type ShaderBindingAssignment = {
    moduleName: string;
    name: string;
    group: number;
    location: number;
};
/** One debug row describing a WGSL binding in the assembled shader source. */
export type ShaderBindingDebugRow = {
    /** Binding name as declared in WGSL. */
    name: string;
    /** Bind-group index. */
    group: number;
    /** Binding slot within the bind group. */
    binding: number;
    /** Resource kind inferred from the WGSL declaration. */
    kind: 'uniform' | 'storage' | 'read-only-storage' | 'texture' | 'sampler' | 'storage-texture' | 'unknown';
    /** Whether the binding came from application WGSL or a shader module. */
    owner: 'application' | 'module';
    /** Shader module name when the binding was contributed by a module. */
    moduleName?: string;
    /** Full WGSL resource type text from the declaration. */
    resourceType?: string;
    /** WGSL access mode when cheaply available. */
    access?: string;
    /** Texture view dimension when cheaply available. */
    viewDimension?: string;
    /** Texture sample type when cheaply available. */
    sampleType?: string;
    /** Sampler kind when cheaply available. */
    samplerKind?: string;
    /** Whether the texture is multisampled when cheaply available. */
    multisampled?: boolean;
};
/** Builds a stable, table-friendly binding summary from assembled WGSL source. */
export declare function getShaderBindingDebugRowsFromWGSL(source: string, bindingAssignments?: ShaderBindingAssignment[]): ShaderBindingDebugRow[];
export {};
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