/**
 * The graphics device manages the underlying graphics context. It is responsible for submitting
 * render state changes and graphics primitives to the hardware. A graphics device is tied to a
 * specific canvas HTML element. It is valid to have more than one canvas element per page and
 * create a new graphics device against each.
 *
 * @category Graphics
 */
export class GraphicsDevice extends EventHandler {
    static EVENT_RESIZE: string;
    constructor(canvas: any, options: any);
    /**
     * Fired when the canvas is resized. The handler is passed the new width and height as number
     * parameters.
     *
     * @event
     * @example
     * graphicsDevice.on('resizecanvas', (width, height) => {
     *     console.log(`The canvas was resized to ${width}x${height}`);
     * });
     */
    /**
     * The canvas DOM element that provides the underlying WebGL context used by the graphics device.
     *
     * @type {HTMLCanvasElement}
     * @readonly
     */
    readonly canvas: HTMLCanvasElement;
    /**
     * The render target representing the main back-buffer.
     *
     * @type {RenderTarget|null}
     * @ignore
     */
    backBuffer: RenderTarget | null;
    /**
     * The dimensions of the back buffer.
     *
     * @ignore
     */
    backBufferSize: Vec2;
    /**
     * The pixel format of the back buffer. Typically PIXELFORMAT_RGBA8, PIXELFORMAT_BGRA8 or
     * PIXELFORMAT_RGB8.
     *
     * @ignore
     */
    backBufferFormat: any;
    /**
     * True if the back buffer should use anti-aliasing.
     *
     * @type {boolean}
     */
    backBufferAntialias: boolean;
    /**
     * True if the deviceType is WebGPU
     *
     * @type {boolean}
     * @readonly
     */
    readonly isWebGPU: boolean;
    /**
     * True if the deviceType is WebGL2
     *
     * @type {boolean}
     * @readonly
     */
    readonly isWebGL2: boolean;
    /**
     * True if the back-buffer is using HDR format, which means that the browser will display the
     * rendered images in high dynamic range mode. This is true if the options.displayFormat is set
     * to {@link DISPLAYFORMAT_HDR} when creating the graphics device using
     * {@link createGraphicsDevice}, and HDR is supported by the device.
     */
    isHdr: boolean;
    /**
     * The scope namespace for shader attributes and variables.
     *
     * @type {ScopeSpace}
     * @readonly
     */
    readonly scope: ScopeSpace;
    /**
     * The maximum number of indirect draw calls that can be used within a single frame. Used on
     * WebGPU only. This needs to be adjusted based on the maximum number of draw calls that can
     * be used within a single frame. Defaults to 1024.
     *
     * @type {number}
     */
    maxIndirectDrawCount: number;
    /**
     * The maximum supported texture anisotropy setting.
     *
     * @type {number}
     * @readonly
     */
    readonly maxAnisotropy: number;
    /**
     * The maximum supported dimension of a cube map.
     *
     * @type {number}
     * @readonly
     */
    readonly maxCubeMapSize: number;
    /**
     * The maximum supported dimension of a texture.
     *
     * @type {number}
     * @readonly
     */
    readonly maxTextureSize: number;
    /**
     * The maximum supported dimension of a 3D texture (any axis).
     *
     * @type {number}
     * @readonly
     */
    readonly maxVolumeSize: number;
    /**
     * The maximum supported number of color buffers attached to a render target.
     *
     * @type {number}
     * @readonly
     */
    readonly maxColorAttachments: number;
    /**
     * The highest shader precision supported by this graphics device. Can be 'hiphp', 'mediump' or
     * 'lowp'.
     *
     * @type {string}
     * @readonly
     */
    readonly precision: string;
    /**
     * The number of hardware anti-aliasing samples used by the frame buffer.
     *
     * @readonly
     * @type {number}
     */
    readonly samples: number;
    /**
     * The maximum supported number of hardware anti-aliasing samples.
     *
     * @readonly
     * @type {number}
     */
    readonly maxSamples: number;
    /**
     * True if the main framebuffer contains stencil attachment.
     *
     * @ignore
     * @type {boolean}
     */
    supportsStencil: boolean;
    /**
     * True if the device supports multi-draw. This is always supported on WebGPU, and support on
     * WebGL2 is optional, but pretty common.
     *
     * @type {boolean}
     */
    supportsMultiDraw: boolean;
    /**
     * True if the device supports compute shaders.
     *
     * @readonly
     * @type {boolean}
     */
    readonly supportsCompute: boolean;
    /**
     * True if the device can read from StorageTexture in the compute shader. By default, the
     * storage texture can be only used with the write operation.
     * When a shader uses this feature, it's recommended to use a `requires` directive to signal the
     * potential for non-portability at the top of the WGSL shader code:
     * ```javascript
     * requires readonly_and_readwrite_storage_textures;
     * ```
     *
     * @readonly
     * @type {boolean}
     */
    readonly supportsStorageTextureRead: boolean;
    /**
     * Currently active render target.
     *
     * @type {RenderTarget|null}
     * @ignore
     */
    renderTarget: RenderTarget | null;
    /**
     * Array of objects that need to be re-initialized after a context restore event
     *
     * @type {Shader[]}
     * @ignore
     */
    shaders: Shader[];
    /**
     * An array of currently created textures.
     *
     * @type {Texture[]}
     * @ignore
     */
    textures: Texture[];
    /**
     * A set of currently created render targets.
     *
     * @type {Set<RenderTarget>}
     * @ignore
     */
    targets: Set<RenderTarget>;
    /**
     * A version number that is incremented every frame. This is used to detect if some object were
     * invalidated.
     *
     * @type {number}
     * @ignore
     */
    renderVersion: number;
    /**
     * Index of the currently active render pass.
     *
     * @type {number}
     * @ignore
     */
    renderPassIndex: number;
    /** @type {boolean} */
    insideRenderPass: boolean;
    /**
     * True if the device supports uniform buffers.
     *
     * @type {boolean}
     * @ignore
     */
    supportsUniformBuffers: boolean;
    /**
     * True if the device supports clip distances (WebGPU only). Clip distances allow you to restrict
     * primitives' clip volume with user-defined half-spaces in the output of vertex stage.
     *
     * @type {boolean}
     */
    supportsClipDistances: boolean;
    /**
     * True if 32-bit floating-point textures can be used as a frame buffer.
     *
     * @type {boolean}
     * @readonly
     */
    readonly textureFloatRenderable: boolean;
    /**
     * True if 16-bit floating-point textures can be used as a frame buffer.
     *
     * @type {boolean}
     * @readonly
     */
    readonly textureHalfFloatRenderable: boolean;
    /**
     * True if small-float textures with format {@link PIXELFORMAT_111110F} can be used as a frame
     * buffer. This is always true on WebGL2, but optional on WebGPU device.
     *
     * @type {boolean}
     * @readonly
     */
    readonly textureRG11B10Renderable: boolean;
    /**
     * True if filtering can be applied when sampling float textures.
     *
     * @type {boolean}
     * @readonly
     */
    readonly textureFloatFilterable: boolean;
    /**
     * A vertex buffer representing a quad.
     *
     * @type {VertexBuffer}
     * @ignore
     */
    quadVertexBuffer: VertexBuffer;
    /**
     * An object representing current blend state
     *
     * @ignore
     */
    blendState: BlendState;
    /**
     * The current depth state.
     *
     * @ignore
     */
    depthState: DepthState;
    /**
     * True if stencil is enabled and stencilFront and stencilBack are used
     *
     * @ignore
     */
    stencilEnabled: boolean;
    /**
     * The current front stencil parameters.
     *
     * @ignore
     */
    stencilFront: StencilParameters;
    /**
     * The current back stencil parameters.
     *
     * @ignore
     */
    stencilBack: StencilParameters;
    /**
     * The dynamic buffer manager.
     *
     * @type {DynamicBuffers}
     * @ignore
     */
    dynamicBuffers: DynamicBuffers;
    /**
     * The GPU profiler.
     *
     * @type {GpuProfiler}
     */
    gpuProfiler: GpuProfiler;
    /**
     * @type {boolean}
     * @ignore
     */
    _destroyed: boolean;
    defaultClearOptions: {
        color: number[];
        depth: number;
        stencil: number;
        flags: number;
    };
    /**
     * The current client rect.
     *
     * @type {{ width: number, height: number }}
     * @ignore
     */
    clientRect: {
        width: number;
        height: number;
    };
    /**
     * A very heavy handed way to force all shaders to be rebuilt. Avoid using as much as possible.
     *
     * @type {boolean}
     * @ignore
     */
    _shadersDirty: boolean;
    /**
     * A list of shader defines based on the capabilities of the device.
     *
     * @type {Map<string, string>}
     * @ignore
     */
    capsDefines: Map<string, string>;
    /**
     * A set of maps to clear at the end of the frame.
     *
     * @type {Set<Map>}
     * @ignore
     */
    mapsToClear: Set<Map<any, any>>;
    initOptions: any;
    _maxPixelRatio: number;
    buffers: any[];
    _vram: {
        texShadow: number;
        texAsset: number;
        texLightmap: number;
        tex: number;
        vb: number;
        ib: number;
        ub: number;
        sb: number;
    };
    _shaderStats: {
        vsCompiled: number;
        fsCompiled: number;
        linked: number;
        materialShaders: number;
        compileTime: number;
    };
    _drawCallsPerFrame: number;
    _shaderSwitchesPerFrame: number;
    _primsPerFrame: number[];
    _renderTargetCreationTime: number;
    textureBias: import("./scope-id.js").ScopeId;
    /**
     * Function that executes after the device has been created.
     */
    postInit(): void;
    /**
     * Initialize the map of device capabilities, which are supplied to shaders as defines.
     *
     * @ignore
     */
    initCapsDefines(): void;
    /**
     * Destroy the graphics device.
     */
    destroy(): void;
    onDestroyShader(shader: any): void;
    postDestroy(): void;
    /**
     * Called when the device context was lost. It releases all context related resources.
     *
     * @ignore
     */
    loseContext(): void;
    contextLost: boolean;
    /**
     * Called when the device context is restored. It reinitializes all context related resources.
     *
     * @ignore
     */
    restoreContext(): void;
    toJSON(key: any): any;
    initializeContextCaches(): void;
    vertexBuffers: any[];
    shader: any;
    shaderValid: any;
    shaderAsyncCompile: boolean;
    initializeRenderState(): void;
    cullMode: number;
    vx: number;
    vy: number;
    vw: number;
    vh: number;
    sx: number;
    sy: number;
    sw: number;
    sh: number;
    blendColor: Color;
    /**
     * Sets the specified stencil state. If both stencilFront and stencilBack are null, stencil
     * operation is disabled.
     *
     * @param {StencilParameters} [stencilFront] - The front stencil parameters. Defaults to
     * {@link StencilParameters.DEFAULT} if not specified.
     * @param {StencilParameters} [stencilBack] - The back stencil parameters. Defaults to
     * {@link StencilParameters.DEFAULT} if not specified.
     */
    setStencilState(stencilFront?: StencilParameters, stencilBack?: StencilParameters): void;
    /**
     * Sets the specified blend state.
     *
     * @param {BlendState} blendState - New blend state.
     */
    setBlendState(blendState: BlendState): void;
    /**
     * Sets the constant blend color and alpha values used with {@link BLENDMODE_CONSTANT} and
     * {@link BLENDMODE_ONE_MINUS_CONSTANT} factors specified in {@link BlendState}. Defaults to
     * [0, 0, 0, 0].
     *
     * @param {number} r - The value for red.
     * @param {number} g - The value for green.
     * @param {number} b - The value for blue.
     * @param {number} a - The value for alpha.
     */
    setBlendColor(r: number, g: number, b: number, a: number): void;
    /**
     * Sets the specified depth state.
     *
     * @param {DepthState} depthState - New depth state.
     */
    setDepthState(depthState: DepthState): void;
    /**
     * Controls how triangles are culled based on their face direction. The default cull mode is
     * {@link CULLFACE_BACK}.
     *
     * @param {number} cullMode - The cull mode to set. Can be:
     *
     * - {@link CULLFACE_NONE}
     * - {@link CULLFACE_BACK}
     * - {@link CULLFACE_FRONT}
     */
    setCullMode(cullMode: number): void;
    /**
     * Sets the specified render target on the device. If null is passed as a parameter, the back
     * buffer becomes the current target for all rendering operations.
     *
     * @param {RenderTarget|null} renderTarget - The render target to activate.
     * @example
     * // Set a render target to receive all rendering output
     * device.setRenderTarget(renderTarget);
     *
     * // Set the back buffer to receive all rendering output
     * device.setRenderTarget(null);
     */
    setRenderTarget(renderTarget: RenderTarget | null): void;
    /**
     * Sets the current vertex buffer on the graphics device. For subsequent draw calls, the
     * specified vertex buffer(s) will be used to provide vertex data for any primitives.
     *
     * @param {VertexBuffer} vertexBuffer - The vertex buffer to assign to the device.
     * @ignore
     */
    setVertexBuffer(vertexBuffer: VertexBuffer): void;
    /**
     * Clears the vertex buffer set on the graphics device. This is called automatically by the
     * renderer.
     * @ignore
     */
    clearVertexBuffer(): void;
    /**
     * Retrieves the first available slot in the {@link indirectDrawBuffer} used for indirect
     * rendering, which can be utilized by a {@link Compute} shader to generate indirect draw
     * parameters and by {@link MeshInstance#setIndirect} to configure indirect draw calls.
     *
     * When reserving multiple consecutive slots, specify the optional `count` parameter.
     *
     * @param {number} [count] - Number of consecutive slots to reserve. Defaults to 1.
     * @returns {number} - The first reserved slot index used for indirect rendering.
     */
    getIndirectDrawSlot(count?: number): number;
    /**
     * Returns the buffer used to store arguments for indirect draw calls. The size of the buffer is
     * controlled by the {@link maxIndirectDrawCount} property. This buffer can be passed to a
     * {@link Compute} shader along with a slot obtained by calling {@link getIndirectDrawSlot}, in
     * order to prepare indirect draw parameters. Also see {@link MeshInstance#setIndirect}.
     *
     * Only available on WebGPU, returns null on other platforms.
     *
     * @type {StorageBuffer|null}
     */
    get indirectDrawBuffer(): StorageBuffer | null;
    /**
     * Queries the currently set render target on the device.
     *
     * @returns {RenderTarget} The current render target.
     * @example
     * // Get the current render target
     * const renderTarget = device.getRenderTarget();
     */
    getRenderTarget(): RenderTarget;
    /**
     * Initialize render target before it can be used.
     *
     * @param {RenderTarget} target - The render target to be initialized.
     * @ignore
     */
    initRenderTarget(target: RenderTarget): void;
    /**
     * Submits a graphical primitive to the hardware for immediate rendering.
     *
     * @param {object} primitive - Primitive object describing how to submit current vertex/index
     * buffers.
     * @param {number} primitive.type - The type of primitive to render. Can be:
     *
     * - {@link PRIMITIVE_POINTS}
     * - {@link PRIMITIVE_LINES}
     * - {@link PRIMITIVE_LINELOOP}
     * - {@link PRIMITIVE_LINESTRIP}
     * - {@link PRIMITIVE_TRIANGLES}
     * - {@link PRIMITIVE_TRISTRIP}
     * - {@link PRIMITIVE_TRIFAN}
     *
     * @param {number} primitive.base - The offset of the first index or vertex to dispatch in the
     * draw call.
     * @param {number} primitive.count - The number of indices or vertices to dispatch in the draw
     * call.
     * @param {boolean} [primitive.indexed] - True to interpret the primitive as indexed, thereby
     * using the currently set index buffer and false otherwise.
     * @param {IndexBuffer} [indexBuffer] - The index buffer to use for the draw call.
     * @param {number} [numInstances] - The number of instances to render when using instancing.
     * Defaults to 1.
     * @param {DrawCommands} [drawCommands] - The draw commands to use for the draw call.
     * @param {boolean} [first] - True if this is the first draw call in a sequence of draw calls.
     * When set to true, vertex and index buffers related state is set up. Defaults to true.
     * @param {boolean} [last] - True if this is the last draw call in a sequence of draw calls.
     * When set to true, vertex and index buffers related state is cleared. Defaults to true.
     * @example
     * // Render a single, unindexed triangle
     * device.draw({
     *     type: pc.PRIMITIVE_TRIANGLES,
     *     base: 0,
     *     count: 3,
     *     indexed: false
     * });
     *
     * @ignore
     */
    draw(primitive: {
        type: number;
        base: number;
        count: number;
        indexed?: boolean;
    }, indexBuffer?: IndexBuffer, numInstances?: number, drawCommands?: DrawCommands, first?: boolean, last?: boolean): void;
    /**
     * Reports whether a texture source is a canvas, image, video or ImageBitmap.
     *
     * @param {*} texture - Texture source data.
     * @returns {boolean} True if the texture is a canvas, image, video or ImageBitmap and false
     * otherwise.
     * @ignore
     */
    _isBrowserInterface(texture: any): boolean;
    _isImageBrowserInterface(texture: any): boolean;
    _isImageCanvasInterface(texture: any): boolean;
    _isImageVideoInterface(texture: any): boolean;
    /**
     * Sets the width and height of the canvas, then fires the `resizecanvas` event. Note that the
     * specified width and height values will be multiplied by the value of
     * {@link GraphicsDevice#maxPixelRatio} to give the final resultant width and height for the
     * canvas.
     *
     * @param {number} width - The new width of the canvas.
     * @param {number} height - The new height of the canvas.
     * @ignore
     */
    resizeCanvas(width: number, height: number): void;
    /**
     * Sets the width and height of the canvas, then fires the `resizecanvas` event. Note that the
     * value of {@link GraphicsDevice#maxPixelRatio} is ignored.
     *
     * @param {number} width - The new width of the canvas.
     * @param {number} height - The new height of the canvas.
     * @ignore
     */
    setResolution(width: number, height: number): void;
    update(): void;
    updateClientRect(): void;
    /**
     * Width of the back buffer in pixels.
     *
     * @type {number}
     */
    get width(): number;
    /**
     * Height of the back buffer in pixels.
     *
     * @type {number}
     */
    get height(): number;
    /**
     * Sets whether the device is currently in fullscreen mode.
     *
     * @type {boolean}
     */
    set fullscreen(fullscreen: boolean);
    /**
     * Gets whether the device is currently in fullscreen mode.
     *
     * @type {boolean}
     */
    get fullscreen(): boolean;
    /**
     * Sets the maximum pixel ratio.
     *
     * @type {number}
     */
    set maxPixelRatio(ratio: number);
    /**
     * Gets the maximum pixel ratio.
     *
     * @type {number}
     */
    get maxPixelRatio(): number;
    /**
     * Gets the type of the device. Can be:
     *
     * - {@link DEVICETYPE_WEBGL2}
     * - {@link DEVICETYPE_WEBGPU}
     *
     * @type {DEVICETYPE_WEBGL2|DEVICETYPE_WEBGPU}
     */
    get deviceType(): "webgl2" | "webgpu";
    startRenderPass(renderPass: any): void;
    endRenderPass(renderPass: any): void;
    startComputePass(name: any): void;
    endComputePass(): void;
    /**
     * Function which executes at the start of the frame. This should not be called manually, as
     * it is handled by the AppBase instance.
     *
     * @ignore
     */
    frameStart(): void;
    /**
     * Function which executes at the end of the frame. This should not be called manually, as it is
     * handled by the AppBase instance.
     *
     * @ignore
     */
    frameEnd(): void;
    /**
     * Dispatch multiple compute shaders inside a single compute shader pass.
     *
     * @param {Array<Compute>} computes - An array of compute shaders to dispatch.
     * @param {string} [name] - The name of the dispatch, used for debugging and reporting only.
     */
    computeDispatch(computes: Array<Compute>, name?: string): void;
    /**
     * Get a renderable HDR pixel format supported by the graphics device.
     *
     * Note:
     *
     * - When the `filterable` parameter is set to false, this function returns one of the supported
     * formats on the majority of devices apart from some very old iOS and Android devices (99%).
     * - When the `filterable` parameter is set to true, the function returns a format on a
     * considerably lower number of devices (70%).
     *
     * @param {number[]} [formats] - An array of pixel formats to check for support. Can contain:
     *
     * - {@link PIXELFORMAT_111110F}
     * - {@link PIXELFORMAT_RGBA16F}
     * - {@link PIXELFORMAT_RGBA32F}
     *
     * @param {boolean} [filterable] - If true, the format also needs to be filterable. Defaults to
     * true.
     * @param {number} [samples] - The number of samples to check for. Some formats are not
     * compatible with multi-sampling, for example {@link PIXELFORMAT_RGBA32F} on WebGPU platform.
     * Defaults to 1.
     * @returns {number|undefined} The first supported renderable HDR format or undefined if none is
     * supported.
     */
    getRenderableHdrFormat(formats?: number[], filterable?: boolean, samples?: number): number | undefined;
    /**
     * Validate that all attributes required by the shader are present in the currently assigned
     * vertex buffers.
     *
     * @param {Shader} shader - The shader to validate.
     * @param {VertexFormat} vb0Format - The format of the first vertex buffer.
     * @param {VertexFormat} vb1Format - The format of the second vertex buffer.
     * @protected
     */
    protected validateAttributes(shader: Shader, vb0Format: VertexFormat, vb1Format: VertexFormat): void;
}
import { EventHandler } from '../../core/event-handler.js';
import type { RenderTarget } from './render-target.js';
import { Vec2 } from '../../core/math/vec2.js';
import { ScopeSpace } from './scope-space.js';
import type { Shader } from './shader.js';
import type { Texture } from './texture.js';
import { VertexBuffer } from './vertex-buffer.js';
import { BlendState } from './blend-state.js';
import { DepthState } from './depth-state.js';
import { StencilParameters } from './stencil-parameters.js';
import type { DynamicBuffers } from './dynamic-buffers.js';
import type { GpuProfiler } from './gpu-profiler.js';
import { Color } from '../../core/math/color.js';
import type { StorageBuffer } from './storage-buffer.js';
import type { IndexBuffer } from './index-buffer.js';
import type { DrawCommands } from './draw-commands.js';
import type { Compute } from './compute.js';
import { VertexFormat } from './vertex-format.js';
