export class VirtualTextureUsage {
    get counts(): Uint32Array<ArrayBuffer>;
    set max_mip_level(v: number);
    get max_mip_level(): number;
    /**
     *
     * @return {Uint32Array}
     */
    get occupancy(): Uint32Array;
    /**
     *
     * @return {number}
     */
    get occupancy_count(): number;
    /**
     *
     * @param {number} fingerprint
     * @returns {number}
     */
    getCountByFingerprint(fingerprint: number): number;
    /**
     *
     * @param {number} mip
     * @param {number} x
     * @param {number} y
     * @returns {number}
     */
    getCountBy(mip: number, x: number, y: number): number;
    clear(): void;
    /**
     * Given existing usage, award same usage to all tiles up the chain all the way to the root
     * This helps avoid popping and ensures that when there's not enough space - at least the higher level LOD tiles are available
     * @param {number} bias added to the ancestor tiles to make them more likely to be loaded
     */
    promoteAncestors(bias?: number): void;
    sortOccupancyByLOD(): void;
    /**
     *
     * @param {Uint8Array} data usage texture data
     */
    fromTexture(data: Uint8Array): void;
    #private;
}
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