Condense embedded formulas.

Bookmaker delimits formulas and equations to allow
representing variables and symbols without tripping
up reference lookup, spell checking, and comment
generation.

Before, formulas were represented with:
some text
#Formula
(x + y, 0)
##
, and more text

This made it difficult to know when spacing should
be preserved before and after the formula. Now,
formulas are represented with:
some text #Formula # (x + y, 0) ##, and more text

The presence or absence of a space between ## and ,
is now significant (before it was not).

Also, formulas are bracketed by <code> in markdown
generation, so that variables stand out better.
See:
https://skia.org/user/api/SkBlendMode_Reference?cl=152781#Dst_Out
for an example.

Also fixed 100 column offenders and added a code
check to identify them. For the moment, 100 column
offenders are outed with SkDebugf but their presence
does not cause bookmaker to fail.

TBR=caryclark@google.com

Docs-Preview: https://skia.org/?cl=152781
Bug: skia:6898
Change-Id: If92a65a234f5d616bf4485984a8d219a6f04821a
Reviewed-on: https://skia-review.googlesource.com/152781
Commit-Queue: Cary Clark <caryclark@skia.org>
Auto-Submit: Cary Clark <caryclark@skia.org>
Reviewed-by: Cary Clark <caryclark@skia.org>
diff --git a/docs/SkPaint_Reference.bmh b/docs/SkPaint_Reference.bmh
index a5a62f6..90e2567 100644
--- a/docs/SkPaint_Reference.bmh
+++ b/docs/SkPaint_Reference.bmh
@@ -784,12 +784,7 @@
 Dither can be enabled by default by setting SkPaintDefaults_Flags to kDither_Flag
 at compile time.
 
-Some platform implementations may ignore dithering. Set
-
-#Formula
-SK_IGNORE_GPU_DITHER
-##
-
+Some platform implementations may ignore dithering. Set #Formula # SK_IGNORE_GPU_DITHER ##
 to ignore Dither on GPU_Surface.
 
 #Example
@@ -2123,11 +2118,8 @@
 If the miter at a corner exceeds this limit, kMiter_Join
 is replaced with kBevel_Join.
 
-Miter_Limit can be computed from the corner angle:
-
-#Formula
-    miter limit = 1 / sin ( angle / 2 )
-#Formula ##
+Miter_Limit can be computed from the corner angle using:
+#Formula # miter limit = 1 / sin ( angle / 2 ) ##.
 
 Miter_Limit default value is 4.
 The default may be changed at compile time by setting SkPaintDefaults_MiterLimit