidth = abs(" SK_DistanceFieldAAFactor "*st_grad_len);");
        } else {
            // For general transforms, to determine the amount of correction we multiply a unit
            // vector pointing along the SDF gradient direction by the Jacobian of the st coords
            // (which is the inverse transform for this fragment) and take the length of the result.
            fragBuilder->codeAppend("half2 dist_grad = half2(dFdx(distance), dFdy(distance));");
            // the length of the gradient may be 0, so we need to check for this
            // this also compensates for the Adreno, which likes to drop tiles on division by 0
            fragBuilder->codeAppend("half dg_len2 = dot(dist_grad, dist_grad);");
            fragBuilder->codeAppend("if (dg_len2 < 0.0001) {");
            fragBuilder->codeAppend("dist_grad = half2(0.7071, 0.7071);");
            fragBuilder->codeAppend("} else {");
            fragBuilder->codeAppend("dist_grad = dist_grad*inversesqrt(dg_len2);");
            fragBuilder->codeAppend("}");

            fragBuilder->codeAppendf("half2 Jdx = dFdx(%s);", st.fsIn());
            fragBuilder->codeAppendf("half2 Jdy = dFdy(%s);", st.fsIn());
            fragBuilder->codeAppend("half2 grad = half2(dist_grad.x*Jdx.x + dist_grad.y*Jdy.x,");
            fragBuilder->codeAppend("                   dist_grad.x*Jdx.y + dist_grad.y*Jdy.y);");

            // this gives us a smooth step across approximately one fragment
            fragBuilder->codeAppend("afwidth = " SK_DistanceFieldAAFactor "*length(grad);");
        }
        // The smoothstep falloff compensates for the non-linear sRGB response curve. If we are
        // doing gamma-correct rendering (to an sRGB or F16 buffer), then we actually want distance
        // mapped linearly to coverage, so use a linear step:
        if (isGammaCorrect) {
            fragBuilder->codeAppend(
                "half val = clamp((distance + afwidth) / (2.0 * afwidth), 0.0, 1.0);");
        } else {
            fragBuilder->codeAppend("half val = smoothstep(-afwidth, afwidth, distance);");
        }

        fragBuilder->codeAppendf("%s = half4(val);", args.fOutputCoverage);
    }