// Include this before including custom_layer_render_parameters as custom_layer_render_parameters needs to be // "lightweight". It shouldn't touch the full as it brings the whole new big #include #include #include #include #include #include namespace mbgl { namespace style { namespace vulkan { CustomLayerRenderParameters::CustomLayerRenderParameters(const mbgl::PaintParameters& paintParameters) : mbgl::style::CustomLayerRenderParameters(paintParameters), dispatcher(static_cast(paintParameters.backend).getDispatcher()) { device = static_cast(paintParameters.backend).getDevice().get(); auto& vulkanRenderPass = static_cast(*paintParameters.renderPass); commandBuffer = vulkanRenderPass.getEncoder().getCommandBuffer().get(); const auto& renderable = paintParameters.backend.getDefaultRenderable(); const auto& resource = renderable.getResource(); renderPass = resource.getRenderPass().get(); screenPreRotationRadiansClockwise = resource.getRotation(); } } // namespace vulkan } // namespace style } // namespace mbgl