import { type IPipelineContext } from "../IPipelineContext.js";
import { type Nullable } from "../../types.js";
import { type WebGPUEngine } from "../webgpuEngine.js";
import { type Effect } from "../../Materials/effect.js";
import { type WebGPUShaderProcessingContext } from "./webgpuShaderProcessingContext.js";
import { UniformBuffer } from "../../Materials/uniformBuffer.js";
import { type IMatrixLike, type IVector2Like, type IVector3Like, type IVector4Like, type IColor3Like, type IColor4Like, type IQuaternionLike } from "../../Maths/math.like.js";
import { type AbstractEngine } from "../abstractEngine.js";
/** @internal */
export interface IWebGPURenderPipelineStageDescriptor {
    vertexStage: GPUProgrammableStage;
    fragmentStage?: GPUProgrammableStage;
}
/** @internal */
export declare class WebGPUPipelineContext implements IPipelineContext {
    engine: WebGPUEngine;
    shaderProcessingContext: WebGPUShaderProcessingContext;
    protected _leftOverUniformsByName: {
        [name: string]: string;
    };
    vertexBufferKindToType: {
        [kind: string]: number;
    };
    sources: {
        vertex: string;
        fragment: string;
        rawVertex: string;
        rawFragment: string;
    };
    stages: Nullable<IWebGPURenderPipelineStageDescriptor>;
    bindGroupLayouts: {
        [textureState: number]: GPUBindGroupLayout[];
    };
    /**
     * Stores the left-over uniform buffer
     */
    uniformBuffer: Nullable<UniformBuffer>;
    onCompiled?: () => void;
    get isAsync(): boolean;
    get isReady(): boolean;
    /** @internal */
    _name: string;
    constructor(shaderProcessingContext: WebGPUShaderProcessingContext, engine: WebGPUEngine);
    _handlesSpectorRebuildCallback(): void;
    _fillEffectInformation(effect: Effect, uniformBuffersNames: {
        [key: string]: number;
    }, uniformsNames: string[], uniforms: {
        [key: string]: Nullable<WebGLUniformLocation>;
    }, samplerList: string[], samplers: {
        [key: string]: number;
    }, attributesNames: string[], attributes: number[]): void;
    /** @internal */
    /**
     * Build the uniform buffer used in the material.
     */
    buildUniformLayout(): void;
    setEngine(engine: AbstractEngine): void;
    /**
     * Release all associated resources.
     **/
    dispose(): void;
    /**
     * Sets an integer value on a uniform variable.
     * @param uniformName Name of the variable.
     * @param value Value to be set.
     */
    setInt(uniformName: string, value: number): void;
    /**
     * Sets an int2 value on a uniform variable.
     * @param uniformName Name of the variable.
     * @param x First int in int2.
     * @param y Second int in int2.
     */
    setInt2(uniformName: string, x: number, y: number): void;
    /**
     * Sets an int3 value on a uniform variable.
     * @param uniformName Name of the variable.
     * @param x First int in int3.
     * @param y Second int in int3.
     * @param z Third int in int3.
     */
    setInt3(uniformName: string, x: number, y: number, z: number): void;
    /**
     * Sets an int4 value on a uniform variable.
     * @param uniformName Name of the variable.
     * @param x First int in int4.
     * @param y Second int in int4.
     * @param z Third int in int4.
     * @param w Fourth int in int4.
     */
    setInt4(uniformName: string, x: number, y: number, z: number, w: number): void;
    /**
     * Sets an int array on a uniform variable.
     * @param uniformName Name of the variable.
     * @param array array to be set.
     */
    setIntArray(uniformName: string, array: Int32Array): void;
    /**
     * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
     * @param uniformName Name of the variable.
     * @param array array to be set.
     */
    setIntArray2(uniformName: string, array: Int32Array): void;
    /**
     * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
     * @param uniformName Name of the variable.
     * @param array array to be set.
     */
    setIntArray3(uniformName: string, array: Int32Array): void;
    /**
     * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
     * @param uniformName Name of the variable.
     * @param array array to be set.
     */
    setIntArray4(uniformName: string, array: Int32Array): void;
    /**
     * Sets an unsigned integer value on a uniform variable.
     * @param uniformName Name of the variable.
     * @param value Value to be set.
     */
    setUInt(uniformName: string, value: number): void;
    /**
     * Sets an unsigned int2 value on a uniform variable.
     * @param uniformName Name of the variable.
     * @param x First unsigned int in uint2.
     * @param y Second unsigned int in uint2.
     */
    setUInt2(uniformName: string, x: number, y: number): void;
    /**
     * Sets an unsigned int3 value on a uniform variable.
     * @param uniformName Name of the variable.
     * @param x First unsigned int in uint3.
     * @param y Second unsigned int in uint3.
     * @param z Third unsigned int in uint3.
     */
    setUInt3(uniformName: string, x: number, y: number, z: number): void;
    /**
     * Sets an unsigned int4 value on a uniform variable.
     * @param uniformName Name of the variable.
     * @param x First unsigned int in uint4.
     * @param y Second unsigned int in uint4.
     * @param z Third unsigned int in uint4.
     * @param w Fourth unsigned int in uint4.
     */
    setUInt4(uniformName: string, x: number, y: number, z: number, w: number): void;
    /**
     * Sets an unsigned int array on a uniform variable.
     * @param uniformName Name of the variable.
     * @param array array to be set.
     */
    setUIntArray(uniformName: string, array: Uint32Array): void;
    /**
     * Sets an unsigned int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
     * @param uniformName Name of the variable.
     * @param array array to be set.
     */
    setUIntArray2(uniformName: string, array: Uint32Array): void;
    /**
     * Sets an unsigned int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
     * @param uniformName Name of the variable.
     * @param array array to be set.
     */
    setUIntArray3(uniformName: string, array: Uint32Array): void;
    /**
     * Sets an unsigned int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
     * @param uniformName Name of the variable.
     * @param array array to be set.
     */
    setUIntArray4(uniformName: string, array: Uint32Array): void;
    /**
     * Sets an array on a uniform variable.
     * @param uniformName Name of the variable.
     * @param array array to be set.
     */
    setArray(uniformName: string, array: number[]): void;
    /**
     * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
     * @param uniformName Name of the variable.
     * @param array array to be set.
     */
    setArray2(uniformName: string, array: number[]): void;
    /**
     * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
     * @param uniformName Name of the variable.
     * @param array array to be set.
     */
    setArray3(uniformName: string, array: number[]): void;
    /**
     * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
     * @param uniformName Name of the variable.
     * @param array array to be set.
     */
    setArray4(uniformName: string, array: number[]): void;
    /**
     * Sets matrices on a uniform variable.
     * @param uniformName Name of the variable.
     * @param matrices matrices to be set.
     */
    setMatrices(uniformName: string, matrices: Float32Array): void;
    /**
     * Sets matrix on a uniform variable.
     * @param uniformName Name of the variable.
     * @param matrix matrix to be set.
     */
    setMatrix(uniformName: string, matrix: IMatrixLike): void;
    /**
     * Sets a 3x3 matrix on a uniform variable. (Specified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
     * @param uniformName Name of the variable.
     * @param matrix matrix to be set.
     */
    setMatrix3x3(uniformName: string, matrix: Float32Array): void;
    /**
     * Sets a 2x2 matrix on a uniform variable. (Specified as [1,2,3,4] will result in [1,2][3,4] matrix)
     * @param uniformName Name of the variable.
     * @param matrix matrix to be set.
     */
    setMatrix2x2(uniformName: string, matrix: Float32Array): void;
    /**
     * Sets a float on a uniform variable.
     * @param uniformName Name of the variable.
     * @param value value to be set.
     */
    setFloat(uniformName: string, value: number): void;
    /**
     * Sets a Vector2 on a uniform variable.
     * @param uniformName Name of the variable.
     * @param vector2 vector2 to be set.
     */
    setVector2(uniformName: string, vector2: IVector2Like): void;
    /**
     * Sets a float2 on a uniform variable.
     * @param uniformName Name of the variable.
     * @param x First float in float2.
     * @param y Second float in float2.
     */
    setFloat2(uniformName: string, x: number, y: number): void;
    /**
     * Sets a Vector3 on a uniform variable.
     * @param uniformName Name of the variable.
     * @param vector3 Value to be set.
     */
    setVector3(uniformName: string, vector3: IVector3Like): void;
    /**
     * Sets a float3 on a uniform variable.
     * @param uniformName Name of the variable.
     * @param x First float in float3.
     * @param y Second float in float3.
     * @param z Third float in float3.
     */
    setFloat3(uniformName: string, x: number, y: number, z: number): void;
    /**
     * Sets a Vector4 on a uniform variable.
     * @param uniformName Name of the variable.
     * @param vector4 Value to be set.
     */
    setVector4(uniformName: string, vector4: IVector4Like): void;
    /**
     * Sets a Quaternion on a uniform variable.
     * @param uniformName Name of the variable.
     * @param quaternion Value to be set.
     */
    setQuaternion(uniformName: string, quaternion: IQuaternionLike): void;
    /**
     * Sets a float4 on a uniform variable.
     * @param uniformName Name of the variable.
     * @param x First float in float4.
     * @param y Second float in float4.
     * @param z Third float in float4.
     * @param w Fourth float in float4.
     */
    setFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
    /**
     * Sets a Color3 on a uniform variable.
     * @param uniformName Name of the variable.
     * @param color3 Value to be set.
     */
    setColor3(uniformName: string, color3: IColor3Like): void;
    /**
     * Sets a Color4 on a uniform variable.
     * @param uniformName Name of the variable.
     * @param color3 Value to be set.
     * @param alpha Alpha value to be set.
     */
    setColor4(uniformName: string, color3: IColor3Like, alpha: number): void;
    /**
     * Sets a Color4 on a uniform variable
     * @param uniformName defines the name of the variable
     * @param color4 defines the value to be set
     */
    setDirectColor4(uniformName: string, color4: IColor4Like): void;
    _getVertexShaderCode(): string | null;
    _getFragmentShaderCode(): string | null;
}
