bool GrGLVertexShaderBuilder::compileAndAttachShaders(GrGLuint programId,
        SkTDArray<GrGLuint>* shaderIds) const {
    GrGpuGL* gpu = fProgramBuilder->gpu();
    const GrGLContext& glCtx = gpu->glContext();
    const GrGLContextInfo& ctxInfo = gpu->ctxInfo();
    SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo));
    fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc);
    fProgramBuilder->appendDecls(fInputs, &vertShaderSrc);
    fProgramBuilder->appendDecls(fOutputs, &vertShaderSrc);
    vertShaderSrc.append("void main() {");
    vertShaderSrc.append(fCode);
    vertShaderSrc.append("}\n");
    GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId,
                                                       GR_GL_VERTEX_SHADER, vertShaderSrc,
                                                       gpu->gpuStats());
    if (!vertShaderId) {
        return false;
    }
    *shaderIds->append() = vertShaderId;
    return true;
}