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#include <mbgl/layer/raster_layer_impl.hpp>
#include <mbgl/renderer/bucket.hpp>
namespace mbgl {
void RasterLayer::Impl::parsePaints(const JSValue& layer) {
paint.parse(layer);
}
void RasterLayer::Impl::cascade(const StyleCascadeParameters& parameters) {
paint.cascade(parameters);
}
bool RasterLayer::Impl::recalculate(const StyleCalculationParameters& parameters) {
bool hasTransitions = paint.recalculate(parameters);
passes = paint.rasterOpacity > 0 ? RenderPass::Translucent : RenderPass::None;
return hasTransitions;
}
std::unique_ptr<Bucket> RasterLayer::Impl::createBucket(StyleBucketParameters&) const {
return nullptr;
}
} // namespace mbgl
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