updated SkCanvas documentation for animation overloads of drawVertices

changed bookmaker ParserCommon::writeBlockTrim limit to 20000

disabled broken SkPaint::containsText example

Docs-Preview: https://skia.org/?cl=138862
Bug: skia:8123
Change-Id: Ib4003bf7b9603bf652f86cd56e0975cd09bcbf71
Reviewed-on: https://skia-review.googlesource.com/138862
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
diff --git a/docs/SkCanvas_Reference.bmh b/docs/SkCanvas_Reference.bmh
index fc6093c..cfeef63 100644
--- a/docs/SkCanvas_Reference.bmh
+++ b/docs/SkCanvas_Reference.bmh
@@ -5752,7 +5752,105 @@
             SkShader::kClamp_TileMode));
     auto vertices = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,
             SK_ARRAY_COUNT(points), points, texs, colors);
-    canvas->drawVertices(vertices.get(), SkBlendMode::kDarken, paint);
+    canvas->drawVertices(vertices, SkBlendMode::kDarken, paint);
+}
+##
+
+#SeeAlso drawPatch drawPicture
+
+##
+
+# ------------------------------------------------------------------------------
+
+#Method void drawVertices(const SkVertices* vertices, const SkMatrix* bones, int boneCount,
+                          SkBlendMode mode, const SkPaint& paint)
+
+Draw Vertices vertices, a triangle mesh, using Clip and Matrix. Bone data is used to
+deform vertices with bone weights.
+If Vertices_Texs and Vertices_Colors are defined in vertices, and Paint paint
+contains Shader, Blend_Mode mode combines Vertices_Colors with Shader.
+The first element of bones should be an object to world space transformation matrix that
+will be applied before performing mesh deformations. If no such transformation is needed,
+it should be the identity matrix.
+
+#Param  vertices  triangle mesh to draw ##
+#Param  bones     bone matrix data ##
+#Param  boneCount number of bone matrices ##
+#Param  mode      combines Vertices_Colors with Shader, if both are present ##
+#Param  paint     specifies the Shader, used as Vertices texture, may be nullptr ##
+
+#Example
+void draw(SkCanvas* canvas) {
+    SkPaint paint;
+    SkPoint points[] = { { 0, 0 }, { 250, 0 }, { 100, 100 }, { 0, 250 } };
+    SkPoint texs[] = { { 0, 0 }, { 0, 250 }, { 250, 250 }, { 250, 0 } };
+    SkColor colors[] = { SK_ColorRED, SK_ColorBLUE, SK_ColorYELLOW, SK_ColorCYAN };
+    SkVertices::BoneIndices boneIndices[] = { { 0, 0, 0, 0 },
+                                              { 1, 0, 0, 0 },
+                                              { 2, 0, 0, 0 },
+                                              { 3, 0, 0, 0 } };
+    SkVertices::BoneWeights boneWeights[] = { { 0.0f, 0.0f, 0.0f, 0.0f },
+                                              { 1.0f, 0.0f, 0.0f, 0.0f },
+                                              { 1.0f, 0.0f, 0.0f, 0.0f },
+                                              { 1.0f, 0.0f, 0.0f, 0.0f } };
+    SkMatrix bones[] = { SkMatrix::I(),
+                         SkMatrix::MakeTrans(0, 20),
+                         SkMatrix::MakeTrans(50, 50),
+                         SkMatrix::MakeTrans(20, 0) };
+    paint.setShader(SkGradientShader::MakeLinear(points, colors, nullptr, 4,
+            SkShader::kClamp_TileMode));
+    auto vertices = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,
+            SK_ARRAY_COUNT(points), points, texs, colors, boneIndices, boneWeights);
+    canvas->drawVertices(vertices.get(), bones, SK_ARRAY_COUNT(bones), SkBlendMode::kDarken, paint);
+}
+##
+
+#SeeAlso drawPatch drawPicture
+
+##
+
+# ------------------------------------------------------------------------------
+
+#Method void drawVertices(const sk_sp<SkVertices>& vertices, const SkMatrix* bones, int boneCount,
+                          SkBlendMode mode, const SkPaint& paint)
+
+Draw Vertices vertices, a triangle mesh, using Clip and Matrix. Bone data is used to
+deform vertices with bone weights.
+If Vertices_Texs and Vertices_Colors are defined in vertices, and Paint paint
+contains Shader, Blend_Mode mode combines Vertices_Colors with Shader.
+The first element of bones should be an object to world space transformation matrix that
+will be applied before performing mesh deformations. If no such transformation is needed,
+it should be the identity matrix.
+
+#Param  vertices  triangle mesh to draw ##
+#Param  bones     bone matrix data ##
+#Param  boneCount number of bone matrices ##
+#Param  mode      combines Vertices_Colors with Shader, if both are present ##
+#Param  paint     specifies the Shader, used as Vertices texture, may be nullptr ##
+
+#Example
+void draw(SkCanvas* canvas) {
+    SkPaint paint;
+    SkPoint points[] = { { 0, 0 }, { 250, 0 }, { 100, 100 }, { 0, 250 } };
+    SkPoint texs[] = { { 0, 0 }, { 0, 250 }, { 250, 250 }, { 250, 0 } };
+    SkColor colors[] = { SK_ColorRED, SK_ColorBLUE, SK_ColorYELLOW, SK_ColorCYAN };
+    SkVertices::BoneIndices boneIndices[] = { { 0, 0, 0, 0 },
+                                              { 1, 0, 0, 0 },
+                                              { 2, 0, 0, 0 },
+                                              { 3, 0, 0, 0 } };
+    SkVertices::BoneWeights boneWeights[] = { { 0.0f, 0.0f, 0.0f, 0.0f },
+                                              { 1.0f, 0.0f, 0.0f, 0.0f },
+                                              { 1.0f, 0.0f, 0.0f, 0.0f },
+                                              { 1.0f, 0.0f, 0.0f, 0.0f } };
+    SkMatrix bones[] = { SkMatrix::I(),
+                         SkMatrix::MakeTrans(0, 20),
+                         SkMatrix::MakeTrans(50, 50),
+                         SkMatrix::MakeTrans(20, 0) };
+    paint.setShader(SkGradientShader::MakeLinear(points, colors, nullptr, 4,
+            SkShader::kClamp_TileMode));
+    auto vertices = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,
+            SK_ARRAY_COUNT(points), points, texs, colors, boneIndices, boneWeights);
+    canvas->drawVertices(vertices, bones, SK_ARRAY_COUNT(bones), SkBlendMode::kDarken, paint);
 }
 ##
 
diff --git a/docs/SkPaint_Reference.bmh b/docs/SkPaint_Reference.bmh
index 21521af..2b844fc 100644
--- a/docs/SkPaint_Reference.bmh
+++ b/docs/SkPaint_Reference.bmh
@@ -4394,7 +4394,7 @@
 
     #Return  true if all text corresponds to a non-zero glyph index ##
 
-    #Example
+    #NoExample
     #Description
     containsText succeeds for degree symbol, but cannot find a glyph index
     corresponding to the Unicode surrogate code point.
diff --git a/docs/usingBookmaker.bmh b/docs/usingBookmaker.bmh
index d804a3e..236c16d 100644
--- a/docs/usingBookmaker.bmh
+++ b/docs/usingBookmaker.bmh
@@ -122,7 +122,7 @@
 By default this will appear in your home directory.
 
 #Code
-$ go get go.skia.org/infra/fiddle/go/fiddlecli
+$ go get go.skia.org/infra/fiddlek/go/fiddlecli
 ##
 
 Build Bookmaker.
diff --git a/include/core/SkCanvas.h b/include/core/SkCanvas.h
index 15ed034..90e51e9 100644
--- a/include/core/SkCanvas.h
+++ b/include/core/SkCanvas.h
@@ -6,7 +6,7 @@
  */
 
 /* Generated by tools/bookmaker from include/core/SkCanvas.h and docs/SkCanvas_Reference.bmh
-   on 2018-06-14 13:13:33. Additional documentation and examples can be found at:
+   on 2018-07-02 10:27:08. Additional documentation and examples can be found at:
    https://skia.org/user/api/SkCanvas_Reference
 
    You may edit either file directly. Structural changes to public interfaces require
@@ -2157,11 +2157,11 @@
         will be applied before performing mesh deformations. If no such transformation is needed,
         it should be the identity matrix.
 
-        @param vertices  triangle mesh to draw
-        @param bones     bone matrix data
-        @param boneCount number of bone matrices
-        @param mode      combines vertices colors with SkShader, if both are present
-        @param paint     specifies the SkShader, used as SkVertices texture, may be nullptr
+        @param vertices   triangle mesh to draw
+        @param bones      bone matrix data
+        @param boneCount  number of bone matrices
+        @param mode       combines vertices colors with SkShader, if both are present
+        @param paint      specifies the SkShader, used as SkVertices texture, may be nullptr
     */
     void drawVertices(const SkVertices* vertices, const SkMatrix* bones, int boneCount,
                       SkBlendMode mode, const SkPaint& paint);
@@ -2174,13 +2174,13 @@
         will be applied before performing mesh deformations. If no such transformation is needed,
         it should be the identity matrix.
 
-        @param vertices  triangle mesh to draw
-        @param bones     bone matrix data
-        @param boneCount number of bone matrices
-        @param mode      combines vertices colors with SkShader, if both are present
-        @param paint     specifies the SkShader, used as SkVertices texture, may be nullptr
+        @param vertices   triangle mesh to draw
+        @param bones      bone matrix data
+        @param boneCount  number of bone matrices
+        @param mode       combines vertices colors with SkShader, if both are present
+        @param paint      specifies the SkShader, used as SkVertices texture, may be nullptr
     */
-    void drawVertices(const sk_sp<SkVertices> vertices, const SkMatrix* bones, int boneCount,
+    void drawVertices(const sk_sp<SkVertices>& vertices, const SkMatrix* bones, int boneCount,
                       SkBlendMode mode, const SkPaint& paint);
 
     /** Draws a Coons patch: the interpolation of four cubics with shared corners,
@@ -2246,7 +2246,8 @@
         atlas, and SkRSXform xform transforms it into destination space.
 
         xform, text, and colors if present, must contain count entries.
-        Optional colors are applied for each sprite using SkBlendMode.
+        Optional colors are applied for each sprite using SkBlendMode mode, treating
+        sprite as source and colors as destination.
         Optional cullRect is a conservative bounds of all transformed sprites.
         If cullRect is outside of clip, canvas can skip drawing.
 
@@ -2782,6 +2783,7 @@
 */
 class SkAutoCanvasRestore {
 public:
+
     /** Preserves SkCanvas save count. Optionally saves SkCanvas clip and SkCanvas matrix.
 
         @param canvas  SkCanvas to guard
diff --git a/site/user/api/SkBlendMode_Reference.md b/site/user/api/SkBlendMode_Reference.md
index d860b27..80e98b4 100644
--- a/site/user/api/SkBlendMode_Reference.md
+++ b/site/user/api/SkBlendMode_Reference.md
@@ -559,7 +559,7 @@
 
 ### See Also
 
-<a href='SkCanvas_Reference#SkCanvas_drawColor'>SkCanvas::drawColor</a> <a href='SkCanvas_Reference#SkCanvas_drawVertices'>SkCanvas::drawVertices</a><sup><a href='SkCanvas_Reference#SkCanvas_drawVertices_2'>[2]</a></sup> <a href='SkPaint_Reference#SkPaint'>SkPaint</a> <a href='undocumented#SkShader_MakeCompose'>SkShader::MakeCompose</a> <a href='undocumented#SkXfermodeImageFilter'>SkXfermodeImageFilter</a>
+<a href='SkCanvas_Reference#SkCanvas_drawColor'>SkCanvas::drawColor</a> <a href='SkCanvas_Reference#SkCanvas_drawVertices'>SkCanvas::drawVertices</a><sup><a href='SkCanvas_Reference#SkCanvas_drawVertices_2'>[2]</a></sup><sup><a href='SkCanvas_Reference#SkCanvas_drawVertices_3'>[3]</a></sup><sup><a href='SkCanvas_Reference#SkCanvas_drawVertices_4'>[4]</a></sup> <a href='SkPaint_Reference#SkPaint'>SkPaint</a> <a href='undocumented#SkShader_MakeCompose'>SkShader::MakeCompose</a> <a href='undocumented#SkXfermodeImageFilter'>SkXfermodeImageFilter</a>
 
 ## <a name='Clear'>Clear</a>
 
diff --git a/site/user/api/SkCanvas_Reference.md b/site/user/api/SkCanvas_Reference.md
index bbf12ba..1656128 100644
--- a/site/user/api/SkCanvas_Reference.md
+++ b/site/user/api/SkCanvas_Reference.md
@@ -3799,6 +3799,14 @@
     <td style='text-align: left; border: 2px solid #dddddd; padding: 8px; '></td>
     <td style='text-align: left; border: 2px solid #dddddd; padding: 8px; '><a href='#SkCanvas_drawVertices_2'>drawVertices(const sk sp&lt;SkVertices&gt;& vertices, SkBlendMode mode, const SkPaint& paint)</a></td>
   </tr>
+  <tr style='background-color: #f0f0f0; '>
+    <td style='text-align: left; border: 2px solid #dddddd; padding: 8px; '></td>
+    <td style='text-align: left; border: 2px solid #dddddd; padding: 8px; '><a href='#SkCanvas_drawVertices_3'>drawVertices(const SkVertices* vertices, const SkMatrix* bones, int boneCount, SkBlendMode mode, const SkPaint& paint)</a></td>
+  </tr>
+  <tr>
+    <td style='text-align: left; border: 2px solid #dddddd; padding: 8px; '></td>
+    <td style='text-align: left; border: 2px solid #dddddd; padding: 8px; '><a href='#SkCanvas_drawVertices_4'>drawVertices(const sk sp&lt;SkVertices&gt;& vertices, const SkMatrix* bones, int boneCount, SkBlendMode mode, const SkPaint& paint)</a></td>
+  </tr>
 </table>
 
 <a name='SkCanvas_drawColor'></a>
@@ -6507,7 +6515,95 @@
 
 ### Example
 
-<div><fiddle-embed name="94e32538646d5f1299c427e473f9ec87"></fiddle-embed></div>
+<div><fiddle-embed name="e8bdae9bea3227758989028424fcac3d"></fiddle-embed></div>
+
+### See Also
+
+<a href='#SkCanvas_drawPatch'>drawPatch</a><sup><a href='#SkCanvas_drawPatch_2'>[2]</a></sup> <a href='#SkCanvas_drawPicture'>drawPicture</a><sup><a href='#SkCanvas_drawPicture_2'>[2]</a></sup><sup><a href='#SkCanvas_drawPicture_3'>[3]</a></sup><sup><a href='#SkCanvas_drawPicture_4'>[4]</a></sup>
+
+---
+
+<a name='SkCanvas_drawVertices_3'></a>
+
+<pre style="padding: 1em 1em 1em 1em; width: 62.5em;background-color: #f0f0f0">
+void <a href='#SkCanvas_drawVertices'>drawVertices</a>(const <a href='undocumented#SkVertices'>SkVertices</a>* vertices, const <a href='SkMatrix_Reference#SkMatrix'>SkMatrix</a>* bones, int boneCount, <a href='SkBlendMode_Reference#SkBlendMode'>SkBlendMode</a> mode,
+                  const <a href='SkPaint_Reference#SkPaint'>SkPaint</a>& paint)
+</pre>
+
+<a href='#Draw'>Draw</a> <a href='undocumented#Vertices'>Vertices</a> <a href='#SkCanvas_drawVertices_3_vertices'>vertices</a>, a triangle mesh, using <a href='#Clip'>Clip</a> and <a href='#Matrix'>Matrix</a>. Bone data is used to
+deform <a href='#SkCanvas_drawVertices_3_vertices'>vertices</a> with bone weights.
+If <a href='undocumented#Texs'>Vertices Texs</a> and <a href='undocumented#Colors'>Vertices Colors</a> are defined in <a href='#SkCanvas_drawVertices_3_vertices'>vertices</a>, and <a href='SkPaint_Reference#Paint'>Paint</a> <a href='#SkCanvas_drawVertices_3_paint'>paint</a>
+contains <a href='undocumented#Shader'>Shader</a>, <a href='SkBlendMode_Reference#Blend_Mode'>Blend Mode</a> <a href='#SkCanvas_drawVertices_3_mode'>mode</a> combines <a href='undocumented#Colors'>Vertices Colors</a> with <a href='undocumented#Shader'>Shader</a>.
+The first element of <a href='#SkCanvas_drawVertices_3_bones'>bones</a> should be an object to world space transformation matrix that
+will be applied before performing mesh deformations. If no such transformation is needed,
+it should be the identity matrix.
+
+### Parameters
+
+<table>  <tr>    <td><a name='SkCanvas_drawVertices_3_vertices'><code><strong>vertices</strong></code></a></td>
+    <td>triangle mesh to draw</td>
+  </tr>
+  <tr>    <td><a name='SkCanvas_drawVertices_3_bones'><code><strong>bones</strong></code></a></td>
+    <td>bone matrix data</td>
+  </tr>
+  <tr>    <td><a name='SkCanvas_drawVertices_3_boneCount'><code><strong>boneCount</strong></code></a></td>
+    <td>number of bone matrices</td>
+  </tr>
+  <tr>    <td><a name='SkCanvas_drawVertices_3_mode'><code><strong>mode</strong></code></a></td>
+    <td>combines <a href='undocumented#Colors'>Vertices Colors</a> with <a href='undocumented#Shader'>Shader</a>, if both are present</td>
+  </tr>
+  <tr>    <td><a name='SkCanvas_drawVertices_3_paint'><code><strong>paint</strong></code></a></td>
+    <td>specifies the <a href='undocumented#Shader'>Shader</a>, used as <a href='undocumented#Vertices'>Vertices</a> texture, may be nullptr</td>
+  </tr>
+</table>
+
+### Example
+
+<div><fiddle-embed name="7db6ad6b01931d713d7390736239001b"></fiddle-embed></div>
+
+### See Also
+
+<a href='#SkCanvas_drawPatch'>drawPatch</a><sup><a href='#SkCanvas_drawPatch_2'>[2]</a></sup> <a href='#SkCanvas_drawPicture'>drawPicture</a><sup><a href='#SkCanvas_drawPicture_2'>[2]</a></sup><sup><a href='#SkCanvas_drawPicture_3'>[3]</a></sup><sup><a href='#SkCanvas_drawPicture_4'>[4]</a></sup>
+
+---
+
+<a name='SkCanvas_drawVertices_4'></a>
+
+<pre style="padding: 1em 1em 1em 1em; width: 62.5em;background-color: #f0f0f0">
+void <a href='#SkCanvas_drawVertices'>drawVertices</a>(const <a href='undocumented#sk_sp'>sk sp</a>&lt;<a href='undocumented#SkVertices'>SkVertices</a>&gt;& vertices, const <a href='SkMatrix_Reference#SkMatrix'>SkMatrix</a>* bones, int boneCount,
+                  <a href='SkBlendMode_Reference#SkBlendMode'>SkBlendMode</a> mode, const <a href='SkPaint_Reference#SkPaint'>SkPaint</a>& paint)
+</pre>
+
+<a href='#Draw'>Draw</a> <a href='undocumented#Vertices'>Vertices</a> <a href='#SkCanvas_drawVertices_4_vertices'>vertices</a>, a triangle mesh, using <a href='#Clip'>Clip</a> and <a href='#Matrix'>Matrix</a>. Bone data is used to
+deform <a href='#SkCanvas_drawVertices_4_vertices'>vertices</a> with bone weights.
+If <a href='undocumented#Texs'>Vertices Texs</a> and <a href='undocumented#Colors'>Vertices Colors</a> are defined in <a href='#SkCanvas_drawVertices_4_vertices'>vertices</a>, and <a href='SkPaint_Reference#Paint'>Paint</a> <a href='#SkCanvas_drawVertices_4_paint'>paint</a>
+contains <a href='undocumented#Shader'>Shader</a>, <a href='SkBlendMode_Reference#Blend_Mode'>Blend Mode</a> <a href='#SkCanvas_drawVertices_4_mode'>mode</a> combines <a href='undocumented#Colors'>Vertices Colors</a> with <a href='undocumented#Shader'>Shader</a>.
+The first element of <a href='#SkCanvas_drawVertices_4_bones'>bones</a> should be an object to world space transformation matrix that
+will be applied before performing mesh deformations. If no such transformation is needed,
+it should be the identity matrix.
+
+### Parameters
+
+<table>  <tr>    <td><a name='SkCanvas_drawVertices_4_vertices'><code><strong>vertices</strong></code></a></td>
+    <td>triangle mesh to draw</td>
+  </tr>
+  <tr>    <td><a name='SkCanvas_drawVertices_4_bones'><code><strong>bones</strong></code></a></td>
+    <td>bone matrix data</td>
+  </tr>
+  <tr>    <td><a name='SkCanvas_drawVertices_4_boneCount'><code><strong>boneCount</strong></code></a></td>
+    <td>number of bone matrices</td>
+  </tr>
+  <tr>    <td><a name='SkCanvas_drawVertices_4_mode'><code><strong>mode</strong></code></a></td>
+    <td>combines <a href='undocumented#Colors'>Vertices Colors</a> with <a href='undocumented#Shader'>Shader</a>, if both are present</td>
+  </tr>
+  <tr>    <td><a name='SkCanvas_drawVertices_4_paint'><code><strong>paint</strong></code></a></td>
+    <td>specifies the <a href='undocumented#Shader'>Shader</a>, used as <a href='undocumented#Vertices'>Vertices</a> texture, may be nullptr</td>
+  </tr>
+</table>
+
+### Example
+
+<div><fiddle-embed name="cc1fc7f3462abc79ec6dec3405e2812d"></fiddle-embed></div>
 
 ### See Also
 
@@ -6567,7 +6663,7 @@
 
 ### See Also
 
-SeeAlso <a href='#SkCanvas_drawVertices'>drawVertices</a><sup><a href='#SkCanvas_drawVertices_2'>[2]</a></sup> <a href='#SkCanvas_drawPicture'>drawPicture</a><sup><a href='#SkCanvas_drawPicture_2'>[2]</a></sup><sup><a href='#SkCanvas_drawPicture_3'>[3]</a></sup><sup><a href='#SkCanvas_drawPicture_4'>[4]</a></sup>
+SeeAlso <a href='#SkCanvas_drawVertices'>drawVertices</a><sup><a href='#SkCanvas_drawVertices_2'>[2]</a></sup><sup><a href='#SkCanvas_drawVertices_3'>[3]</a></sup><sup><a href='#SkCanvas_drawVertices_4'>[4]</a></sup> <a href='#SkCanvas_drawPicture'>drawPicture</a><sup><a href='#SkCanvas_drawPicture_2'>[2]</a></sup><sup><a href='#SkCanvas_drawPicture_3'>[3]</a></sup><sup><a href='#SkCanvas_drawPicture_4'>[4]</a></sup>
 
 ---
 
@@ -6623,7 +6719,7 @@
 
 ### See Also
 
-SeeAlso <a href='#SkCanvas_drawVertices'>drawVertices</a><sup><a href='#SkCanvas_drawVertices_2'>[2]</a></sup> <a href='#SkCanvas_drawPicture'>drawPicture</a><sup><a href='#SkCanvas_drawPicture_2'>[2]</a></sup><sup><a href='#SkCanvas_drawPicture_3'>[3]</a></sup><sup><a href='#SkCanvas_drawPicture_4'>[4]</a></sup>
+SeeAlso <a href='#SkCanvas_drawVertices'>drawVertices</a><sup><a href='#SkCanvas_drawVertices_2'>[2]</a></sup><sup><a href='#SkCanvas_drawVertices_3'>[3]</a></sup><sup><a href='#SkCanvas_drawVertices_4'>[4]</a></sup> <a href='#SkCanvas_drawPicture'>drawPicture</a><sup><a href='#SkCanvas_drawPicture_2'>[2]</a></sup><sup><a href='#SkCanvas_drawPicture_3'>[3]</a></sup><sup><a href='#SkCanvas_drawPicture_4'>[4]</a></sup>
 
 ---
 
diff --git a/site/user/api/SkPaint_Reference.md b/site/user/api/SkPaint_Reference.md
index ae834cb..3a5a932 100644
--- a/site/user/api/SkPaint_Reference.md
+++ b/site/user/api/SkPaint_Reference.md
@@ -5443,9 +5443,7 @@
 
 true if all <a href='#SkPaint_containsText_text'>text</a> corresponds to a non-zero glyph index
 
-### Example
-
-<div><fiddle-embed name="71b417d6651cbcecae1a05067c94ab3e"><div><a href='#SkPaint_containsText'>containsText</a> succeeds for degree symbol, but cannot find a glyph index
+<div><a href='#SkPaint_containsText'>containsText</a> succeeds for degree symbol, but cannot find a glyph index
 corresponding to the Unicode surrogate code point.
 </div>
 
@@ -5456,8 +5454,6 @@
 0xd800 != has char
 ~~~~
 
-</fiddle-embed></div>
-
 ### Example
 
 <div><fiddle-embed name="083557b6f653d6fc00a34e01f87b74ff"><div><a href='#SkPaint_containsText'>containsText</a> returns true that glyph index is greater than zero, not
diff --git a/site/user/api/catalog.htm b/site/user/api/catalog.htm
index db6e594..e1fe83e 100644
--- a/site/user/api/catalog.htm
+++ b/site/user/api/catalog.htm
@@ -1443,17 +1443,10 @@
         "stdout": "[  1.0000   0.0000   3.0000][  0.0000   2.0000   4.0000][  0.0000   0.0000   1.0000]\\n"
     },
         "SkPaint_containsText": {
-    "code": "void draw(SkCanvas* canvas) {\n    SkPaint paint;\n    const uint16_t goodChar = 0x00B0;  // degree symbol\n    const uint16_t badChar = 0xD800;   // Unicode surrogate\n    paint.setTextEncoding(SkPaint::kUTF16_TextEncoding);\n    SkDebugf(\"0x%04x %c= has char\\n\", goodChar,\n            paint.containsText(&goodChar, 2) ? '=' : '!');\n    SkDebugf(\"0x%04x %c= has char\\n\", badChar,\n            paint.containsText(&badChar, 2) ? '=' : '!');\n}",
-    "hash": "71b417d6651cbcecae1a05067c94ab3e",
-    "file": "SkPaint_Reference",
-    "name": "SkPaint::containsText",
-        "stdout": "0x00b0 == has char\\n0xd800 != has char\\n"
-    },
-        "SkPaint_containsText_a": {
     "code": "void draw(SkCanvas* canvas) {\n    SkPaint paint;\n    const uint16_t goodGlyph = 511;\n    const uint16_t zeroGlyph = 0;\n    const uint16_t badGlyph = 65535; // larger than glyph count in font\n    paint.setTextEncoding(SkPaint::kGlyphID_TextEncoding);\n    SkDebugf(\"0x%04x %c= has glyph\\n\", goodGlyph,\n            paint.containsText(&goodGlyph, 2) ? '=' : '!');\n    SkDebugf(\"0x%04x %c= has glyph\\n\", zeroGlyph,\n            paint.containsText(&zeroGlyph, 2) ? '=' : '!');\n    SkDebugf(\"0x%04x %c= has glyph\\n\", badGlyph,\n            paint.containsText(&badGlyph, 2) ? '=' : '!');\n}",
     "hash": "083557b6f653d6fc00a34e01f87b74ff",
     "file": "SkPaint_Reference",
-    "name": "SkPaint::containsText_2",
+    "name": "SkPaint::containsText",
         "stdout": "0x01ff == has glyph\\n0x0000 != has glyph\\n0xffff == has glyph\\n"
     },
         "SkPaint_copy_const_SkPaint": {
@@ -5097,13 +5090,29 @@
     "name": "SkCanvas::drawVertices"
 },
     "SkCanvas_drawVertices_2": {
-    "code": "void draw(SkCanvas* canvas) {\n    SkPaint paint;\n    SkPoint points[] = { { 0, 0 }, { 250, 0 }, { 100, 100 }, { 0, 250 } };\n    SkPoint texs[] = { { 0, 0 }, { 0, 250 }, { 250, 250 }, { 250, 0 } };\n    SkColor colors[] = { SK_ColorRED, SK_ColorBLUE, SK_ColorYELLOW, SK_ColorCYAN };\n    paint.setShader(SkGradientShader::MakeLinear(points, colors, nullptr, 4,\n            SkShader::kClamp_TileMode));\n    auto vertices = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,\n            SK_ARRAY_COUNT(points), points, texs, colors);\n    canvas->drawVertices(vertices.get(), SkBlendMode::kDarken, paint);\n}\n",
+    "code": "void draw(SkCanvas* canvas) {\n    SkPaint paint;\n    SkPoint points[] = { { 0, 0 }, { 250, 0 }, { 100, 100 }, { 0, 250 } };\n    SkPoint texs[] = { { 0, 0 }, { 0, 250 }, { 250, 250 }, { 250, 0 } };\n    SkColor colors[] = { SK_ColorRED, SK_ColorBLUE, SK_ColorYELLOW, SK_ColorCYAN };\n    paint.setShader(SkGradientShader::MakeLinear(points, colors, nullptr, 4,\n            SkShader::kClamp_TileMode));\n    auto vertices = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,\n            SK_ARRAY_COUNT(points), points, texs, colors);\n    canvas->drawVertices(vertices, SkBlendMode::kDarken, paint);\n}\n",
     "width": 256,
     "height": 256,
-    "hash": "94e32538646d5f1299c427e473f9ec87",
+    "hash": "e8bdae9bea3227758989028424fcac3d",
     "file": "SkCanvas_Reference",
     "name": "SkCanvas::drawVertices_2"
 },
+    "SkCanvas_drawVertices_3": {
+    "code": "void draw(SkCanvas* canvas) {\n    SkPaint paint;\n    SkPoint points[] = { { 0, 0 }, { 250, 0 }, { 100, 100 }, { 0, 250 } };\n    SkPoint texs[] = { { 0, 0 }, { 0, 250 }, { 250, 250 }, { 250, 0 } };\n    SkColor colors[] = { SK_ColorRED, SK_ColorBLUE, SK_ColorYELLOW, SK_ColorCYAN };\n    SkVertices::BoneIndices boneIndices[] = { { 0, 0, 0, 0 },\n                                              { 1, 0, 0, 0 },\n                                              { 2, 0, 0, 0 },\n                                              { 3, 0, 0, 0 } };\n    SkVertices::BoneWeights boneWeights[] = { { 0.0f, 0.0f, 0.0f, 0.0f },\n                                              { 1.0f, 0.0f, 0.0f, 0.0f },\n                                              { 1.0f, 0.0f, 0.0f, 0.0f },\n                                              { 1.0f, 0.0f, 0.0f, 0.0f } };\n    SkMatrix bones[] = { SkMatrix::I(),\n                         SkMatrix::MakeTrans(0, 20),\n                         SkMatrix::MakeTrans(50, 50),\n                         SkMatrix::MakeTrans(20, 0) };\n    paint.setShader(SkGradientShader::MakeLinear(points, colors, nullptr, 4,\n            SkShader::kClamp_TileMode));\n    auto vertices = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,\n            SK_ARRAY_COUNT(points), points, texs, colors, boneIndices, boneWeights);\n    canvas->drawVertices(vertices.get(), bones, SK_ARRAY_COUNT(bones), SkBlendMode::kDarken, paint);\n}\n",
+    "width": 256,
+    "height": 256,
+    "hash": "7db6ad6b01931d713d7390736239001b",
+    "file": "SkCanvas_Reference",
+    "name": "SkCanvas::drawVertices_3"
+},
+    "SkCanvas_drawVertices_4": {
+    "code": "void draw(SkCanvas* canvas) {\n    SkPaint paint;\n    SkPoint points[] = { { 0, 0 }, { 250, 0 }, { 100, 100 }, { 0, 250 } };\n    SkPoint texs[] = { { 0, 0 }, { 0, 250 }, { 250, 250 }, { 250, 0 } };\n    SkColor colors[] = { SK_ColorRED, SK_ColorBLUE, SK_ColorYELLOW, SK_ColorCYAN };\n    SkVertices::BoneIndices boneIndices[] = { { 0, 0, 0, 0 },\n                                              { 1, 0, 0, 0 },\n                                              { 2, 0, 0, 0 },\n                                              { 3, 0, 0, 0 } };\n    SkVertices::BoneWeights boneWeights[] = { { 0.0f, 0.0f, 0.0f, 0.0f },\n                                              { 1.0f, 0.0f, 0.0f, 0.0f },\n                                              { 1.0f, 0.0f, 0.0f, 0.0f },\n                                              { 1.0f, 0.0f, 0.0f, 0.0f } };\n    SkMatrix bones[] = { SkMatrix::I(),\n                         SkMatrix::MakeTrans(0, 20),\n                         SkMatrix::MakeTrans(50, 50),\n                         SkMatrix::MakeTrans(20, 0) };\n    paint.setShader(SkGradientShader::MakeLinear(points, colors, nullptr, 4,\n            SkShader::kClamp_TileMode));\n    auto vertices = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,\n            SK_ARRAY_COUNT(points), points, texs, colors, boneIndices, boneWeights);\n    canvas->drawVertices(vertices, bones, SK_ARRAY_COUNT(bones), SkBlendMode::kDarken, paint);\n}\n",
+    "width": 256,
+    "height": 256,
+    "hash": "cc1fc7f3462abc79ec6dec3405e2812d",
+    "file": "SkCanvas_Reference",
+    "name": "SkCanvas::drawVertices_4"
+},
     "SkCanvas_getGrContext": {
     "code": "void draw(SkCanvas* canvas) {\n    if (canvas->getGrContext()) {\n         canvas->clear(SK_ColorRED);\n    } else {\n         canvas->clear(SK_ColorBLUE);\n    }\n}\n",
     "width": 256,
diff --git a/site/user/api/usingBookmaker.md b/site/user/api/usingBookmaker.md
index 004361a..348d1c6 100644
--- a/site/user/api/usingBookmaker.md
+++ b/site/user/api/usingBookmaker.md
@@ -104,7 +104,7 @@
 By default this will appear in your home directory.
 
 <pre style="padding: 1em 1em 1em 1em;width: 62.5em; background-color: #f0f0f0">
-$ go get go.skia.org/infra/fiddle/go/fiddlecli
+$ go get go.skia.org/infra/fiddlek/go/fiddlecli
 </pre>
 
 Build <a href='#Bookmaker'>Bookmaker</a>.
diff --git a/src/core/SkCanvas.cpp b/src/core/SkCanvas.cpp
index bf32aaf..8314f80 100644
--- a/src/core/SkCanvas.cpp
+++ b/src/core/SkCanvas.cpp
@@ -1711,7 +1711,7 @@
     this->onDrawVerticesObject(vertices, nullptr, 0, mode, paint);
 }
 
-void SkCanvas::drawVertices(const sk_sp<SkVertices> vertices, const SkMatrix* bones, int boneCount,
+void SkCanvas::drawVertices(const sk_sp<SkVertices>& vertices, const SkMatrix* bones, int boneCount,
                             SkBlendMode mode, const SkPaint& paint) {
     TRACE_EVENT0("skia", TRACE_FUNC);
     RETURN_ON_NULL(vertices);
diff --git a/tools/bookmaker/parserCommon.cpp b/tools/bookmaker/parserCommon.cpp
index 35769b6..33bf149 100644
--- a/tools/bookmaker/parserCommon.cpp
+++ b/tools/bookmaker/parserCommon.cpp
@@ -161,7 +161,7 @@
     if (fReturnOnWrite) {
         return true;
     }
-    SkASSERT(size < 16000);
+    SkASSERT(size < 20000);
     if (size > 3 && !strncmp("#end", data, 4)) {
         fMaxLF = 1;
     }