import { StatsManager } from "../utils/stats-manager.js";
import type { VertexFormat, VertexFormatInfo } from "../shadertypes/vertex-types/vertex-formats.js";
import type { TextureFormat, TextureFormatInfo, CompressedTextureFormat } from "../shadertypes/texture-types/texture-formats.js";
import type { CanvasContext, CanvasContextProps } from "./canvas-context.js";
import type { PresentationContext, PresentationContextProps } from "./presentation-context.js";
import type { BufferProps } from "./resources/buffer.js";
import { Buffer } from "./resources/buffer.js";
import type { RenderPipeline, RenderPipelineProps } from "./resources/render-pipeline.js";
import type { SharedRenderPipeline } from "./resources/shared-render-pipeline.js";
import type { ComputePipeline, ComputePipelineProps } from "./resources/compute-pipeline.js";
import type { Sampler, SamplerProps } from "./resources/sampler.js";
import type { Shader, ShaderProps } from "./resources/shader.js";
import type { Texture, TextureProps } from "./resources/texture.js";
import type { ExternalTexture, ExternalTextureProps } from "./resources/external-texture.js";
import type { Framebuffer, FramebufferProps } from "./resources/framebuffer.js";
import type { RenderPass, RenderPassProps } from "./resources/render-pass.js";
import type { ComputePass, ComputePassProps } from "./resources/compute-pass.js";
import type { CommandEncoder, CommandEncoderProps } from "./resources/command-encoder.js";
import type { CommandBuffer } from "./resources/command-buffer.js";
import type { VertexArray, VertexArrayProps } from "./resources/vertex-array.js";
import type { TransformFeedback, TransformFeedbackProps } from "./resources/transform-feedback.js";
import type { QuerySet, QuerySetProps } from "./resources/query-set.js";
import type { Fence } from "./resources/fence.js";
import type { Bindings, ComputeShaderLayout, ShaderLayout } from "./types/shader-layout.js";
import type { ExternalImage } from "../shadertypes/image-types/image-types.js";
/**
 * Identifies the GPU vendor and driver.
 * @note Chrome WebGPU does not provide much information, though more can be enabled with
 * @see https://developer.chrome.com/blog/new-in-webgpu-120#adapter_information_updates
 * chrome://flags/#enable-webgpu-developer-features
 */
export type DeviceInfo = {
    /** Type of device */
    type: 'webgl' | 'webgpu' | 'null' | 'unknown';
    /** Vendor (name of GPU vendor, Apple, nVidia etc */
    vendor: string;
    /** Renderer (usually driver name) */
    renderer: string;
    /** version of driver */
    version: string;
    /** family of GPU */
    gpu: 'nvidia' | 'amd' | 'intel' | 'apple' | 'software' | 'unknown';
    /** Type of GPU () */
    gpuType: 'discrete' | 'integrated' | 'cpu' | 'unknown';
    /** GPU architecture */
    gpuArchitecture?: string;
    /** GPU driver backend. Can sometimes be sniffed */
    gpuBackend?: 'opengl' | 'opengles' | 'metal' | 'd3d11' | 'd3d12' | 'vulkan' | 'unknown';
    /** If this is a fallback adapter */
    fallback?: boolean;
    /** Shader language supported by device.createShader() */
    shadingLanguage: 'wgsl' | 'glsl';
    /** Highest supported shader language version: GLSL 3.00 = 300, WGSL 1.00 = 100 */
    shadingLanguageVersion: number;
};
/** Limits for a device (max supported sizes of resources, max number of bindings etc) */
export declare abstract class DeviceLimits {
    /** max number of TextureDimension1D */
    abstract maxTextureDimension1D: number;
    /** max number of TextureDimension2D */
    abstract maxTextureDimension2D: number;
    /** max number of TextureDimension3D */
    abstract maxTextureDimension3D: number;
    /** max number of TextureArrayLayers */
    abstract maxTextureArrayLayers: number;
    /** max number of BindGroups */
    abstract maxBindGroups: number;
    /** max number of DynamicUniformBuffers per PipelineLayout */
    abstract maxDynamicUniformBuffersPerPipelineLayout: number;
    /** max number of DynamicStorageBuffers per PipelineLayout */
    abstract maxDynamicStorageBuffersPerPipelineLayout: number;
    /** max number of SampledTextures per ShaderStage */
    abstract maxSampledTexturesPerShaderStage: number;
    /** max number of Samplers per ShaderStage */
    abstract maxSamplersPerShaderStage: number;
    /** max number of StorageBuffers per ShaderStage */
    abstract maxStorageBuffersPerShaderStage: number;
    /** max number of StorageTextures per ShaderStage */
    abstract maxStorageTexturesPerShaderStage: number;
    /** max number of UniformBuffers per ShaderStage */
    abstract maxUniformBuffersPerShaderStage: number;
    /** max number of UniformBufferBindingSize */
    abstract maxUniformBufferBindingSize: number;
    /** max number of StorageBufferBindingSize */
    abstract maxStorageBufferBindingSize: number;
    /** min UniformBufferOffsetAlignment */
    abstract minUniformBufferOffsetAlignment: number;
    /** min StorageBufferOffsetAlignment */
    abstract minStorageBufferOffsetAlignment: number;
    /** max number of VertexBuffers */
    abstract maxVertexBuffers: number;
    /** max number of VertexAttributes */
    abstract maxVertexAttributes: number;
    /** max number of VertexBufferArrayStride */
    abstract maxVertexBufferArrayStride: number;
    /** max number of InterStageShaderComponents */
    abstract maxInterStageShaderVariables: number;
    /** max number of ComputeWorkgroupStorageSize */
    abstract maxComputeWorkgroupStorageSize: number;
    /** max number of ComputeInvocations per Workgroup */
    abstract maxComputeInvocationsPerWorkgroup: number;
    /** max ComputeWorkgroupSizeX */
    abstract maxComputeWorkgroupSizeX: number;
    /** max ComputeWorkgroupSizeY */
    abstract maxComputeWorkgroupSizeY: number;
    /** max ComputeWorkgroupSizeZ */
    abstract maxComputeWorkgroupSizeZ: number;
    /** max ComputeWorkgroupsPerDimension */
    abstract maxComputeWorkgroupsPerDimension: number;
}
/** Set-like class for features (lets apps check for WebGL / WebGPU extensions) */
export declare class DeviceFeatures {
    protected features: Set<DeviceFeature>;
    protected disabledFeatures?: Partial<Record<DeviceFeature, boolean>>;
    constructor(features: DeviceFeature[] | undefined, disabledFeatures: Partial<Record<DeviceFeature, boolean>>);
    [Symbol.iterator](): IterableIterator<DeviceFeature>;
    has(feature: DeviceFeature): boolean;
}
/** Device feature names */
export type DeviceFeature = WebGPUDeviceFeature | WebGLDeviceFeature | WebGLCompressedTextureFeatures;
/** Chrome-specific extensions. Expected to eventually become standard features. */
export type WebGPUDeviceFeature = 'depth-clip-control' | 'depth32float-stencil8' | 'texture-compression-bc' | 'texture-compression-bc-sliced-3d' | 'texture-compression-etc2' | 'texture-compression-astc' | 'texture-compression-astc-sliced-3d' | 'timestamp-query' | 'indirect-first-instance' | 'shader-f16' | 'rg11b10ufloat-renderable' | 'bgra8unorm-storage' | 'float32-filterable' | 'float32-blendable' | 'clip-distances' | 'dual-source-blending' | 'subgroups';
export type WebGLDeviceFeature = 'compilation-status-async-webgl' | 'provoking-vertex-webgl' | 'polygon-mode-webgl' | 'shader-noperspective-interpolation-webgl' | 'shader-conservative-depth-webgl' | 'shader-clip-cull-distance-webgl' | 'float32-renderable-webgl' | 'float16-renderable-webgl' | 'rgb9e5ufloat-renderable-webgl' | 'snorm8-renderable-webgl' | 'norm16-webgl' | 'norm16-renderable-webgl' | 'snorm16-renderable-webgl' | 'float16-filterable-webgl' | 'texture-filterable-anisotropic-webgl' | 'bgra8unorm-storage' | 'texture-blend-float-webgl';
type WebGLCompressedTextureFeatures = 'texture-compression-bc5-webgl' | 'texture-compression-bc7-webgl' | 'texture-compression-etc1-webgl' | 'texture-compression-pvrtc-webgl' | 'texture-compression-atc-webgl';
/** Texture format capabilities that have been checked against a specific device */
export type DeviceTextureFormatCapabilities = {
    format: TextureFormat;
    /** Can the format be created and sampled?*/
    create: boolean;
    /** Is the format renderable. */
    render: boolean;
    /** Is the format filterable. */
    filter: boolean;
    /** Is the format blendable. */
    blend: boolean;
    /** Is the format storeable. */
    store: boolean;
};
/** Device properties */
export type DeviceProps = {
    /** string id for debugging. Stored on the object, used in logging and set on underlying GPU objects when feasible. */
    id?: string;
    /** Properties for creating a default canvas context */
    createCanvasContext?: CanvasContextProps | true;
    /** Control which type of GPU is preferred on systems with both integrated and discrete GPU. Defaults to "high-performance" / discrete GPU. */
    powerPreference?: 'default' | 'high-performance' | 'low-power';
    /** Hints that device creation should fail if no hardware GPU is available (if the system performance is "low"). */
    failIfMajorPerformanceCaveat?: boolean;
    /** WebGL specific: Properties passed through to WebGL2RenderingContext creation: `canvas.getContext('webgl2', props.webgl)` */
    webgl?: WebGLContextProps;
    /** Error handler. If it returns a probe logger style function, it will be called at the site of the error to optimize console error links. */
    onError?: (error: Error, context?: unknown) => unknown;
    /** Called when the size of a CanvasContext's canvas changes */
    onResize?: (ctx: CanvasContext | PresentationContext, info: {
        oldPixelSize: [number, number];
    }) => unknown;
    /** Called when the absolute position of a CanvasContext's canvas changes. Must set `CanvasContextProps.trackPosition: true` */
    onPositionChange?: (ctx: CanvasContext | PresentationContext, info: {
        oldPosition: [number, number];
    }) => unknown;
    /** Called when the visibility of a CanvasContext's canvas changes */
    onVisibilityChange?: (ctx: CanvasContext | PresentationContext) => unknown;
    /** Called when the device pixel ratio of a CanvasContext's canvas changes */
    onDevicePixelRatioChange?: (ctx: CanvasContext | PresentationContext, info: {
        oldRatio: number;
    }) => unknown;
    /** Turn on implementation defined checks that slow down execution but help break where errors occur */
    debug?: boolean;
    /** Enable GPU timestamp collection without enabling all debug validation paths. */
    debugGPUTime?: boolean;
    /** Show shader source in browser? The default is `'error'`, meaning that logs are shown when shader compilation has errors */
    debugShaders?: 'never' | 'errors' | 'warnings' | 'always';
    /** Renders a small version of updated Framebuffers into the primary canvas context. Can be set in console luma.log.set('debug-framebuffers', true) */
    debugFramebuffers?: boolean;
    /** Traces resource caching, reuse, and destroys in the PipelineFactory */
    debugFactories?: boolean;
    /** WebGL specific - Trace WebGL calls (instruments WebGL2RenderingContext at the expense of performance). Can be set in console luma.log.set('debug-webgl', true)  */
    debugWebGL?: boolean;
    /** WebGL specific - Initialize the SpectorJS WebGL debugger. Can be set in console luma.log.set('debug-spectorjs', true)  */
    debugSpectorJS?: boolean;
    /** WebGL specific - SpectorJS URL. Override if CDN is down or different SpectorJS version is desired. */
    debugSpectorJSUrl?: string;
    /** adapter.create() returns the existing Device if the provided canvas' WebGL context is already associated with a Device.  */
    _reuseDevices?: boolean;
    /** WebGPU specific - Request a Device with the highest limits supported by platform. On WebGPU devices can be created with minimal limits. */
    _requestMaxLimits?: boolean;
    /** Disable specific features */
    _disabledFeatures?: Partial<Record<DeviceFeature, boolean>>;
    /** WebGL specific - Initialize all features on startup */
    _initializeFeatures?: boolean;
    /** Enable shader caching (via ShaderFactory) */
    _cacheShaders?: boolean;
    /**
     * Destroy cached shaders when they become unused.
     * Defaults to `false` so repeated create/destroy cycles can still reuse cached shaders.
     * Enable this if the application creates very large numbers of distinct shaders and needs cache eviction.
     */
    _destroyShaders?: boolean;
    /** Enable pipeline caching (via PipelineFactory) */
    _cachePipelines?: boolean;
    /** Enable sharing of backend render-pipeline implementations when caching is enabled. Currently used by WebGL. */
    _sharePipelines?: boolean;
    /**
     * Destroy cached pipelines when they become unused.
     * Defaults to `false` so repeated create/destroy cycles can still reuse cached pipelines.
     * Enable this if the application creates very large numbers of distinct pipelines and needs cache eviction.
     */
    _destroyPipelines?: boolean;
    /** @deprecated Internal, Do not use directly! Use `luma.attachDevice()` to attach to pre-created contexts/devices. */
    _handle?: unknown;
};
type DeviceFactories = {
    bindGroupFactory?: unknown;
};
/** WebGL independent copy of WebGLContextAttributes */
type WebGLContextProps = {
    /** indicates if the canvas contains an alpha buffer. */
    alpha?: boolean;
    /** hints the user agent to reduce the latency by desynchronizing the canvas paint cycle from the event loop */
    desynchronized?: boolean;
    /** indicates whether or not to perform anti-aliasing. */
    antialias?: boolean;
    /** indicates that the render target has a stencil buffer of at least `8` bits. */
    stencil?: boolean;
    /** indicates that the drawing buffer has a depth buffer of at least 16 bits. */
    depth?: boolean;
    /** indicates if a context will be created if the system performance is low or if no hardware GPU is available. */
    failIfMajorPerformanceCaveat?: boolean;
    /** Selects GPU */
    powerPreference?: 'default' | 'high-performance' | 'low-power';
    /** page compositor will assume the drawing buffer contains colors with pre-multiplied alpha. */
    premultipliedAlpha?: boolean;
    /** buffers will not be cleared and will preserve their values until cleared or overwritten by the author. */
    preserveDrawingBuffer?: boolean;
};
/**
 * Create and attach devices for a specific backend. Currently static methods on each device
 */
export interface DeviceFactory {
    type: string;
    isSupported(): boolean;
    create(props: DeviceProps): Promise<Device>;
    attach?(handle: unknown): Device;
}
/**
 * WebGPU Device/WebGL context abstraction
 */
export declare abstract class Device {
    static defaultProps: Required<DeviceProps>;
    get [Symbol.toStringTag](): string;
    toString(): string;
    /** id of this device, primarily for debugging */
    readonly id: string;
    /** type of this device */
    abstract readonly type: 'webgl' | 'webgpu' | 'null' | 'unknown';
    abstract readonly handle: unknown;
    abstract commandEncoder: CommandEncoder;
    /** A copy of the device props  */
    readonly props: Required<DeviceProps>;
    /** Available for the application to store data on the device */
    userData: {
        [key: string]: unknown;
    };
    /** stats */
    readonly statsManager: StatsManager;
    /** Internal per-device factory storage */
    _factories: DeviceFactories;
    /** An abstract timestamp used for change tracking */
    timestamp: number;
    /** True if this device has been reused during device creation (app has multiple references) */
    _reused: boolean;
    /** Used by other luma.gl modules to store data on the device */
    private _moduleData;
    /** Information about the device (vendor, versions etc) */
    abstract info: DeviceInfo;
    /** Optional capability discovery */
    abstract features: DeviceFeatures;
    /** WebGPU style device limits */
    abstract get limits(): DeviceLimits;
    /** Optimal TextureFormat for displaying 8-bit depth, standard dynamic range content on this system. */
    abstract preferredColorFormat: 'rgba8unorm' | 'bgra8unorm';
    /** Default depth format used on this system */
    abstract preferredDepthFormat: 'depth16' | 'depth24plus' | 'depth32float';
    protected _textureCaps: Partial<Record<TextureFormat, DeviceTextureFormatCapabilities>>;
    /** Internal timestamp query set used when GPU timing collection is enabled for this device. */
    protected _debugGPUTimeQuery: QuerySet | null;
    constructor(props: DeviceProps);
    abstract destroy(): void;
    getVertexFormatInfo(format: VertexFormat): VertexFormatInfo;
    isVertexFormatSupported(format: VertexFormat): boolean;
    /** Returns information about a texture format, such as data type, channels, bits per channel, compression etc */
    getTextureFormatInfo(format: TextureFormat): TextureFormatInfo;
    /** Determines what operations are supported on a texture format on this particular device (checks against supported device features) */
    getTextureFormatCapabilities(format: TextureFormat): DeviceTextureFormatCapabilities;
    /** Calculates the number of mip levels for a texture of width, height and in case of 3d textures only, depth */
    getMipLevelCount(width: number, height: number, depth3d?: number): number;
    /** Check if data is an external image */
    isExternalImage(data: unknown): data is ExternalImage;
    /** Get the size of an external image */
    getExternalImageSize(data: ExternalImage): {
        width: number;
        height: number;
    };
    /** Check if device supports a specific texture format (creation and `nearest` sampling) */
    isTextureFormatSupported(format: TextureFormat): boolean;
    /** Check if linear filtering (sampler interpolation) is supported for a specific texture format */
    isTextureFormatFilterable(format: TextureFormat): boolean;
    /** Check if device supports rendering to a framebuffer color attachment of a specific texture format */
    isTextureFormatRenderable(format: TextureFormat): boolean;
    /** Check if a specific texture format is GPU compressed */
    isTextureFormatCompressed(format: TextureFormat): boolean;
    /** Returns the compressed texture formats that can be created and sampled on this device */
    getSupportedCompressedTextureFormats(): CompressedTextureFormat[];
    pushDebugGroup(groupLabel: string): void;
    popDebugGroup(): void;
    insertDebugMarker(markerLabel: string): void;
    /** `true` if device is already lost */
    abstract get isLost(): boolean;
    /** Promise that resolves when device is lost */
    abstract readonly lost: Promise<{
        reason: 'destroyed';
        message: string;
    }>;
    /**
     * Trigger device loss.
     * @returns `true` if context loss could actually be triggered.
     * @note primarily intended for testing how application reacts to device loss
     */
    loseDevice(): boolean;
    /** A monotonic counter for tracking buffer and texture updates */
    incrementTimestamp(): number;
    /**
     * Reports Device errors in a way that optimizes for developer experience / debugging.
     * - Logs so that the console error links directly to the source code that generated the error.
     * - Includes the object that reported the error in the log message, even if the error is asynchronous.
     *
     * Conventions when calling reportError():
     * - Always call the returned function - to ensure error is logged, at the error site
     * - Follow with a call to device.debug() - to ensure that the debugger breaks at the error site
     *
     * @param error - the error to report. If needed, just create a new Error object with the appropriate message.
     * @param context - pass `this` as context, otherwise it may not be available in the debugger for async errors.
     * @returns the logger function returned by device.props.onError() so that it can be called from the error site.
     *
     * @example
     *   device.reportError(new Error(...), this)();
     *   device.debug();
     */
    reportError(error: Error, context: unknown, ...args: unknown[]): () => unknown;
    /** Break in the debugger - if device.props.debug is true */
    debug(): void;
    /** Default / primary canvas context. Can be null as WebGPU devices can be created without a CanvasContext */
    abstract canvasContext: CanvasContext | null;
    /** Returns the default / primary canvas context. Throws an error if no canvas context is available (a WebGPU compute device) */
    getDefaultCanvasContext(): CanvasContext;
    /** Creates a new CanvasContext (WebGPU only) */
    abstract createCanvasContext(props?: CanvasContextProps): CanvasContext;
    /** Creates a presentation context for a destination canvas. WebGL requires the default canvas context to use an OffscreenCanvas. */
    abstract createPresentationContext(props?: PresentationContextProps): PresentationContext;
    /** Call after rendering a frame (necessary e.g. on WebGL OffscreenCanvas) */
    abstract submit(commandBuffer?: CommandBuffer): void;
    /** Create a buffer */
    abstract createBuffer(props: BufferProps | ArrayBuffer | ArrayBufferView): Buffer;
    /** Create a texture */
    abstract createTexture(props: TextureProps): Texture;
    /** Create a temporary texture view of a video source */
    abstract createExternalTexture(props: ExternalTextureProps): ExternalTexture;
    /** Create a sampler */
    abstract createSampler(props: SamplerProps): Sampler;
    /** Create a Framebuffer. Must have at least one attachment. */
    abstract createFramebuffer(props: FramebufferProps): Framebuffer;
    /** Create a shader */
    abstract createShader(props: ShaderProps): Shader;
    /** Create a render pipeline (aka program) */
    abstract createRenderPipeline(props: RenderPipelineProps): RenderPipeline;
    /** Create a compute pipeline (aka program). WebGPU only. */
    abstract createComputePipeline(props: ComputePipelineProps): ComputePipeline;
    /** Create a vertex array */
    abstract createVertexArray(props: VertexArrayProps): VertexArray;
    abstract createCommandEncoder(props?: CommandEncoderProps): CommandEncoder;
    /** Create a transform feedback (immutable set of output buffer bindings). WebGL only. */
    abstract createTransformFeedback(props: TransformFeedbackProps): TransformFeedback;
    abstract createQuerySet(props: QuerySetProps): QuerySet;
    /** Create a fence sync object */
    createFence(): Fence;
    /** Create a RenderPass using the default CommandEncoder */
    beginRenderPass(props?: RenderPassProps): RenderPass;
    /** Create a ComputePass using the default CommandEncoder*/
    beginComputePass(props?: ComputePassProps): ComputePass;
    /**
     * Generate mipmaps for a WebGPU texture.
     * WebGPU textures must be created up front with the required mip count, usage flags, and a format that supports the chosen generation path.
     * WebGL uses `Texture.generateMipmapsWebGL()` directly because the backend manages mip generation on the texture object itself.
     */
    generateMipmapsWebGPU(_texture: Texture): void;
    /** Internal helper for creating a shareable WebGL render-pipeline implementation. */
    _createSharedRenderPipelineWebGL(_props: RenderPipelineProps): SharedRenderPipeline;
    /** Internal WebGPU-only helper for retrieving the native bind-group layout for a pipeline group. */
    _createBindGroupLayoutWebGPU(_pipeline: RenderPipeline | ComputePipeline, _group: number): unknown;
    /** Internal WebGPU-only helper for creating a native bind group. */
    _createBindGroupWebGPU(_bindGroupLayout: unknown, _shaderLayout: ShaderLayout | ComputeShaderLayout, _bindings: Bindings, _group: number, _label?: string): unknown;
    /**
     * Internal helper that returns `true` when timestamp-query GPU timing should be
     * collected for this device.
     */
    _supportsDebugGPUTime(): boolean;
    /**
     * Internal helper that enables device-managed GPU timing collection on the
     * default command encoder. Reuses the existing query set if timing is already enabled.
     *
     * @param queryCount - Number of timestamp slots reserved for profiled passes.
     * @returns The device-managed timestamp QuerySet, or `null` when timing is not supported or could not be enabled.
     */
    _enableDebugGPUTime(queryCount?: number): QuerySet | null;
    /**
     * Internal helper that disables device-managed GPU timing collection and restores
     * the default command encoder to an unprofiled state.
     */
    _disableDebugGPUTime(): void;
    /** Internal helper that returns `true` when device-managed GPU timing is currently active. */
    _isDebugGPUTimeEnabled(): boolean;
    /**
     * Determines what operations are supported on a texture format, checking against supported device features
     * Subclasses override to apply additional checks
     */
    protected abstract _getDeviceSpecificTextureFormatCapabilities(format: DeviceTextureFormatCapabilities): DeviceTextureFormatCapabilities;
    /** @deprecated Use getDefaultCanvasContext() */
    getCanvasContext(): CanvasContext;
    /** @deprecated - will be removed - should use command encoder */
    readPixelsToArrayWebGL(source: Framebuffer | Texture, options?: {
        sourceX?: number;
        sourceY?: number;
        sourceFormat?: number;
        sourceAttachment?: number;
        target?: Uint8Array | Uint16Array | Float32Array;
        sourceWidth?: number;
        sourceHeight?: number;
        sourceType?: number;
    }): Uint8Array | Uint16Array | Float32Array;
    /** @deprecated - will be removed - should use command encoder */
    readPixelsToBufferWebGL(source: Framebuffer | Texture, options?: {
        sourceX?: number;
        sourceY?: number;
        sourceFormat?: number;
        target?: Buffer;
        targetByteOffset?: number;
        sourceWidth?: number;
        sourceHeight?: number;
        sourceType?: number;
    }): Buffer;
    /** @deprecated - will be removed - should use WebGPU parameters (pipeline) */
    setParametersWebGL(parameters: any): void;
    /** @deprecated - will be removed - should use WebGPU parameters (pipeline) */
    getParametersWebGL(parameters: any): void;
    /** @deprecated - will be removed - should use WebGPU parameters (pipeline) */
    withParametersWebGL(parameters: any, func: any): any;
    /** @deprecated - will be removed - should use clear arguments in RenderPass */
    clearWebGL(options?: {
        framebuffer?: Framebuffer;
        color?: any;
        depth?: any;
        stencil?: any;
    }): void;
    /** @deprecated - will be removed - should use for debugging only */
    resetWebGL(): void;
    getModuleData<ModuleDataT extends Record<string, unknown>>(moduleName: string): ModuleDataT;
    /** Helper to get the canvas context props */
    static _getCanvasContextProps(props: DeviceProps): CanvasContextProps | undefined;
    protected _getDeviceTextureFormatCapabilities(format: TextureFormat): DeviceTextureFormatCapabilities;
    /** Subclasses use this to support .createBuffer() overloads */
    protected _normalizeBufferProps(props: BufferProps | ArrayBuffer | ArrayBufferView): BufferProps;
}
/**
 * Internal helper for resolving the default `debug` prop.
 * Precedence is: explicit log debug value first, then `NODE_ENV`, then `false`.
 */
export declare function _getDefaultDebugValue(logDebugValue: unknown, nodeEnv?: string): boolean;
export {};
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