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; }