/**
 * Represents a texture, which is typically an image composed of pixels (texels). Textures are
 * fundamental resources for rendering graphical objects. They are commonly used by
 * {@link Material}s and sampled in {@link Shader}s (usually fragment shaders) to define the visual
 * appearance of a 3D model's surface. Beyond storing color images, textures can hold various data
 * types like normal maps, environment maps (cubemaps), or custom data for shader computations. Key
 * properties control how the texture data is sampled, including filtering modes and coordinate
 * wrapping.
 *
 * Note on **HDR texture format** support:
 * 1. **As textures**:
 *     - float (i.e. {@link PIXELFORMAT_RGBA32F}), half-float (i.e. {@link PIXELFORMAT_RGBA16F}) and
 * small-float ({@link PIXELFORMAT_111110F}) formats are always supported on both WebGL2 and WebGPU
 * with point sampling.
 *     - half-float and small-float formats are always supported on WebGL2 and WebGPU with linear
 * sampling.
 *     - float formats are supported on WebGL2 and WebGPU with linear sampling only if
 * {@link GraphicsDevice#textureFloatFilterable} is true.
 *
 * 2. **As renderable textures** that can be used as color buffers in a {@link RenderTarget}:
 *     - on WebGPU, rendering to float and half-float formats is always supported.
 *     - on WebGPU, rendering to small-float format is supported only if
 * {@link GraphicsDevice#textureRG11B10Renderable} is true.
 *     - on WebGL2, rendering to these 3 formats formats is supported only if
 * {@link GraphicsDevice#textureFloatRenderable} is true.
 *     - on WebGL2, if {@link GraphicsDevice#textureFloatRenderable} is false, but
 * {@link GraphicsDevice#textureHalfFloatRenderable} is true, rendering to half-float formats only
 * is supported. This is the case of many mobile iOS devices.
 *     - you can determine available renderable HDR format using
 * {@link GraphicsDevice#getRenderableHdrFormat}.
 * @category Graphics
 */
export class Texture {
    /**
     * Create a new Texture instance.
     *
     * @param {GraphicsDevice} graphicsDevice - The graphics device used to manage this texture.
     * @param {object} [options] - Object for passing optional arguments.
     * @param {string} [options.name] - The name of the texture. Defaults to null.
     * @param {number} [options.width] - The width of the texture in pixels. Defaults to 4.
     * @param {number} [options.height] - The height of the texture in pixels. Defaults to 4.
     * @param {number} [options.depth] - The number of depth slices in a 3D texture.
     * @param {number} [options.format] - The pixel format of the texture. Can be:
     *
     * - {@link PIXELFORMAT_R8}
     * - {@link PIXELFORMAT_RG8}
     * - {@link PIXELFORMAT_RGB565}
     * - {@link PIXELFORMAT_RGBA5551}
     * - {@link PIXELFORMAT_RGBA4}
     * - {@link PIXELFORMAT_RGB8}
     * - {@link PIXELFORMAT_RGBA8}
     * - {@link PIXELFORMAT_DXT1}
     * - {@link PIXELFORMAT_DXT3}
     * - {@link PIXELFORMAT_DXT5}
     * - {@link PIXELFORMAT_RGB16F}
     * - {@link PIXELFORMAT_RGBA16F}
     * - {@link PIXELFORMAT_RGB32F}
     * - {@link PIXELFORMAT_RGBA32F}
     * - {@link PIXELFORMAT_ETC1}
     * - {@link PIXELFORMAT_PVRTC_2BPP_RGB_1}
     * - {@link PIXELFORMAT_PVRTC_2BPP_RGBA_1}
     * - {@link PIXELFORMAT_PVRTC_4BPP_RGB_1}
     * - {@link PIXELFORMAT_PVRTC_4BPP_RGBA_1}
     * - {@link PIXELFORMAT_111110F}
     * - {@link PIXELFORMAT_ASTC_4x4}
     * - {@link PIXELFORMAT_ATC_RGB}
     * - {@link PIXELFORMAT_ATC_RGBA}
     *
     * Defaults to {@link PIXELFORMAT_RGBA8}.
     * @param {string} [options.projection] - The projection type of the texture, used when the
     * texture represents an environment. Can be:
     *
     * - {@link TEXTUREPROJECTION_NONE}
     * - {@link TEXTUREPROJECTION_CUBE}
     * - {@link TEXTUREPROJECTION_EQUIRECT}
     * - {@link TEXTUREPROJECTION_OCTAHEDRAL}
     *
     * Defaults to {@link TEXTUREPROJECTION_CUBE} if options.cubemap is true, otherwise
     * {@link TEXTUREPROJECTION_NONE}.
     * @param {number} [options.minFilter] - The minification filter type to use. Defaults to
     * {@link FILTER_LINEAR_MIPMAP_LINEAR}.
     * @param {number} [options.magFilter] - The magnification filter type to use. Defaults to
     * {@link FILTER_LINEAR}.
     * @param {number} [options.anisotropy] - The level of anisotropic filtering to use. Defaults
     * to 1.
     * @param {number} [options.addressU] - The repeat mode to use in the U direction. Defaults to
     * {@link ADDRESS_REPEAT}.
     * @param {number} [options.addressV] - The repeat mode to use in the V direction. Defaults to
     * {@link ADDRESS_REPEAT}.
     * @param {number} [options.addressW] - The repeat mode to use in the W direction. Defaults to
     * {@link ADDRESS_REPEAT}.
     * @param {boolean} [options.mipmaps] - When enabled try to generate or use mipmaps for this
     * texture. Default is true.
     * @param {number} [options.numLevels] - Specifies the number of mip levels to generate. If not
     * specified, the number is calculated based on the texture size. When this property is set,
     * the mipmaps property is ignored.
     * @param {boolean} [options.cubemap] - Specifies whether the texture is to be a cubemap.
     * Defaults to false.
     * @param {number} [options.arrayLength] - Specifies whether the texture is to be a 2D texture array.
     * When passed in as undefined or < 1, this is not an array texture. If >= 1, this is an array texture.
     * Defaults to undefined.
     * @param {boolean} [options.volume] - Specifies whether the texture is to be a 3D volume.
     * Defaults to false.
     * @param {string} [options.type] - Specifies the texture type.  Can be:
     *
     * - {@link TEXTURETYPE_DEFAULT}
     * - {@link TEXTURETYPE_RGBM}
     * - {@link TEXTURETYPE_RGBE}
     * - {@link TEXTURETYPE_RGBP}
     * - {@link TEXTURETYPE_SWIZZLEGGGR}
     *
     * Defaults to {@link TEXTURETYPE_DEFAULT}.
     * @param {boolean} [options.flipY] - Specifies whether the texture should be flipped in the
     * Y-direction. Only affects textures with a source that is an image, canvas or video element.
     * Does not affect cubemaps, compressed textures or textures set from raw pixel data. Defaults
     * to false.
     * @param {boolean} [options.premultiplyAlpha] - If true, the alpha channel of the texture (if
     * present) is multiplied into the color channels. Defaults to false.
     * @param {boolean} [options.compareOnRead] - When enabled, and if texture format is
     * {@link PIXELFORMAT_DEPTH} or {@link PIXELFORMAT_DEPTHSTENCIL}, hardware PCF is enabled for
     * this texture, and you can get filtered results of comparison using texture() in your shader.
     * Defaults to false.
     * @param {number} [options.compareFunc] - Comparison function when compareOnRead is enabled.
     * Can be:
     *
     * - {@link FUNC_LESS}
     * - {@link FUNC_LESSEQUAL}
     * - {@link FUNC_GREATER}
     * - {@link FUNC_GREATEREQUAL}
     * - {@link FUNC_EQUAL}
     * - {@link FUNC_NOTEQUAL}
     *
     * Defaults to {@link FUNC_LESS}.
     * @param {Uint8Array[]|Uint16Array[]|Uint32Array[]|Float32Array[]|HTMLCanvasElement[]|HTMLImageElement[]|HTMLVideoElement[]|Uint8Array[][]} [options.levels]
     * - Array of Uint8Array or other supported browser interface; or a two-dimensional array
     * of Uint8Array if options.arrayLength is defined and greater than zero.
     * @param {boolean} [options.storage] - Defines if texture can be used as a storage texture by
     * a compute shader. Defaults to false.
     * @example
     * // Create a 8x8x24-bit texture
     * const texture = new pc.Texture(graphicsDevice, {
     *     width: 8,
     *     height: 8,
     *     format: pc.PIXELFORMAT_RGB8
     * });
     *
     * // Fill the texture with a gradient
     * const pixels = texture.lock();
     * const count = 0;
     * for (let i = 0; i < 8; i++) {
     *     for (let j = 0; j < 8; j++) {
     *         pixels[count++] = i * 32;
     *         pixels[count++] = j * 32;
     *         pixels[count++] = 255;
     *     }
     * }
     * texture.unlock();
     */
    constructor(graphicsDevice: GraphicsDevice, options?: {
        name?: string;
        width?: number;
        height?: number;
        depth?: number;
        format?: number;
        projection?: string;
        minFilter?: number;
        magFilter?: number;
        anisotropy?: number;
        addressU?: number;
        addressV?: number;
        addressW?: number;
        mipmaps?: boolean;
        numLevels?: number;
        cubemap?: boolean;
        arrayLength?: number;
        volume?: boolean;
        type?: string;
        flipY?: boolean;
        premultiplyAlpha?: boolean;
        compareOnRead?: boolean;
        compareFunc?: number;
        levels?: Uint8Array[] | Uint16Array[] | Uint32Array[] | Float32Array[] | HTMLCanvasElement[] | HTMLImageElement[] | HTMLVideoElement[] | Uint8Array[][];
        storage?: boolean;
    });
    /**
     * The name of the texture.
     *
     * @type {string}
     */
    name: string;
    /** @ignore */
    _gpuSize: number;
    /** @protected */
    protected id: number;
    /** @protected */
    protected _invalid: boolean;
    /** @protected */
    protected _lockedLevel: number;
    /** @protected */
    protected _lockedMode: number;
    /**
     * A render version used to track the last time the texture properties requiring bind group
     * to be updated were changed.
     *
     * @type {number}
     * @ignore
     */
    renderVersionDirty: number;
    /** @protected */
    protected _storage: boolean;
    /** @protected */
    protected _numLevels: number;
    /** @protected */
    protected _numLevelsRequested: number;
    device: GraphicsDevice;
    _width: number;
    _height: number;
    _format: number;
    _compressed: boolean;
    _integerFormat: boolean;
    _volume: boolean;
    _depth: number;
    _arrayLength: number;
    _cubemap: boolean;
    _flipY: boolean;
    _premultiplyAlpha: boolean;
    _mipmaps: boolean;
    _minFilter: number;
    _magFilter: number;
    _anisotropy: number;
    _addressU: number;
    _addressV: number;
    _addressW: number;
    _compareOnRead: boolean;
    _compareFunc: number;
    _type: string;
    projection: string;
    profilerHint: any;
    _levels: Uint8Array<ArrayBufferLike>[] | Uint16Array<ArrayBufferLike>[] | Uint32Array<ArrayBufferLike>[] | Float32Array<ArrayBufferLike>[] | HTMLCanvasElement[] | HTMLImageElement[] | HTMLVideoElement[] | Uint8Array<ArrayBufferLike>[][];
    /**
     * Frees resources associated with this texture.
     */
    destroy(): void;
    recreateImpl(upload?: boolean): void;
    impl: any;
    _clearLevels(): void;
    /**
     * Resizes the texture. This operation is supported for render target textures, and it resizes
     * the allocated buffer used for rendering, not the existing content of the texture.
     *
     * It is also supported for textures with data provided via the {@link lock} method. After
     * resizing, the appropriately sized data must be assigned by calling {@link lock} again.
     *
     * @param {number} width - The new width of the texture.
     * @param {number} height - The new height of the texture.
     * @param {number} [depth] - The new depth of the texture. Defaults to 1.
     * @ignore
     */
    resize(width: number, height: number, depth?: number): void;
    /**
     * Called when the rendering context was lost. It releases all context related resources.
     *
     * @ignore
     */
    loseContext(): void;
    /**
     * Updates vram size tracking for the texture, size can be positive to add or negative to subtract
     *
     * @ignore
     */
    adjustVramSizeTracking(vram: any, size: any): void;
    propertyChanged(flag: any): void;
    _updateNumLevel(): void;
    /**
     * Returns the current lock mode. One of:
     *
     * - {@link TEXTURELOCK_NONE}
     * - {@link TEXTURELOCK_READ}
     * - {@link TEXTURELOCK_WRITE}
     *
     * @ignore
     * @type {number}
     */
    get lockedMode(): number;
    /**
     * Sets the minification filter to be applied to the texture. Can be:
     *
     * - {@link FILTER_NEAREST}
     * - {@link FILTER_LINEAR}
     * - {@link FILTER_NEAREST_MIPMAP_NEAREST}
     * - {@link FILTER_NEAREST_MIPMAP_LINEAR}
     * - {@link FILTER_LINEAR_MIPMAP_NEAREST}
     * - {@link FILTER_LINEAR_MIPMAP_LINEAR}
     *
     * @type {number}
     */
    set minFilter(v: number);
    /**
     * Gets the minification filter to be applied to the texture.
     *
     * @type {number}
     */
    get minFilter(): number;
    /**
     * Sets the magnification filter to be applied to the texture. Can be:
     *
     * - {@link FILTER_NEAREST}
     * - {@link FILTER_LINEAR}
     *
     * @type {number}
     */
    set magFilter(v: number);
    /**
     * Gets the magnification filter to be applied to the texture.
     *
     * @type {number}
     */
    get magFilter(): number;
    /**
     * Sets the addressing mode to be applied to the texture horizontally. Can be:
     *
     * - {@link ADDRESS_REPEAT}
     * - {@link ADDRESS_CLAMP_TO_EDGE}
     * - {@link ADDRESS_MIRRORED_REPEAT}
     *
     * @type {number}
     */
    set addressU(v: number);
    /**
     * Gets the addressing mode to be applied to the texture horizontally.
     *
     * @type {number}
     */
    get addressU(): number;
    /**
     * Sets the addressing mode to be applied to the texture vertically. Can be:
     *
     * - {@link ADDRESS_REPEAT}
     * - {@link ADDRESS_CLAMP_TO_EDGE}
     * - {@link ADDRESS_MIRRORED_REPEAT}
     *
     * @type {number}
     */
    set addressV(v: number);
    /**
     * Gets the addressing mode to be applied to the texture vertically.
     *
     * @type {number}
     */
    get addressV(): number;
    /**
     * Sets the addressing mode to be applied to the 3D texture depth. Can be:
     *
     * - {@link ADDRESS_REPEAT}
     * - {@link ADDRESS_CLAMP_TO_EDGE}
     * - {@link ADDRESS_MIRRORED_REPEAT}
     *
     * @type {number}
     */
    set addressW(addressW: number);
    /**
     * Gets the addressing mode to be applied to the 3D texture depth.
     *
     * @type {number}
     */
    get addressW(): number;
    /**
     * When enabled, and if texture format is {@link PIXELFORMAT_DEPTH} or
     * {@link PIXELFORMAT_DEPTHSTENCIL}, hardware PCF is enabled for this texture, and you can get
     * filtered results of comparison using texture() in your shader.
     *
     * @type {boolean}
     */
    set compareOnRead(v: boolean);
    /**
     * Gets whether you can get filtered results of comparison using texture() in your shader.
     *
     * @type {boolean}
     */
    get compareOnRead(): boolean;
    /**
     * Sets the comparison function when {@link compareOnRead} is enabled. Possible values:
     *
     * - {@link FUNC_LESS}
     * - {@link FUNC_LESSEQUAL}
     * - {@link FUNC_GREATER}
     * - {@link FUNC_GREATEREQUAL}
     * - {@link FUNC_EQUAL}
     * - {@link FUNC_NOTEQUAL}
     *
     * @type {number}
     */
    set compareFunc(v: number);
    /**
     * Gets the comparison function when {@link compareOnRead} is enabled.
     *
     * @type {number}
     */
    get compareFunc(): number;
    /**
     * Sets the integer value specifying the level of anisotropy to apply to the texture. The value
     * ranges from 1 (no anisotropic filtering) to the maximum anisotropy supported by the graphics
     * device (see {@link GraphicsDevice#maxAnisotropy}).
     *
     * @type {number}
     */
    set anisotropy(v: number);
    /**
     * Gets the integer value specifying the level of anisotropy to apply to the texture.
     *
     * @type {number}
     */
    get anisotropy(): number;
    /**
     * Sets whether the texture should generate/upload mipmaps.
     *
     * @type {boolean}
     */
    set mipmaps(v: boolean);
    /**
     * Gets whether the texture should generate/upload mipmaps.
     *
     * @type {boolean}
     */
    get mipmaps(): boolean;
    _needsMipmapsUpload: boolean;
    /**
     * Gets the number of mip levels.
     *
     * @type {number}
     */
    get numLevels(): number;
    /**
     * Defines if texture can be used as a storage texture by a compute shader.
     *
     * @type {boolean}
     */
    get storage(): boolean;
    /**
     * The width of the texture in pixels.
     *
     * @type {number}
     */
    get width(): number;
    /**
     * The height of the texture in pixels.
     *
     * @type {number}
     */
    get height(): number;
    /**
     * The number of depth slices in a 3D texture.
     *
     * @type {number}
     */
    get depth(): number;
    /**
     * The pixel format of the texture. Can be:
     *
     * - {@link PIXELFORMAT_R8}
     * - {@link PIXELFORMAT_RG8}
     * - {@link PIXELFORMAT_RGB565}
     * - {@link PIXELFORMAT_RGBA5551}
     * - {@link PIXELFORMAT_RGBA4}
     * - {@link PIXELFORMAT_RGB8}
     * - {@link PIXELFORMAT_RGBA8}
     * - {@link PIXELFORMAT_DXT1}
     * - {@link PIXELFORMAT_DXT3}
     * - {@link PIXELFORMAT_DXT5}
     * - {@link PIXELFORMAT_RGB16F}
     * - {@link PIXELFORMAT_RGBA16F}
     * - {@link PIXELFORMAT_RGB32F}
     * - {@link PIXELFORMAT_RGBA32F}
     * - {@link PIXELFORMAT_ETC1}
     * - {@link PIXELFORMAT_PVRTC_2BPP_RGB_1}
     * - {@link PIXELFORMAT_PVRTC_2BPP_RGBA_1}
     * - {@link PIXELFORMAT_PVRTC_4BPP_RGB_1}
     * - {@link PIXELFORMAT_PVRTC_4BPP_RGBA_1}
     * - {@link PIXELFORMAT_111110F}
     * - {@link PIXELFORMAT_ASTC_4x4}
     * - {@link PIXELFORMAT_ATC_RGB}
     * - {@link PIXELFORMAT_ATC_RGBA}
     *
     * @type {number}
     */
    get format(): number;
    /**
     * Returns true if this texture is a cube map and false otherwise.
     *
     * @type {boolean}
     */
    get cubemap(): boolean;
    get gpuSize(): number;
    /**
     * Returns true if this texture is a 2D texture array and false otherwise.
     *
     * @type {boolean}
     */
    get array(): boolean;
    /**
     * Returns the number of textures inside this texture if this is a 2D array texture or 0 otherwise.
     *
     * @type {number}
     */
    get arrayLength(): number;
    /**
     * Returns true if this texture is a 3D volume and false otherwise.
     *
     * @type {boolean}
     */
    get volume(): boolean;
    /**
     * Sets the texture type.
     *
     * @type {string}
     * @ignore
     */
    set type(value: string);
    /**
     * Gets the texture type.
     *
     * @type {string}
     * @ignore
     */
    get type(): string;
    /**
     * Sets the texture's internal format to an sRGB or linear equivalent of its current format.
     * When set to true, the texture is stored in sRGB format and automatically converted to linear
     * space when sampled. When set to false, the texture remains in a linear format. Changing this
     * property recreates the texture on the GPU, which is an expensive operation, so it is
     * preferable to create the texture with the correct format from the start. If the texture
     * format has no sRGB variant, this operation is ignored.
     * This is not a public API and is used by Editor only to update rendering when the sRGB
     * property is changed in the inspector. The higher cost is acceptable in this case.
     *
     * @type {boolean}
     * @ignore
     */
    set srgb(value: boolean);
    /**
     * Returns true if the texture is stored in an sRGB format, meaning it will be converted to
     * linear space when sampled. Returns false if the texture is stored in a linear format.
     *
     * @type {boolean}
     */
    get srgb(): boolean;
    /**
     * Sets whether the texture should be flipped in the Y-direction. Only affects textures
     * with a source that is an image, canvas or video element. Does not affect cubemaps,
     * compressed textures or textures set from raw pixel data. Defaults to true.
     *
     * @type {boolean}
     */
    set flipY(flipY: boolean);
    /**
     * Gets whether the texture should be flipped in the Y-direction.
     *
     * @type {boolean}
     */
    get flipY(): boolean;
    _needsUpload: boolean;
    set premultiplyAlpha(premultiplyAlpha: boolean);
    get premultiplyAlpha(): boolean;
    /**
     * Returns true if all dimensions of the texture are power of two, and false otherwise.
     *
     * @type {boolean}
     */
    get pot(): boolean;
    get encoding(): "srgb" | "linear" | "rgbm" | "rgbe" | "rgbp";
    dirtyAll(): void;
    _levelsUpdated: boolean[] | boolean[][];
    _mipmapsUploaded: boolean;
    /**
     * Locks a miplevel of the texture, returning a typed array to be filled with pixel data.
     *
     * @param {object} [options] - Optional options object. Valid properties are as follows:
     * @param {number} [options.level] - The mip level to lock with 0 being the top level. Defaults
     * to 0.
     * @param {number} [options.face] - If the texture is a cubemap, this is the index of the face
     * to lock.
     * @param {number} [options.mode] - The lock mode. Can be:
     * - {@link TEXTURELOCK_READ}
     * - {@link TEXTURELOCK_WRITE}
     * Defaults to {@link TEXTURELOCK_WRITE}.
     * @returns {Uint8Array|Uint16Array|Uint32Array|Float32Array} A typed array containing the pixel data of
     * the locked mip level.
     */
    lock(options?: {
        level?: number;
        face?: number;
        mode?: number;
    }): Uint8Array | Uint16Array | Uint32Array | Float32Array;
    /**
     * Set the pixel data of the texture from a canvas, image, video DOM element. If the texture is
     * a cubemap, the supplied source must be an array of 6 canvases, images or videos.
     *
     * @param {HTMLCanvasElement|HTMLImageElement|HTMLVideoElement|HTMLCanvasElement[]|HTMLImageElement[]|HTMLVideoElement[]} source - A
     * canvas, image or video element, or an array of 6 canvas, image or video elements.
     * @param {number} [mipLevel] - A non-negative integer specifying the image level of detail.
     * Defaults to 0, which represents the base image source. A level value of N, that is greater
     * than 0, represents the image source for the Nth mipmap reduction level.
     */
    setSource(source: HTMLCanvasElement | HTMLImageElement | HTMLVideoElement | HTMLCanvasElement[] | HTMLImageElement[] | HTMLVideoElement[], mipLevel?: number): void;
    /**
     * Get the pixel data of the texture. If this is a cubemap then an array of 6 images will be
     * returned otherwise a single image.
     *
     * @param {number} [mipLevel] - A non-negative integer specifying the image level of detail.
     * Defaults to 0, which represents the base image source. A level value of N, that is greater
     * than 0, represents the image source for the Nth mipmap reduction level.
     * @returns {HTMLImageElement} The source image of this texture. Can be null if source not
     * assigned for specific image level.
     */
    getSource(mipLevel?: number): HTMLImageElement;
    /**
     * Unlocks the currently locked mip level and uploads it to VRAM.
     */
    unlock(): void;
    /**
     * Forces a reupload of the textures pixel data to graphics memory. Ordinarily, this function
     * is called by internally by {@link setSource} and {@link unlock}. However, it still needs to
     * be called explicitly in the case where an HTMLVideoElement is set as the source of the
     * texture.  Normally, this is done once every frame before video textured geometry is
     * rendered.
     */
    upload(): void;
    /**
     * Download the textures data from the graphics memory to the local memory.
     *
     * Note a public API yet, as not all options are implemented on all platforms.
     *
     * @param {number} x - The left edge of the rectangle.
     * @param {number} y - The top edge of the rectangle.
     * @param {number} width - The width of the rectangle.
     * @param {number} height - The height of the rectangle.
     * @param {object} [options] - Object for passing optional arguments.
     * @param {RenderTarget} [options.renderTarget] - The render target using the texture as a color
     * buffer. Provide as an optimization to avoid creating a new render target. Important especially
     * when this function is called with high frequency (per frame). Note that this is only utilized
     * on the WebGL platform, and ignored on WebGPU.
     * @param {number} [options.mipLevel] - The mip level to download. Defaults to 0.
     * @param {number} [options.face] - The face to download. Defaults to 0.
     * @param {Uint8Array|Uint16Array|Uint32Array|Float32Array} [options.data] - The data buffer to
     * write the pixel data to. If not provided, a new buffer will be created. The type of the buffer
     * must match the texture's format.
     * @param {boolean} [options.immediate] - If true, the read operation will be executed as soon as
     * possible. This has a performance impact, so it should be used only when necessary. Defaults
     * to false.
     * @returns {Promise<Uint8Array|Uint16Array|Uint32Array|Float32Array>} A promise that resolves
     * with the pixel data of the texture.
     * @ignore
     */
    read(x: number, y: number, width: number, height: number, options?: {
        renderTarget?: RenderTarget;
        mipLevel?: number;
        face?: number;
        data?: Uint8Array | Uint16Array | Uint32Array | Float32Array;
        immediate?: boolean;
    }): Promise<Uint8Array | Uint16Array | Uint32Array | Float32Array>;
    /**
     * Upload texture data asynchronously to the GPU.
     *
     * @param {number} x - The left edge of the rectangle.
     * @param {number} y - The top edge of the rectangle.
     * @param {number} width - The width of the rectangle.
     * @param {number} height - The height of the rectangle.
     * @param {Uint8Array|Uint16Array|Uint32Array|Float32Array} data - The pixel data to upload. This should be a typed array.
     *
     * @returns {Promise<void>} A promise that resolves when the upload is complete.
     * @ignore
     */
    write(x: number, y: number, width: number, height: number, data: Uint8Array | Uint16Array | Uint32Array | Float32Array): Promise<void>;
}
import type { GraphicsDevice } from './graphics-device.js';
import type { RenderTarget } from './render-target.js';
